I really hope they do not raise the level cap, but my reason has nothing to do with ascended or legendary lvl 80 gear.
Raising the level cap would trivialize zones like Silverwastes, Drytop, Cursed Shores and Southsun.
I like the idea of world growth basically equating to more max level zone to play in.
When you join a map you get scaled to its lvl. The same would happen with drytop/sw/cursed shore…
I think we should keep the wvw rank visible for the enemy. If they need to change something is to alow your own server to see your rank.
Also bring the /rank emote back.
Recently these forums are glitching when I try to post a reply or create a post. Is anyone having the same issues?
Was creating this post and got “Sorry, this area isn’t available yet. Please check back later. Try going back home?” message…
People talk like if it is hard to lvl up now lol. If you pvp you have stacks of tome of knowledge on your bank. If you run dungeons you can just swap character at the end. If you play wvw you can get lots of lvl in EoTM…
Who wants levels going back to 20? ~a million hands raised~
Who wants level cap to be raised? ~people throw bricks~I doubt you have any data to prove that supposition.
No data – but I would actually play this game more if they did that. As it is:
80 levels is already too much. It kills the soul, thinking about leveling alts.
I actually think I’ve played far less of GW2 for that very reason. Alts were easy and fun in Guild Wars, and I put thousands upon thousands of hours into playing them.
In GW2, if I get tired of playing, I consider making an alt, think about the 80 levels of dreariness that is the personal story and hearts, and log off to play something else.
I honestly wish they’d do some kind of stat squish and reduce the total number of levels. I’d play more.
Of all the development mistakes ArenaNet made with GW2, 80 levels at launch was the biggest one, in my opinion. Even bigger than the Ascended debacle.
Well lots of players don’t think ascended was a mistake. I think ascended was one of the best things they have ever implemented in the game. Would love to see the lvl cap raised to 85/90/100…
Tool kit is too good.
Pry bar, cele build crits for 4k+, 4 stacks of confusion, unblockable CC, block, and soft CC bleed.
it has every thing and too much of everything in a melee set up, for a class that’s mainly ranged and have no CD problem for switching skills.
either you nerf the damage and keep it’s survibility or do something about it.
You can’t go up against an extremely short range melee attack?
Seriously though, I do not understand.
1. Bleed, insignificant amount.
2. Soft CC? Meh not significant either in PvP, WvW definitely strong.
3. 5 stacks of confusion, the only decent damage the kit provides.
4. Block, just like a dozens of other damage mitigation skills.
5. Unblockable CC, wait WHAT? Dodge is a thing you know. Also a very EASY skill to dodge.
The autoattack is meh, the toolbelt skill is meh. The magnet is easy to dodge (though it could get a better animation). The only 2 grat thing are pry bar and the block. The block requires you to invest 4 trait points in order to reduce its cooldown.
The only way I see a nerf to block viable is if they buff #1, #2 and the toolbelt skill.
(edited by xDudisx.5914)
Who wants levels going back to 20? ~a million hands raised~
Who wants level cap to be raised? ~people throw bricks~
I doubt you have any data to prove that supposition.
I support the idea of raising lvl cap. Would be nice to get more trait points. But I think the max gear should be kept the same and require lvl 80 to use.
Should 100% rework downed state.
*Remove all downed skills.
When you hit 0 HP you die. If there is an ally within 1200 range you enter downed state giving that ally a chance to rally you by killing your foe or healing/rezing you.
Would not work, the game is built around the downed state.
Simple. It wouldn’t work. The game has downed state because there is no healer. If downed state was removed they would have to rework lots of traits and some skills like warbanner. Support specs would probably require a buff if that happens.
Throwing down random numbers from other game doen’t help much. You are not saying what is the normal boss hp, how long it takes to kill,etc. Also most other games have a healer and a tank, so the dps is doing only/mostly dps.
You can hit 100 times more but if the boss hp is 1000 times higher it doens’t matter. Pure numbers from other games are vague.
Makes more sense to ask yourself how long does it take for a character of the same lvl of the instance and same gear lvl to kill the boss.
Could be something like elementalist’s evasive arcana. Create the spell next time you dodge using the kit. 20 cooldown for each kit.
If they make GS #5 something usefull and not just a run away skill GS might become more viable.
Full celestial ele is not optimal in WvW, even in 1v1s, because of the interaction of food buffs. The reason celestial ele is so powerful in sPvP is because (1) you maintain a LOT of pressure through high burning + poison uptime that let’s you outsustain your opponent; and (2) you have less control over your stat allocation; and
In WvW, almost every non-condi class will run lemongrass poultry for -40% condi duration, which means your burning and poison won’t last as long. To the point where it’s not even worth taking sigil of doom, which means your only real damage is coming from burning. On top of that, most of the builds you’ll be running against in WvW will have more condi clear (SA thieves, PU mesmers) so burning won’t stick nearly as long as it does against the meta builds you see in sPvP.
Unlike in sPvP, you generally can’t rely on out-sustaining your opponent in WvW because there’s no incentive for your opponent to stay in a losing fight. Most people will just back off and reset, with nothing lost. Or, during your 2-3 minute long fight, your opponent’s teammates come in and force you to retreat.
Against condi builds, you definitely need a lot more power damage to quickly take them down before their condis wear you down.
With full celestial, you’re basically trading burst damage and survivability for a moderate increase to burning damage. Not worth it.
Another reason celestial is less useful in WvW is that, unlike in sPvP, you have a lot of control over how you allocate stat points in WvW. I would recommend a focus primarily on zerker/knight/soldier (adjust between tankiness<—->damage depending on how good you are at avoiding damage, what kind of builds your teammates run and how good they are at peeling for you, what kind of role you want to play for your team, etc.). Don’t get me wrong — it definitely makes sense to take a few pieces of celestial as needed to round out the stat spread you’re aiming for. But going full celestial is almost never a good idea for WvW unless you’re doing no food/oil duels in Obsidian Sanctum or something.
Celestial is still optimal for 1v1 duels even factoring food. Btw celestial even not counting condi still more stats than normal stats. Mix stuff will just nerf you. With a mixed stat ele you wont be able to 1v1 outlast a celestial ele with the same skill lvl.
You are not trading dmg and survivability for only condi. You can mix as much as you want you will end up lacking in other are and end up having less survibability or less dmg than cele.
Example:
celestial ascended helmet 22*7 = 154 stats
other stat helmet = 47+34+34=115
Even if you make 0 use of condi dmg (which is not the case) you still have more stat. You can mix in such a way you will have more healing power, thoughness, vit, crit dmg, ferocity, etc than celestial. You try to spread out with mix and lose stats and lack in other areas.
obs: talking purely about 1v1/small scale
Does anyone have any idea why Gear Shield is what it is?
To elaborate, Gear Shield is the following:
- A base 20 second recharge skill
- an instant activation skill
- a skill that is active for 3 seconds
- while active you are immune 99% of the games abilities, except unblockable and and some ground targeted CC (which are few and far between abilities or require setup to create such combos ie basilisk venom and shortbow 4)
- in meta builds this ability is Traited to be a 16 second cool down.
I would like to request that the community find ways to compare this skills usage in meta builds against other meta builds that perhaps can do similar things in order to identify some kind of justification for this skill being what it is.
I think the block has a too short cooldown. It could be 25s base and 20s traited. The autoatck and the toolbelt skill could get some buff though.
I understand what xDudisx says and I accept that s/he likes it… I still say it is not really optimal. A healthy mix of soldiers/knights/berserker/celestial is the way to go…
(just my 2 cents…)
In a 1v1 perspective where the enemy stay and fight full celestial is the best by far. It is basicaly the op build from spvp adapted to wvw.
Yup, it’s pretty much the ele version of running condi thief or PU mes. Low risk/ high reward. The trade off is the higher the number of people in the fight the less effective the build becomes.
To be fair celestial ele works great up to 5-10 player group if you run d/d. Staff works for anything but more than 10-15 you are not getting much benefit from the healing power and condi because the way condi clear is so abundant in larger scale.
Your comparison is terrible though. Ele is much higher skill cap and risk than PU mesmer p/d thief.
Creating this topic to discuss and see what players think about it.
Do you think the game balance focus only in spvp (conquest mode) and neglects the other areas of the game? Yes? No? Do you think it is good or bad for the game? Are you happy with that direction?
Is the focus in conquest preventing us from getting new pvp modes like deathmatch, gvg, lord rush, etc…?
You know that spvp is actually the most casual game mode right?
Casual = doens’t play very often of for long hours.
Spvp is the only game mode where you dont need to unlock utilities, have almost all the traits for free,etc. Is the only ready2go game mode. You log in an play. The other modes require you to lvl up and grind some gear.
If they add something like guild spvp we would probably get an influx of players much higher than the actual pvp population.
If you’re trying to say that PvP is casual and PvE isn’t…
That is exactly what I said.
casual =/= easy
casual = little to no time required to reach end game contentYou know that PvE in GW2 is the most casual among all games probably?
Also your reasoning counting PvP as casual because it’s easily accessable is weird, because PvP unlike PvE is about competitive not grind. There is no reason why it should be otherwise, and being easily accessible doesn’t make it casual. Grind has nothing with ‘hardcore’, which is usualy used as opposition to ‘casual’.You know that gw2 pvp is also super casual compared with almost every mmorpg? You dont need gear, you can pretty much copy paste builds and people learn to play in a few weeks.
Yes hardcore = grindy, long term goal
Pve in gw2 is braindead easy but still less casual than spvp. Is like comparing a slug and a turtle to see which one is slower. Both are slow but one is slower. The same way both pve and pvp are casual in this game.
dictionary for casual:
" Occurring at irregular or infrequent intervals; occasional:"
" Being without ceremony or formality; relaxed or informal:"I know lots of friends that log in play a few pvp matches and log out. Do you think this pvp is hardcore? I don’t think so
You know that the only PVP MMO which was GW1 would be casual compared to WoW if we use your definitions?
GW PvP is hardcore compared to other MMOs because you win due to dedication (skill) instead of gear etc (grind). If certain mode is easy to enter doesn’t mean it’s casual, we could call it casual if it’s easy to learn at competitive level. GW actualy is rewarding skill instead of time spent like hardcore PvP Esports should do.
If sPvP is so casual, then why Abjured is so dominating at NA?
I copy pasted the definition of casual from a dictionary. Now if you want to create your own definition to the word that is not my problem.
gw1 was more casual than wow.
In spvp we have like only 5-10 teams in NA and 5-10 in EU. That is why you only see the same guys. The bad conquest mode a series of other factors makes the vast majority of the playerbase focus in other game modes and not take spvp seriously.
I understand what xDudisx says and I accept that s/he likes it… I still say it is not really optimal. A healthy mix of soldiers/knights/berserker/celestial is the way to go…
(just my 2 cents…)
In a 1v1 perspective where the enemy stay and fight full celestial is the best by far. It is basicaly the op build from spvp adapted to wvw.
For zerging celestial is not optimal but works. It shines in small scale and 1v1. Even after might nerf celestial ele is still going to be super strong 1v1.
I have 1 ele with ascended celestial armor/weapon/trinkets. In wvw you not only have more power/condi than in spvp but you also get +250 power from bloodlust and +100 power/condi from guard stacks and also sharpening stones.
Very few builds can 1v1 you. And those builds are not very common to see in wvw.
One downside is that your burst popential is not that great. If they decide to just run away and avoid fight you probably wont stop them alone.
The suggestion is to show the players the health points of gates, walls and siege and every npc that is not affected by scaling effects. I can see the problem of showing the hp if it is a variable that changes with scaling effect, but gates for example have fixed hp based on the keep/tower lvl (t1,2,3).
This gives us a more precise idea about their hp. For example without the numbers right now it seems a player hitting a gate is doing nothing because the bar wont change with few people hitting. If they can seem hp numbers dropping gives the player a more precise idea of what his dmg is doing in the gate.
More data is always good.
Bye-bye celestial elems, HGH engis and hambow warriors
L2p as any another classes/specs.not dead .. just a bit less efficient.. ill continue to play the same build and adapt.
HGH engi? Do they still exist? hahaha
You know that spvp is actually the most casual game mode right?
Casual = doens’t play very often of for long hours.
Spvp is the only game mode where you dont need to unlock utilities, have almost all the traits for free,etc. Is the only ready2go game mode. You log in an play. The other modes require you to lvl up and grind some gear.
If they add something like guild spvp we would probably get an influx of players much higher than the actual pvp population.
If you’re trying to say that PvP is casual and PvE isn’t…
That is exactly what I said.
casual =/= easy
casual = little to no time required to reach end game contentYou know that PvE in GW2 is the most casual among all games probably?
Also your reasoning counting PvP as casual because it’s easily accessable is weird, because PvP unlike PvE is about competitive not grind. There is no reason why it should be otherwise, and being easily accessible doesn’t make it casual. Grind has nothing with ‘hardcore’, which is usualy used as opposition to ‘casual’.
You know that gw2 pvp is also super casual compared with almost every mmorpg? You dont need gear, you can pretty much copy paste builds and people learn to play in a few weeks.
Yes hardcore = grindy, long term goal
Pve in gw2 is braindead easy but still less casual than spvp. Is like comparing a slug and a turtle to see which one is slower. Both are slow but one is slower. The same way both pve and pvp are casual in this game.
dictionary for casual:
" Occurring at irregular or infrequent intervals; occasional:"
" Being without ceremony or formality; relaxed or informal:"
I know lots of friends that log in play a few pvp matches and log out. Do you think this pvp is hardcore? I don’t think so
You know that spvp is actually the most casual game mode right?
Casual = doens’t play very often of for long hours.
Spvp is the only game mode where you dont need to unlock utilities, have almost all the traits for free,etc. Is the only ready2go game mode. You log in an play. The other modes require you to lvl up and grind some gear.
If they add something like guild spvp we would probably get an influx of players much higher than the actual pvp population.
If you’re trying to say that PvP is casual and PvE isn’t…
That is exactly what I said.
casual =/= easy
casual = little to no time required to reach end game content
It is funny that the OP started discussing warrior in Spvp and suddenly everyone is talking about pve.
You know that spvp is actually the most casual game mode right?
Casual = doens’t play very often of for long hours.
Spvp is the only game mode where you dont need to unlock utilities, have almost all the traits for free,etc. Is the only ready2go game mode. You log in an play. The other modes require you to lvl up and grind some gear.
If they add something like guild spvp we would probably get an influx of players much higher than the actual pvp population.
I think one of the main issues is if you do not play this game it is almost impossible to understand anything – Class mechanics
MOBA/FPS games do not have that problem IMO
And I think this is in fact the problem: there is just too much happening all the time. Even though the game are in fact quite fast paced (you can see the two poor hosts – who do a great job – are still struggling to keep up because the game is so fast).
But because it never changes pace it actually seems “boring” and “repetitive” for an external viewer who cannot appreciate all the different nuances and intricacies in each fight.In music, you put a drop for your audience to rest, before going full on again to generate some excitement for the next bit coming. GW2 is always “fast paced, full on” and thus fails to generate this excitement.
Compare it to eSport games like DOTA or SC2. These games have “building” phases, where you collect, gather, etc. Generally the pacing is more obvious (regroup/rebuild/attack).
There is very intense combat for a few seconds where the pacing accelerate and spectators are on the edge of their seats.
People feel they’ve watched a defining moment in a game.
Then it drops/slows down again, and get people can get all hyped up for the next phase of the game.Now, it’s not a criticism of the game as such, as I understand MMORPG and current mechanics make it more difficult to pace a fight.
One of the mechanics that perhaps goes in this direction of “pacing” is the Lords in foefire, where a decisive, higher stake fight can happen there.
The other mechanics (orb, trebuchet, miniboss) are a lot less defining than this.Well, any thoughts perhaps?
Both of you are right.
Guild Wars 2 is an MMORPG that will attract only people, who are into RPG.
For the rest this game will appear as too complex.
Exactly. Gw2 is an mmorpg. We don’t need to focus in becoming esport because that will result in oversimplifying all the skills, mechanics and reduce the customization.
Look at other mobas, they have basically 1 map with 1 game mode, less customization and few skills. Gw2 need more pvp modes like: death match, gvg, etc. But as long as the game keeps pusing the wannabe esport philosophy we will never get new features or new game modes for pvp.
The lack of new pvp options makes the playerbase move towards dungeons/wvw/living story/other content.
GW2 is the only game I’ve seen where critical chance can approach 100%
every champion in league of legends can hit ~90%, one champion has double critical chance so he can reach cap with a lot less investment in to his build
GW2 is the only game I’ve seen where critical damage exceeds 200% of base damage
critical strikes in league do 200% damage unless you buy an item which boosts it to 250% base
GW2 is the only game I’ve seen where a temporary damage buff (Might, in this case) could/can approach the base damage of a max level character (Note: that’s the buff benefit by itself, not factoring in the synergistic benefits of critical chance/damage)
i’m pretty sure like every single game ever has builds where you can wildly exceed the base damage of a character with buffs
in league you can like double, triple, quadruple (etc.) your damage stats through damage buffs by items. baron buff used to give 40 attack damage/40 ability power which is like half of your base attack damage and I can’t remember how much the ability power is because I forgot lol
GW2 is the only game I’ve seen where the trade-off for maximizing damage still leaves players with substantial defensive options — if they’re good enough to use them
again, in league you can 100-0 burst people in like half a second and then just invuln/teleport/stealth – and like in guild wars 2 they’re all active defense mechanisms where it’s reliant on the skill of the players.
maybe you just need to play some more games
You are comparing an mmorpg with a moba?Oh lets now compare with a FPS.
-everyone should be able to headshot you from far away
-1 knife hit should 1shot the enemy
-more grenades
-new classe: sniper
-vehicles added to the game: tanks, helicopters,etc
We need to compare mmorpg’s dungeons with mmorpg’s dungeons. You also are comparing pvp with pve which does not make sense at all.
Sure in almost every game if you outgear the enemy you can one shot them in pvp, but in pve you shouldn’t be able to kill bosses from your lvl in less than 5seconds. The possible dmg output was too high and Anet did a great job nerfing might.
But Killshot warrior will 1-shot you almost twice faster… yay!
who actually plays this?
The point is that they are buffing stuff that no one uses to see if they get more usage.
If you jump when casting infiltrator’s strike shadow you will teleport towards your target but when you cast infiltrator’s return you wont teleport back. This can be either annoying preventing someone to teleport back in some cases or exploited for people that want infinite gap closers as long as you have iniciative.
The video below show how the bug is working. Waiting for a fix.
Because cast skills + jump gives ground for possible exploits like thief’s infiltrator strike in mid air.
Duh, so wrong. The only reason why this exploit works is exactly because casting while in the air does not work. The return is set a couple tenths of a second after you press sword #2, but due to you being airborne while this occurs (whole point of jumping), the return point is never actually set.
Casting while being airborne should be enabled, because there’s like no consistency in what skills can actually be cast when in the air (e.g. venoms can, signets can not) and it gives way to exploits (e.g. infiltrator’s strike) and bugs (immob while airborne locking out skills including stun breaks and condition cleanses).
There’s also precedent for it being used on a regular basis to get an advantage and it seems to have become an accepted part of the game (e.g. jump dodging).
No. If the game removed 100% of the skill while jumping this should not happen. Jumping should interrupt or prevent the cast for all skills not just the majority.
Im trying to understand why people don’t like it or are attracted to SPvP, If you ask the PvP forums they all respond with things like “tank meta” or “MMR / leaderboard structure”.
Why dont PvE’ers and WvW’ers like SPvP??
What could be done to fix* it?I am not talking about custom or unranked PvP
I play a bit of everything. The biggest issue with pvp is that it never get anything new. Ranked queue doesnt have courtyard, skyahammer, spirit watch, etc. In spvp takes ages for them to add the new wvw/pve sigils and runes.
Focusing all the game balance around 5v5 conquest mode is killing the pvp for this game. This balance approach and the wannabe esport is what makes gw2 pvp get no new game mode, no new maps, nothing changes. We actually lost 8v8 hotjoin, lost solo queue, lost underwater map,etc..
Take a look at other esports like lol/dota they basically have only 1 map and 1 game mode. This might work for mobas but this game is an mmorpg and not esports. For gw2 the focus in try to become esport is slowly killing the pvp. Slowly removing features and making players focus in other aspects of the game.
^exactly. In some older MMOs, bosses would enrage when they got low on health and their attack patterns would completely change. Monster Hunter does something similar to that as well. That’s actual difficulty, not the fake difficulty we have in this game by them making classes weaker and buffing the stats of monsters that all are just boring giant hp sponges with no interesting mechanics. They could always try something like that. That would be actual difficulty, not fake difficulty from just making a an already easy fight boring by making it longer. You make it longer, you don’t make it harder. It only seems harder because it takes so kitten long, you get tired, fingers cramp up, etc. That’s a horrible way to design a game.
It is not like it is taking 30min to kill a boss or so. It takes a few seconds longer.
I told this to the Guardian forums and I’ll tell it to you too. Juggernaut has no nerf. You get the same exact power and condition damage from Juggernaut as you would from any other source of 5-9 might. Everyone’s Might is getting reduced the exact same, not just Juggernaut’s.
The might boon was nerfed for everyone but not every build focus in might. So yes a build running juggernaut was nerfed.
If they reduced confusion dmg by 90% the nerf would be for every one using the condition but not every is using it. Same logic works with might. The ones that make heavier usage of might suffer more than everyone else.
I don’t see your logic. Confusion is used by 2 classes mainly. Might is used by all 8, a lot.
exactly.. so if all the classes use might then it is a nerf across the board. not just to engis. as compared to confusion which is only used in condi builds, so from that right there it is only used by 50% of the builds. on top of that only a few profs have easy access like mesmers engis. so a nerf to confusion is a direct nerf to those who use it which is only like 10% of the builds out there making them less powerful then the others, so if they nerf might across the board they are nerfing every might build…. not jst engis so this means might war, s/d thief, cele ele, might guard are getting nerfed. not jst juggernaut users.
If you have a build that can get up to 25 stacks like d/d or hambow you are losing 125 power/condi while a build that stacks 5 stacks is losing 30power/condi. So people that make heavy use of might are nerfed more.
If you are not building for stacking might you wont suffer that much. The main nerfed classes in pvp with might nerf are warrior, ele and engi. You dont see necros for example getting 25 stacks of might by themselves.
Necros actually can stack 25 stacks of might by themselves, and in fact i use a build with my necro in dungeons and roaming that stacks might around 19-25 stacks. i know it is not common for necros to do so but it is the way i play. and that was the point of the nerf, because they saw that so many classes and builds where just just stacking up might and nerfing it will probably bring more variety to the meta instead of the might stack this might stack that. also your example is a perfect example to what i explained. those who stack 25 stacks are losing 125 power while those stacking 5 are losing 30. so this lets the lower stacking power build have more play and more viability creating more diversity.
The balance is based on pvp conquest mode. Pve is just a side effect.
I told this to the Guardian forums and I’ll tell it to you too. Juggernaut has no nerf. You get the same exact power and condition damage from Juggernaut as you would from any other source of 5-9 might. Everyone’s Might is getting reduced the exact same, not just Juggernaut’s.
The might boon was nerfed for everyone but not every build focus in might. So yes a build running juggernaut was nerfed.
If they reduced confusion dmg by 90% the nerf would be for every one using the condition but not every is using it. Same logic works with might. The ones that make heavier usage of might suffer more than everyone else.
I don’t see your logic. Confusion is used by 2 classes mainly. Might is used by all 8, a lot.
exactly.. so if all the classes use might then it is a nerf across the board. not just to engis. as compared to confusion which is only used in condi builds, so from that right there it is only used by 50% of the builds. on top of that only a few profs have easy access like mesmers engis. so a nerf to confusion is a direct nerf to those who use it which is only like 10% of the builds out there making them less powerful then the others, so if they nerf might across the board they are nerfing every might build…. not jst engis so this means might war, s/d thief, cele ele, might guard are getting nerfed. not jst juggernaut users.
If you have a build that can get up to 25 stacks like d/d or hambow you are losing 125 power/condi while a build that stacks 5 stacks is losing 30power/condi. So people that make heavy use of might are nerfed more.
If you are not building for stacking might you wont suffer that much. The main nerfed classes in pvp with might nerf are warrior, ele and engi. You dont see necros for example getting 25 stacks of might by themselves.
Something taking longer doesn’t make it harder. It just makes it more boring, which leads to people looking for ways to skip and exploit things to reduce the amount of time they spend doing boring content. So no, this wont make dungeons harder. They need to improve enemy AI and stop nerfing all the fun stuff and making it more boring than it already is.
By that logic they could just give you the gold to avoid people trying to exploit. People that are not stacking perma 25 stacks of might will hardly see any difference. If it takes longer, yes it becomes harder. Because it gives more time for the boss to kill you. Of course only 125 less power make a big difference but is one nice step in the right direction. Also they buffed some stuff like confusion.
In spvp everyone running celestial is as bad as everyone running zerker in pve. Anet has been taking a steps in the right direction in the last updates.
Look at all the new content:
-some bosses that you cant crit
-some bosses in SW that have very high armor
-10% dmg with critical dmg→ferocity change
-new stat combinations
-and now less dmg for might stack
-etc
People can still kill bosses solo and in very short time. This shows how braindead easy the bosses still are. Reducing overall dps output or making bosses have more armor is always good.
They don’t care about your solo dungeon runs taking 15 seconds longer
It is actually good to make dungeons take longer. I think that the might nerf is good for spvp and has an awesome side effect on pve and wvw.
Because cast skills + jump gives ground for possible exploits like thief’s infiltrator strike in mid air.
I main ele, but I agree that the might boon change was ok. In pve it makes dungeons a bit harder (still braindead easy but now people can stack less power) and wvw bombs weaker. In spvp that also means classes like mesmer are doing less dmg in their burst, becuase 9stacks of might from mirror blade, engis, warriors, all across the board less dmg output.
But I think the sigil of battle nerf was too strong.
LW exploit fix is great.
Also their are buffing some underused skills.
Might reduction is not gonna make dungeons harder in any way, the only difference is gonna be that the fight takes instead of 10 seconds now 11 seconds. It’s true the community begs for hard content and for me being an old hardcore pve’er i also totally understand them, to provide harder content they should however make more interesting combat styles, higher boss dmge+hp and so on, but Anet refuses to do so because they’re afraid of 8 year olds not able to play the endgame anymore and therefore they’ll never do it.
In terms of PvP i can’t say that much, i hated PvP from day 1 because of the lack of stats and antipvp builds such as bunkers just to maintain a point.
For WvW i can say that most of the players would love to have a damage buff instead. We like to play a fast game, deadly when not paying attention. As far as i know every single betaplayer i met still thinks back of the good old days be4 ferocity and tornado nerfs. Also further decreasing dmge would make it even harder to kill omniblobs @ WvWAlso as mentioned in my earlier post anet has balanced the game around the current skills and sigils etc. Making big nerfs such as LW double heal fix and battle sigil nerf can only be done if Elementalist used to be OP. In the current situation elementalist aint OP and therefore you can only fix these “bugs” by providing alternatives/compensation.
Well going from 10 seconds to 11 seconds would be making the fights 10% longer = harder.
I told this to the Guardian forums and I’ll tell it to you too. Juggernaut has no nerf. You get the same exact power and condition damage from Juggernaut as you would from any other source of 5-9 might. Everyone’s Might is getting reduced the exact same, not just Juggernaut’s.
The might boon was nerfed for everyone but not every build focus in might. So yes a build running juggernaut was nerfed.
If they reduced confusion dmg by 90% the nerf would be for every one using the condition but not every is using it. Same logic works with might. The ones that make heavier usage of might suffer more than everyone else.
I main ele, but I agree that the might boon change was ok. In pve it makes dungeons a bit harder (still braindead easy but now people can stack less power) and wvw bombs weaker. In spvp that also means classes like mesmer are doing less dmg in their burst, becuase 9stacks of might from mirror blade, engis, warriors, all across the board less dmg output.
But I think the sigil of battle nerf was too strong.
LW exploit fix is great.
Also their are buffing some underused skills.
Stuff that could make normal dungeons more complex:
-Make some bosses have very high armor, condi dmg now is not useless
-Remove downed state from dungeons
-More bosses with constant boon application, makes boon strip more usefull
-Lock utilities, traits and healing skill when you enter a dungeon. Like in spvp when a match start
-Some bosses that you can’t crit
-Bosses that strip boons
-Combination of all the above
-Some mechanics that eotm rock dogs have: take no frontal dmg
-Bosses that are more susceptible to ranged dmg and drop massive melee dmg
Just to situate people at the issue about infiltrator strike:
Jumping during the cast of the infiltrator strike to glitch the shadow return gives sword thief and unfair mobility advantage. It falls in the same category as gimicky mechanis as stowing weapon lightning whip and spatial surge
Regarding thieves, it’s simple, really. They have 3 of the strongest defensive/offensive mechanisms in the game: high dodge uptime, stealth and massive mobility, none of that needs any investment in stats, hence using zerker amulet is a given. They also have among the highest burst (or more readily available) with the lowest set up. They also happen to be good at 1v1, when gankers should be that, gankers, and not proficient duelists too (but this one is an opinion).
Some of their stolen skills are elite level and could use some nerfing. Their interrupt prioritizing the steal of stability first kind of gives them an unfair advantage as well (my opinion again).
This paragraph describes the issue. They have defensive mechanics that don’t need stats. It should be more rewarding for thief to spec in more defensive stats and not force everyone to run zerker.
If the fix some bugs like shadowshot and infiltrator strike glitch theif mobility will probably be more balance with everything else in the game.
The solution would be make thieves and mesmers more similar to the other classes by reducing their mobility and buff their specs other than zerker. Make celestial thief viable
@inhearth: totally agree with you
yes thief is kitten…
broken evade spammability…stealth ( but it is even not the worst issue)
broken insta (read uncounterable without chance) gap closers
broken mobility…
broken damage in regards of their survivabilityMesmers are just as other squishies chained rapped by these ennemy they can even not run away.
What an epic failure anet seriously.
The funny thing is that thieves have never stopped complaining…
Being nerfed and nerfed again is not a reason to say thieves are underpowered…it can be a sign they were absurdly owerpowered.and yet there is not a single person out there that wants more than 1 thief on team… but it is fine to have multple wars, guards, engis, eles, necros, rangers even mesmers on same team~
Having only 1 per team does’t mean the build or class is not broken. In football you don’t see 10 quarterbacks playing at the same time doesn’t mean they are useless. In soccer they only play with 1 goalkeeper, doesn’t mean they are not vital for the team.
If they stuff like canceling skills, sigil of air+fire and other exploits maybe thief becomes balanced again.
But of course if they nerf/fix thief they would need to tone down mesmers.
And why should someone be able to remove all the boons if the enemy is investing traits+runes+sigils+skill combo to get their boon?
What’s a more even fight…. class x spams boons, class y spams boon removal….. both invested into something it evens out….. why should the boon removal class not be as effective as the one traiting for boons?
They are effective. Necro boon removal and converting boons into conditions is actually too strong.
Classes like guardian and ele have low hp and ele has low armor. They need to have someway to protect themselves, stacking boons and healing. A necro has a much higher hp base and DS.
I think there are too many boon removal/converting/stealing options actually.
-Corrupt boon
-Path of Corruption
-Spinal shivers
-Sigil of nullification
-Null field
-Shattered concentration
-Arcane thievery
-Mind spike
-Mind stab
-Phantasmal Disenchanter
-Throw mine
-Mine field
-Grim Specter
-Larcenous Strike
-Well of corruption
-Searing flames
-Bountiful theft
-Necromatic corruption
-Chill of deathKk now list the amount of skills traits sigils etc that give boons =) and compare.
Comparing a necros defense agaisnt a guardian or ele is kittening laughable. Necro isn’t blocking, dodging, doesn’t have as much protection and has the most ridiculous heal in game “oh look at that necro with a blue glowing light that takes forever to cast I suppose I’ll interupt it”
“…. doesn’t have as much protection…”
Bingo. So some classes have high hp because they dont have so many sources of protection. Why would it be fair to remove their protection and leave them with the low hp? What if they create a mechanic to remove your 8k higher base hp?
Oh, so the can’t dodge, los, reapply protection again? How many times do you think an ele can apply protection to themselves and condi cleanse vs how many times a typical terrormancer can remove it? I’m not talking about some nonsense build using the boon remove sigils, focus, cod etc.
Your arguments always run in circles, I don’t think you even know what you want other than necro and mesmer nerfed into the ground.
The only thing running in circles are the people QQ to nerf boons. The protection the ele is getting from elemental attunement is balanced and ok. It is a master trait. The protection from armor of earth is a utility skill on high cooldown. The only thing a little excessive is protection using auras from an adept trait. Boon removal is fine. A fearmancer can already have a good chance to kill the ele. If you buff it even a little will be 100% win for necro vs ele.
I am not one of the people qqing about boons. Auras aren’t op. A terrormancer with boon corruption should counter boon heavy classes…. they traited to counter them…
@zoso focus isnt very useful in pvp in practice, on paper it looks good but in practice it’s not as good as warhorn for power and not as good as dagger in condi builds. If you like it then use it but I wouldn’t recommend people use it based on my personal experiences with it.
In the other hand I can say that the ele is traited for removing conditions so it should counter your fearmancer infinite cycle.
There’s players who like the smaller scale of T7 and T8 and then there’s players who like the larger scale and coverage of T1 and T2. There’s a lot of fall out due to player attrition occurring between the extremes. IoJ and NSP are not even real T3 servers, for example. They rose in rank due to the attrition around them of players quitting or transfering.
Player-driven solutions have been players either quitting or transferring up: both on their own and with help. That’s just been the general direction, speaking to the idea that a larger amount of the remaining WvW players prefer the larger scale experience than the smaller scale experience. You can’t blame these players for moving up tier no more than you can blame the players who like the smaller scale WvW for not moving.
The player attrition is just made more apparent.
One dev-driven solution that absolutely needs to be considered: stop doing tournaments, especially with that artificial Gold/Silver/Bronze league division. All those T2-sized servers are trying to avoid T3 because no one wants to be stuck on a server steamrolling in Silver.
Actually they wanna stay on T2 now because we dont have a new wvw league coming soon. Last time I remmember DB trying hard to tank to silver. As soon as they announce another wvw league it will be a competition to see what T2 server can tank more.
I think that the reward is already good enough. You get a reward track, you get 30silver per victory, rank up chests.
And why should someone be able to remove all the boons if the enemy is investing traits+runes+sigils+skill combo to get their boon?
What’s a more even fight…. class x spams boons, class y spams boon removal….. both invested into something it evens out….. why should the boon removal class not be as effective as the one traiting for boons?
They are effective. Necro boon removal and converting boons into conditions is actually too strong.
Classes like guardian and ele have low hp and ele has low armor. They need to have someway to protect themselves, stacking boons and healing. A necro has a much higher hp base and DS.
I think there are too many boon removal/converting/stealing options actually.
-Corrupt boon
-Path of Corruption
-Spinal shivers
-Sigil of nullification
-Null field
-Shattered concentration
-Arcane thievery
-Mind spike
-Mind stab
-Phantasmal Disenchanter
-Throw mine
-Mine field
-Grim Specter
-Larcenous Strike
-Well of corruption
-Searing flames
-Bountiful theft
-Necromatic corruption
-Chill of deathKk now list the amount of skills traits sigils etc that give boons =) and compare.
Comparing a necros defense agaisnt a guardian or ele is kittening laughable. Necro isn’t blocking, dodging, doesn’t have as much protection and has the most ridiculous heal in game “oh look at that necro with a blue glowing light that takes forever to cast I suppose I’ll interupt it”
“…. doesn’t have as much protection…”
Bingo. So some classes have high hp because they dont have so many sources of protection. Why would it be fair to remove their protection and leave them with the low hp? What if they create a mechanic to remove your 8k higher base hp?
Oh, so the can’t dodge, los, reapply protection again? How many times do you think an ele can apply protection to themselves and condi cleanse vs how many times a typical terrormancer can remove it? I’m not talking about some nonsense build using the boon remove sigils, focus, cod etc.
Your arguments always run in circles, I don’t think you even know what you want other than necro and mesmer nerfed into the ground.
The only thing running in circles are the people QQ to nerf boons. The protection the ele is getting from elemental attunement is balanced and ok. It is a master trait. The protection from armor of earth is a utility skill on high cooldown. The only thing a little excessive is protection using auras from an adept trait. Boon removal is fine. A fearmancer can already have a good chance to kill the ele. If you buff it even a little will be 100% win for necro vs ele.
