Some people insist in keep spreading lies that mesmer is underpowered, hard to play and not viable. Yet almost every Anet tourney final has at least 1 mesmer.
You cant compare warrior regen with imune and spamable blinks. d/d ele is strong but it is melee range. Mesmer has way too much survivability via kiting/immune for a build that invests everything on offensive. Deceptive evasion having no cd makes clone generation trivial and spamable. It is like if warriors had infinite adrenaline, or ele evasive arcana had no cooldown.
However i do agree warr is easy more for mesmer but do you honestly think you have a leg to stand on considering how OP warr was for like a year, practically killing a mesmer in 2 stuns?
In the beginning of the game before cleansing ire, hammer #4, etc buff warrior was a crap class that no one would ever pick. While mesmer was godmode able to glitch shatter before they added a global cd to the shatter skills.
#nerfmesmernotele/engi
Sad but true people.
I would much rather they nerfed mesmer than ele/engi.
And warrior doesn’t even need nerfing people. It is a “fair” class. It doesn’t port around like a no-lifer whilst AI kills you.
Mesmer is annoying because:
1, It is all AI
2, They can burst out of stealth
3, They port around from ledge to ledge so I can never finish them off without a thief on my team
4, Playing with bunkery people vs thief/mesmer as a necro is miserable as you have no thief to nullify the mesmer and they kitten me.
5, I hope they don’t nerf ele/engi so it becomes mesmer/thief OP comps again which just farm all other squishies.My opinion: please don’t nerf the kitten out of ele and engi if that just means we get more OP mesmers running around never letting me heal and bursting me out of stealth with like 3 buttons.
P.s. fire and air sigils are lame.
P.p.s At least eles and engis sit there and are there to be killed, mesmers and thieves port around like clowns and just kitten everyone off.
P.p.p.s Warrior isn’t OP
If you’re not being sarcastic then you are FINALLY CATCHING ON and you now have my respect.
There is NOTHING skill based about being able to evade while being able to attack. This applies to Guardian, Ranger, and in certain cases, Ele.
There is nothing hard about being able to shatter while attacking and baiting out evades. Or being able to attack while casting another attack in general, NOTHING HARD ABOUT IT folks.
There is NOTHING fun about dealing with vertical range teleport.
Oh and did I mention that spamming evades while being able to do cleave burst is anti-fun braindead kitten mode? At least when a thief does it, they have to choose between short bow dodge or CLUSTER BOMB. They can’t have both.People saying Warrior is braindead are the most ignorant pieces of garbage that I have ever seen in my life. Warrior is AGAIN the most balanced class in the game because guess what?
1.) They don’t have 10 million dodges and they can’t attack while dodging unless you’re that bad that you can’t see the combustive shot AoE ring or that you think reckless dodge deals damage or that you think condi Warrior is any good at all when it’s just a pub-stomping build.
a.) If they do spec for perma-vigor via shoutbow, burst damage and stun lock destroys them.
2.) Once Warriors are stunned, they are staying stunned. They can’t cast anything once their stun breaks are down, unlike Mesmer who can just cast daze shatter or distortion and Guardian who can cast block or blind.
3.) If Warriors ever try to escape then there’s too much counterplay and if they do get away, you got outplayed because Warrior can’t escape through memorizing blinking through vertical range.P.S Warrior is now the most balanced profession in the game. People are just ignorant much like how ANET nerfs skull crack even though there was “no real incentive for people” to take Mace over Hammer.
P.S2 this game will probably still have a really bad population after PAX EAST because ANET makes so many bad decisions in balancing. I mean look at our que system, our population is so low we can’t even afford to have a solo que system and have to have a mixed system because ANET drove the population away with their incompetence.
Finally looks like the community is turning their eyes to the real broken build: shatter mesmer. A build that consists in air/fire sigil passive procs, AI based skills, AI based core mechanics, ranged skills, immune to dmg, no cast and low cast time skills, etc.
Warrior is fine.
I never saw a player that goes to wvw just to craft. If it happens is with a very limited number that probably doesn’t have great impact in the queue. I think the map should stay the way it is.
All it takes is just some simple first step like putting 10 second CD on Stow weapon and spending 10 years to find a real solution to this problem but for god know they can’t even do that.
Best suggestion on this topic. Other idea would be you cant stow weapon when in combat. Very simple to fix.
I made a topic warning about this issue a few days ago. Nice to see that the community is concerned about it. This is as skillful as the guy that uses engi to jump inside towers or keeps in ebg. Using unintended mechanic failure to get advantage.
But it is not only a d/d ele problem, dont forget about mesmer autoatk.
If they make spirit weapon like minions that only disappear when killed they might become a bit more useful.
If rush was changed from a run away skill to something useful to fight GS might have a chance on pvp.
It is not a good idea to run 1 build for everything.
If you really want to run the same build for everthing make a shout warrior with trooper runes.
In spvp you grab a bow sword/warhorn.
In wvw drop the bow for a hammer.
In pve, well anything work in pve will just take longer for you to kill the enemy.
We have too few players to divide in tiers. Just look how easy is to get in the 1k leaderboards.
They could also change the passive cooldown from 1s to 0.75s or 0.5s
So an experiment showing how 1 single player can and did manipulate a market. Where is John Smith now? Would like to hear what he has to say about it.
He would say that its working as intended. Every time some lists an item or puts up a buy order, he offers a binding contract to buy/sell that item at that price. There is no guarantee that an item will be available for a certain price and you cant argue that something player generated should be.
The supply on the tp for these recipes might as well have depleted by now without me buying them out but form demand from regular consumers.
In that case, would you have also come to forum and complain that somebody else used up all the recipes?
I’m not complaining I’m stating that the experiment just proved that 1 player can manipulate the TP.
I dont know what is funnier the false “leaked update” or people that believe on it.
8/10 troll points for the OP.
So an experiment showing how 1 single player can and did manipulate a market. Where is John Smith now? Would like to hear what he has to say about it.
you mean watching thieves spamming 2 is more interesting, yeah right, Ele with Engi most complex class to play in this game, I rather watch them all then a Ranger spamming 1, Hambow spamming burst skill, etc…
This. ^
15char
Is this post for real?
nerf nerf nerf
seriously?
if this nerf happens, then they should buff swiftness somehow cuz they’ve already nerfed it in the past…
and as I’ve said before, stop nerfing warrior. buff other classes instead!
The warrior personal swiftness would still be the same. Buff other classes? You mean making everything a 10 target cap too?
Well, this is a pretty fair suggestion to be honest. Minor nerfs such as these that tune down blobbling a little bit are great.
+1 from me.
Yes, that is exactly what would happen. A small nerf to the blob.
More fun to watch than to see zerker and fights that end in a few seconds
It is far more enjoyable to watch 2 zerkers fighting, where making mistakes actually matter and is harshly punishable.
Maybe you should go watch Counter Striker then.
More fun to watch than to see zerker and fights that end in a few seconds
Actually gw2 separates ppt and nont ppt. Not all non-ppt is from ppk. The non-ppt also includes sentries and finishers with bloodlust.
Umm, no, not entirely. finishers during the trial period mean absolutely nothing. Kills are kills and you get one point. blood lust simply adds a stat boost to the server.
And you can see the general difference by comparing Non PPT from before the trial till now.
you get 1 point for kill and 1 for finishing.
You can do the same in EBG Red keep from the vista that is between the outer and inner gate. People can jump from the lion in the vista and get inside inner. They need to fix super speed jump.
The issue is so serious that if you check the youtube channel that posted the video that OP linked you can see a lot of other keeps/towers that you can jump inside with either super speed/rocket boots or rifle #5
(edited by xDudisx.5914)
why shouldnt this skill be subject to the same aoe limit as every other?
Because not all the Characters are the same and have the same purpose ingame.
My suggestion is make it a 5 target cap like other skills. This may reduce the blobing condi removal effectiveness maybe making condi a bit less useless..
About this. You just have gaurdians for this enyway.
@ All.
Does the AoE Limit border you or the fact that it can remove Conditions?I just gone state the my opinion.
You can’t balance this game with the Unlimited options of traits,gear,runes. So a nerf could work could also make it become useless.
The main problem is that affecting 10 targets it is twice as effective as it should be to be on par with almost every skill in the game.
I dont see how it would make them useless. About purpose in game, wvw is normally just a side effect of the balance made for spvp. We have almost 50% of the classes with very limited usage in blobing. Do you really think warriors would stop using a warhorn or people would stop running warrior because of making it 5 target cap like almost everything else? Probably not.
Actually gw2 separates ppt and nont ppt. Not all non-ppt is from ppk. The non-ppt also includes sentries and finishers with bloodlust.
every single other AE int he game is limited to 5
mass invisibility. not saying it’s comparable but just sayin’.
That is an elite skill on a 90s cd compared with a normal weapon skill on a 15s base cd
The problem with conditions are crowd control conditions and not damage conditions. How do you keep the enemy inside of a power necro’s well of suffering?
Immobilize
Chill
CrippleThese are the conditions which kill more than anything else in a large scale fight.
Before continuing to argue about target limitations. There is not a limit on the number of targets who can be damaged by an elementalist’s static field or unsteady ground when using the lightning rod trait. Go ahead and static a 60+ stack before they pop stab while traited for lightning rod, your screen will explode with numbers.
Static, fear wall, line of warding are all ground target skills. That is completely different.
It’s one small source of condi-removal which doesn’t really need nerfing, Warrior has already been nerfed enough.
Firstly, it has to be traited. This isn’t something insignificant and as it is in Tactics, few builds run it except Worker Warrior.
Secondly, most condi-clearing in Zergs comes from Guardians, Warrior only provides a little bit with Shake It Off, and the 2 warhorn skills. Nerfing one of those warhorn skills would remove so much utility from Warrior.
Small source of condi removal? It removes up to 30 condis and converts 10 into boons. Even if it was untraited it can remove up to 30 condis. Also give swiftness to 10 players.
Warrior would be the same in Spvp, pve, and wvw when not blobing/hammer train. This would be great for the game reducing a little bit the effectiviness of stacking against condis.
Warrior would still be in a good place better than mesmer, thief, ranger and engi.
Conditions in this game are typically quite hard to counter, and in zergs, entire compositions are made around ensuring conditions don’t have much effect. If an entire composition isn’t effective at nullifying the power of conditions, then conditions would be completely over-powered, due to thus having no counter whatsoever.
People run Melandru runes, -40% condi food, Dogged March, condi cleansing utility skills, sometimes Trooper runes, and many condi-cleansing traits for a reason. If these weren’t effective at completely disabling conditions, the entire game would revolve around conditions in WvW – would that really be fun?
I think condis are the problem and do not need more buffs.
And Warrior is in a better spot than those classes for zerging but by no means the rest of the game.
That change would only affect zerging. Btw warrior is ok in pve because of banners, and in spvp hambow or shoutbow are viable. In zerg would still be usefull with flurry, ress banner, etc.
I still dont see any clear reason for 1 normal weapon skill affect 10 targets where the entire game with a few exceptions affects only 5.
I dont see why you think condis are a problem if in the current state all the gwen, mesmer, thief, rangers are running power based builds.
(edited by xDudisx.5914)
It’s one small source of condi-removal which doesn’t really need nerfing, Warrior has already been nerfed enough.
Firstly, it has to be traited. This isn’t something insignificant and as it is in Tactics, few builds run it except Worker Warrior.
Secondly, most condi-clearing in Zergs comes from Guardians, Warrior only provides a little bit with Shake It Off, and the 2 warhorn skills. Nerfing one of those warhorn skills would remove so much utility from Warrior.
Small source of condi removal? It removes up to 30 condis and converts 10 into boons. Even if it was untraited it can remove up to 30 condis. Also give swiftness to 10 players.
Warrior would be the same in Spvp, pve, and wvw when not blobing/hammer train. This would be great for the game reducing a little bit the effectiviness of stacking against condis.
Warrior would still be in a good place better than mesmer, thief, ranger and engi.
For those that dont know warrior’s warhorn #4 (http://wiki.guildwars2.com/wiki/Charge_%28warrior_skill%29) removes cripple, immobilize, chill gives 10s swiftness and turn 1 condition into a boon when traited. This skill affects 10 targets instead of the normal 5 for almost all the skills. This means every 12 seconds 1 warrior is clearing 30 conditions, converting 10 into boons and giving swiftness.
My suggestion is make it a 5 target cap like other skills. This may reduce the blobing condi removal effectiveness maybe making condi a bit less useless.
Reducing the cap to 5 wont affect neither the shoutbow war in spvp nor a pve warrior. Also wont affect people on small scale fights. Will just hit the blob.
(edited by xDudisx.5914)
The only thing I believe that should be changed is the block on tool kit. The cooldown is too low.
Dungeons are too rewarding for such easy content. They inject way too much gold into the economy. If dungeons need anything is a nerf in the gold per hour. Either reducing the gold or using mechanics to make them longer.
If you take out gold from dungeons legendaries will be 1k in stead of 3k and players will still have the same troubles making 1k gold instead of 3kg
It will make basic items harder to get than easier, Cult skins will take 3-4x longer to get etc…
Gold isnt the problem, the game will be past around gold if gold is needed, we need more Non gold rewards, like special skins, AP, titles and minis.
Yes but it balance the rewards. Dungeons are only behind fliping trading post, almost forcing anyone that wants gold to play that.
Dungeons are too rewarding for such easy content. They inject way too much gold into the economy. If dungeons need anything is a nerf in the gold per hour. Either reducing the gold or using mechanics to make them longer.
What do you think should be the most rewarding content then? Certainly not open-world farming Silverwastes or something.
Open world farming is not giving straight up gold. Most times are items that players sell for gold, therefore they are not injecting so much gold as dungeons.
Dungeons are too rewarding for such easy content. They inject way too much gold into the economy. If dungeons need anything is a nerf in the gold per hour. Either reducing the gold or using mechanics to make them longer.
I think the new trait system is good gold sink. I like the idea to do something to unlock the trait, but it could be like the daily. Give you 3 options to unlock: 1 in pvp, 1 wvw and 1 pve.
All the sigils are passive, stop the QQ about on swap been passive. Compared with the other sigil types this is the least passive kind.
-condi duration sigils: passive
-permanent bonus: passive
-on kill: passive
-proc on crit: passive
-on weapon swap: passive you were already swapping weapons
on hit: passive
That is the nature of sigils and runes, they add passive effects to the character.
Buff the passive and reduce the cast time.
General
Runes
1. Nightmare Rune- add animation, cast time, and buff icon for the passive fear. Reduce the fear duration.
2. Hoebrak Rune- Reduce Might Duration.
3. Tone down Celestial Amulet slightly.Elementalist
1. Re-balance the Healing Power scale with Water Attunement Heals.
2. Remove 1 Blast Finisher from D/D weapon set.
3. Fix Lighting Whip bug abusing.
4. Reduce the accessibility for Vigor and Regeneration.
5. Tone Down the burning duration from Dragon Breath (or increase the skill cool-down)
6. Tone Down the Ring of Fire Duration.Engineer
1. Add cast time and animation to Over-Charged Shot. Reduce the Knock-back range and duration. Reduce punishment for Engineer itself.
2. Increase Gear Shield Cool-down.
3. Re-balance the Skill base damage on Pry Bar, Throw Wrench.
4. Decrease Cripple duration from Box of Nails.
5. Magnet visible while in Stealth effect.
6. Add a buff icon when Incendiary Powder is ready.Necromancer
1. Add obvious animation to Dark Path.
2.Add Different animation to Staff Mark skills.Mesmer
1. Fix Spatial Surge bug abusing.Warrior
1. Fix Warhorn Skills after-cast canceling. (Although the skill itself shouldn’t have any after-cast, might be a bug or intended)Ranger, Thief, Guardian
In a good spot.
Agree with almost everything but ele 1,2,4 and nerf to hoelbrak, nightmare and celestial. Nightmare’s fear duration is fine if you are not traited for extra fear duration.
PVE-wise, I think SoM is at a good place as it is. PVP-wise I would have no opinion on it. I never play as a Thief in PVP. I have seen 1 condi Thief using SoM and he/she looked like he/she was doing a fine job.
As far as Iám PVE concerned, I use SoM when solo-ing/duo-ing some certain bosses in dungeons. SoM seems to give a me better healing per second than Hide in the Shadows or Witdraw.
Should SoM be improved (healing pet attack wise) I would really feel overpowered during thise boss fights.
But.. this is just personal experience.
They could split the healing:
healing per hit on mob= X
healing per hit on player= 1.5X
Nice topic. I was thinking in a celestial build for wvw mesmer
The biggest problem is that mesmer is not making much use of the healing power. Anet could give us a utility or trait or weapon skill that makes use of healing to make celstial mesmer viable.
I thought you were on a crusade in nerfing shatter mesmer?
I consider zerker shater mesmer op in spvp. Celestial is a completely different story. I think the underpowered specs need a buff
And what exactly makes shatter mesmer op in spvp? The fact that they can deal 10k damage with a full combo that is easy to see from far away on a 10 seconds cooldown while being left with no condition removal and poor sustain? Sounds very op to me.
Good mobility, ranged skills, insta cast skills, immunes, more hp than a thief.
Signet of malice doesn’t really need a buff. I believe it has potentially the highest heal per second , which makes it great in PvE, provided you don’t need the extra evade from withdraw. A substantial buff to the heal per hit would make thieves a bit too good in PvE, since you’d be able to proc the scholar effect trivially.
And even if you buffed the heal on malice, it’d still be underused in PvP/WvW. The reason isn’t because it doesn’t heal enough (which it does), but rather because it relies on landing hits. This is fundamentally different from signet of restoration, which only requires using a skill. Blinds, confusion, and/or good kiting would still destroy someone running signet of malice.
In pve the bosses are a HP spong that doenst dodge, move and dies in less than 5 seconds. Pve is just a side effect of the balance they make focusing spvp and a bit wvw.
It relying on landing hits instead of just on cast is a good reason to make it stronger or at least heal the same, because landing skill is harder than casting a skill.
Celestial isn’t really a hybrid set though. It’s a might stacking set that you combine with Strength runes to get a bunch of supplemental stats to go alongside the big chunk of power and condition damage you get from might stacks.
It’s particularly effective in sPvP, as you have very little ability to fine-tune your stats in that format, it makes you tanky enough to fight off thieves, and boon stacking counters have been nerfed into the ground or are limited to characters that are ineffective in sPvP.
On other classes in sPvP it isn’t viable as you can’t stack a ton of might by yourself, which is what enables celestial to pull its weight; outside of sPvP it’s much less relevant as you can mix and match your gear to get any breadth of stats you need, devaluing the super-breadth of celestial.
It’s basically just an artifact of how constrained builds are in sPvP that isn’t relevant to other areas of the game.
All professions can use a celestial build. Those 3 are particularly strong because of might stacking, not so much healing. For all celestial gear, especially runes, they need a little bump in specs for Pve/WvW. I think each piece should give +1% for Boon duration, +1% outgoing condition duration, and -1% incoming condition duration. Then say +/-2% for the Chest Armor piece and Single handed weapons. That would be a total of +/-15% which would be a nice boost for a whole celestial set. It would help out all celestial builds a little bit without stacking more base stats.
Well any class using sigil of battle + runes of hoelbrak/strength +boon duration from traits can stack at least 9tacks only from the sigil. You probably can build at least 12-15 stacks in any class without much trouble.
If it is making use of all the stats it is a hybrid. In wvw you can also get the extra ascended, infusion, 25 bloodlust stacks, guard stacks that you cant in spvp.
Why should they make celestial work well on all classes? A good build takes a class’s strengths and weaknesses into consideration when choosing the proper gear for a preferred play style.
Well there is a power and a condi build for all classes. Why not make a hybrid (celestial) viable for all classes too?
Considering only the autoatk thief hits faster, but not that much. Ele auto on dagger is only 1/2 s and ele also has some insta cast skills too.
Signet of malice base:
132
Signet of restoration base:
202
Healing signet base:
362
To heal the same:
as an Ele: Thief would need to LAND 1.5 atk for every time the ele simply CAST an atk.
as a War:Thief would need to LAND 2.72 atks for second to heal the same as healing signet.
In my opinion the signet base should be around 180 base. Or maybe they could make it proc with iniciative usage instead of hits.
How?
“that you are not getting much from the healing power like ele, engi and warriors.”
Do they increase what you get for traits for certain professions, but not others?“The problem with guard is that you dont get much from the condi dmg.”
Do they homogenize the classes so that, for example, a guardian puts out the same condition damage as a condition specced necro?It’s a niche build. What changes would they have to make to make it viable for all classes?
How to do it: Tweak some numbers on the way some skills scale. Changing/merging/relocating some traits
Compare healing signet, signet of restoration and healing with other professions’ healing skills, some classes are benefiting more than others.
Necros are not the only that can use condi. It is not a nich. Actually almost every class can run a good condi build. The problem is that you cant get the condition traits without sacrificing all the other good traits on guardian, therefore making the celestial not optimal like on ele/war/engi.
This signet is never used in pvp ranked queue and almost never used in wvw.
The BASE passive healing is too weak. I think the way it scales with healing power and the active effect are on par with healing signet and signet of restoration but the base is just too kitten low to make it viable.
Its cast time is also to high for a signet. Should be 1s like signet of restoration.
Signet of malice is also harder and riskier to triger than warriors’ or eles’ signets. On thief you have too keep offensive and doing dmg to get the signet to proc. On ele and war you can go defensive/kiting and the signet is still working.
The biggest problem when trying to make a celestial ranger, mesmer, thief and necro is that you are not getting much from the healing power like ele, engi and warriors.
The problem with guard is that you dont get much from the condi dmg.
There are some traits that would make those classes make use of those stats but they are all so spread out that you cant make a solid build.
Anet should work on making celestial viable for all the classes.
Ps: talking about wvw/pvp
Nice topic. I was thinking in a celestial build for wvw mesmer
The biggest problem is that mesmer is not making much use of the healing power. Anet could give us a utility or trait or weapon skill that makes use of healing to make celstial mesmer viable.
I thought you were on a crusade in nerfing shatter mesmer?
I consider zerker shater mesmer op in spvp. Celestial is a completely different story. I think the underpowered specs need a buff
Nice topic. I was thinking in a celestial build for wvw mesmer
The biggest problem is that mesmer is not making much use of the healing power. Anet could give us a utility or trait or weapon skill that makes use of healing to make celstial mesmer viable.
We love 2x servers versus Yaks bend, last weeks was Fort Aspenwood+Sea of Sorrows working together and now Fort Aspenwood helping Dragonbrand something wrong?
http://i.imgur.com/MaTbMYv.png
http://i.imgur.com/Io2utut.png
In a few battles maybe they 2v1 yb, but what happens most of the times is yb+db focusing fa. I am in DB, and some guild leaders (including big ppt guilds) have a deal with yb to focus fa.
We just moved a thread — “Dungeon stealing” — off the forums, because it contained a lot of back-and-forth name calling. In the forums, “naming and shaming” is strictly disallowed according to the Forum Code of Conduct. I wanted to let you know that Security and Customer Support were able to investigate the issues and those involved in wrong-doing have been dealt with. In the future, please report incidents of this sort using the in-game system OR through a support ticket. Thank you for understanding.
Can we get a CDI to discuss the forum rules with the community? Games like archeage are letting players post names on forums because it is part of the mmorpg player driven experience. It makes the game more alive, and increases the player/guilds interactions.
No. You have to remmember the main focus and core of this game is be a MMORPG. The word “esport” or “sport” is not even in the game description in the official website. Putting it in f2p makes the comunity worse, floods the server with bots, trolls, people selling gold, etc. People are willing to troll more if there is almost no consequences (buy the game again if ban). Most moba communities are pure cancer. You ban a player they just create a new account in the next day.