Was not talking specifically about spvp, but be underused is another good reason to buff earth.
@Glenstorm
Eles already go to earth to mitigate dmg because of elemental attunement protection. Stone heart is just gimmicky, forcing you to wait on earth while elemental attunement let’s you keep your rotation. The trait right now feels really underpowered compared with other grandmaster traits in other traitlines.
Right now this trait makes you immune to critical hits while on earth attunement, incentivizing people to camping earth. One can decide to stay forever on earth and have the buff forever.
My suggestion is make stone heart similar to elemental attunement. When you swap to earth get a X seconds buff that make you immune to critical hits (only for yourself). That way we incentivize more rotation and not just camping earth. Combat feels more fluid.
I think we should be able to purchase temporary Agony resistance from a Fractal NPC, i.e. pay x gold to get 30 and up to 70 AR for 1-2 hours.
This would allow players across different item tiers, but similar skill level, to enjoy Fractal content.
That is actually a great idea to drain gold from the economy and maybe increase the player’s interest in doing fractals.
It is funny that everything I forecasted for spvp happened. Mesmers the already easy and op profession got buffed to god mode because of the QQ of bad players that main mesmers.
1)mesmer
Even running zerker has the survivability of a bunker for 1v1. So many ways to completely negate the damage via blocks, immune, teleports, blinds, etc that there is no need to spec for survivability. One of the few ranged specs completely ignores reflects because gs2 is unblockable anb gs1 and gs4 do not count as projectile.
2) necro
Too many ways to corrupt boons from a target. Needs a buff to mobility.
3)other classes are balanced
Easy fix for that is make the base healing on symbols way lower and increase the scaling factor with healing power. Similar to what they did with warrior’s shouts.
The perma quickness will probably get nerfed soon because it is so easy to obtain in wvw an pve.
for wvw/spvp I will probably try 0-0-3-3-3 staff
Best change in the patch. Brainless dodge spam sucks
This ^.
The vigor change is one of the top 5 changes coming with the class balance. It will reduce the evade spam some builds can get. It will also make all those extra endurance traits/skills/food have a use in the game.
That would be okay if they actually buffed the passive defences of classes that depend on vigor, you know. But if they’re going to do this major nerf and it’ll be the only thing nerfed, what good is it going to do?
Classes that depend on vigor? Well maybe it is time to run a more defensive build. A nerf to builds that could run 100% offensive zerker and have insave survivability via evade spam.
This has probably been brought up before, but i’ve been wondering what the reasoning is behind giving the chronomancer an additional class mechanic (f5), while other elite specialisations only get their class mechanics replaced (e.g. dragonhunter gets f1-3 replaced, reaper gets f1 replaced,..)
I would think it made way more sense to replace the mesmers f4 skill when opting for chronomancer since it’s just a flat out buff as opped to an alternative playstyle. It seems a little unfair IMO.
Any thoughts?
I agree 100% with you. They should replace F4 instead of adding F5. Chronomancer looks 10 times better than the other specializations like reaper and dragonhunter. Either nerf it or buff the other specializations.
Best change in the patch. Brainless dodge spam sucks
This ^.
The vigor change is one of the top 5 changes coming with the class balance. It will reduce the evade spam some builds can get. It will also make all those extra endurance traits/skills/food have a use in the game.
This will be one of the best changes on the class balance.
The condition changes are one of the best things announced by anet this year.
-Vulnerability affecting condi dmg is hughe dmg boos to condi users.
-Reducing the condi base dmg and improving the scale is a nerf to people that run full direct dmg but still get some indirect condi procs. At the same time it is a buff to people that spec in condi dmg.
-Removing the condi cap and reworking confusion are also great changes.
Would be great to see condi stats like sinister becoming more viable in groups.
I hope they are instant cast skills. One of the reasons stances, shouts, meditations, cantrips, etc are great is that they have no cast making combat more fluid and uninterruptible.
I support the idea of adding dire amulet to spvp. Not just dire but all the other stats that are missing like sinister, nomad’s, etc…
Warrior shoutbow is lame, OP and annoying. It also nullifies a whole group of builds – condi specs. It also takes no skill and is the ultimate in easy mode. My Auntie has never played gw2 before and she played shoutbow and did very well.
With that being said, I have researched what most people want to happen to shoutbow and these were the 5 nerfs that everyone said:
1, Nerf celestial by 20% – its annoying fighting vs people with a gear advantage – might as well have a gear grind lol
2, Nerf Shout healing by 10%
3, Add an icd to solider runes of 5 seconds to add skill and promote counter play
4, Make cleansing ire grandmaster
5, Make healing signet to have 10% less passive healing and 10% higher active heal to promote counter playThoughts people? I know 99% of people agree with me…
1, Is a terrible idea. Most classes can’t even play a decent build using celestial amulet. The amulet itself is ok.
2, I agree with nerfing the base healing if the healing scaling was increased. That way if someone decides to go full cleric the shouts would still be effective.
3, Yes, runes of the soldier/trooper should have an internal cd. Look at the rune set that gives aegis when using a signet, has a huge icd.
4, Could work on the new trait system, but people will be already having 3 full traitlines so I’m not sure if it will change anything.
5, Good idea but they have said they are already nerfing the passive and buffing the active.
Great idea. Regen should stack in intensity instead of duration. Promotes smarter usage of the boon.
T1 servers match fix to keep the same 3 servers in T1. They have meeting on the same ts with commanders from the 3 servers. It is not double teaming, is just the 3 working together to keep the same servers in T1.
More casual wvw = eotm. Problem solved.
Can we get a separate section for revenant like all the other classes?
Yes mesmer GS is the most broken weapon in the game. One of the few ranged weapons that is not a projectile on autoatck. Has unblockable skills on a very short cd.
That’s probably why mesmers in the past always used staff-sword and no greatsword, for half the game’s life. Thief shortbow and warrior longbow says hello.
Thief shorbow is only 900 range. Cluster bomb is incredible slow moving projectile and the other 4 skills do almost no dmg. Has 0 unblockable skills.
Warrior’s bow is only 1000 range. Autoatck is weak. #3 is slow moving projective. Pin down is heavily telegraphed. Has 0 unblockable skills.
Mesmer gs is 10 times more broken than the weapons you cited. It has AoE boon removal. AoE CC. Insta 9stacks of might and 9 vul. Ranged NON PROJECTILE autoatck that you can exploit for extra dmg. You can stack 2 cooldown reduction traits so mirror blade cd can be less than 5s.
Just because thieves kill them, like they kill everything, does not make such high damage with ZERO COUNTERPLAY ok.
I’ll join because of that
The rock paper scissor comparison only works when their numbers are the same. In a game where there are 6 papers, 1 scissor and 1 rock, the scissor is indeed overpowered.
Yes mesmer GS is the most broken weapon in the game. One of the few ranged weapons that is not a projectile on autoatck. Has unblockable skills on a very short cd.
Yes, sell gw2 t-shirts.
-elemental attunement and/or evasive arcana
-conjurer.
I am having this weird problem where I can’t change the vertical size of the minimap. I am able to change the horizontal size though. Any idea how to fix it?
The closest thing I can imagine is cleansing wave from ele’s dagger. Anyway, it probably has a 5 target cap like most things on this game.
Are you capping an empty point with more than 1 ally? If at the beginning of the game you see that 1 ally is capping a point and there is no enemy there don’t sit on the point. 1 player is enough to capture the objective.
The only difference is that you can buy item to craft ascended very fast using the trading post and you can’t for wvw ranks. So if a new player wants have ascended armor he can always buy gems convert to gold and get everything from the TP. If he wants wvw ranks he is forced to grind.
For me the best solution would be sell a wvw rank pack with gems instead of making the rank abilities useless.
So… Pay to win?
More like pay for convenience, because you can still grind them. The extra stats from wvw ranks are not much different from crafting ascended armor. The only real difference is that you can obtain ascended using the TP (you can’t buy the complete item but you can buy all the pieces and craft yourself) but you cannot obtain the wvw ranks using the TP.
So now 3 players are a zerg. Would you also consider a ranger +pet as a zerg? hehehe
The only difference is that you can buy item to craft ascended very fast using the trading post and you can’t for wvw ranks. So if a new player wants have ascended armor he can always buy gems convert to gold and get everything from the TP. If he wants wvw ranks he is forced to grind.
For me the best solution would be sell a wvw rank pack with gems instead of making the rank abilities useless.
Warrior is indeed an easy class to play in all game modes pve, spvp and wvw.
Main reasons for that:
-high base hp
-high base armor
-passive healing (signet)
-only 1 button for class mechanic
-insta cast shouts and stances make it impossible to interrupt the utilities
-5s weapon swap cooldown
RIP the already small sense of progression in wvw.
I’m fine with the nerf to boon duration because it will work the same way for condi duration via base traitline stats.
The problem with courtyard is that they balance the entire game on conquest mode and fighting inside small nodes. That makes the other game modes like deathmatch even more unbalanced.
Sell waypoints is a bad idea. Make them account-bound is the solution.
Suggestion:
Instead extra 50% crit chance from death perception when on death shroud make it give aoe 250 precision+250 ferocity (could be a different number). Similar to the way spotter and EP work.
I have played all the game modes. The only thing a GS warrior can do is run away.
If you go melee the ele can outlast you. If you decide to run you won’t kill the ele either. GS is like those perma stealth thieves that have no dmg.
Lol @ a lot of projectile reflect. Has only 1 block projectile if d/d and 1 for staff.
The staff ele can just drop aoe on hist feet and outheal your dmg. If you are not using a longbow you are reducing you class to full melee. Good look dying inside lava fonts. If you plan to stay away from the dmg and run away you won’t even touch the ele.
Keep living in your wvw land where 90% of the players are walking bags and don’t know what to do.
(edited by xDudisx.5914)
HAHAHAHAHAH at you saying a d/d ele or staff will lose to a gs/hammer. The only players a gs/hammer can kill are the bad ones. That gs build only has a small degree of success because most wvw players have no idea what they are doing.
Any of the builds I listed is capable to win or at least stale a fight forever against a gs/hammer.
GS 5 is highly telegraphed and easy to avoid even on melee range. GS 2 is the easiest skill to avoid in the game. The only thing GS is good for is to run away….Trying to immobilize an ele that runs -40% food and hoelbrak(-20%) and is one of the classes with the most condi clears in the game hahahaha.
The big problem with those spike dmg sigils is that they proc on anything. Even the fastest and/or unavoidable skills can proc a hugh dmg spike with air/fire. Weapon skills that can do very high dmg normally are balanced having a telegraphed effect and/or having a high cooldowns.
We have countless examples of very strong skills that are avoidable like Pin Down, eviscerate, whirling wrath, eruption, etc… Those skills let the enemy react to them. If there was a dmg threshold for air/fire to proc it would be ok. That way only hard hitting skills would proc them, not spamable autoatcks.
GS war is a terrible build. You can basically pick any spvp build adapt to wvw and never lose to one. They probably can run away from most non burst classes but they won’t ever kill you 1v1 if you have any semi decent build.
Try:
-shoutbow
-hambow
-d/d celestial ele
-celestial staff ele
-2kit slick shoe engi
-perplexity engi
-p/d perplexity thief
-medi guard
-condi/regen ranger
-etc…
I don’t see a reaper been stronger than the traditional fearmancer.
Ilusionary persona was arguably one of the best grandmaster traits that mesmer had and it is becoming baseline without any investment. Rangers are getting longbow velocity grandmaster trait as baseline. Engi is getting the extra third grenade from the grandmaster grenadier as baseline. Thief is getting the grandmaster residual venom as baseline. While mesmer gets 6 traits as baseline warrior gets nothing. I don’t even main warrior anymore but the update to the trait system is really unfair to the warrior class.
You can adapt the celestial staff build from spvp to wvw. Just change the elite skill to FGS and run the -40% condi food. It is basically immortal in 1v1 like the celestial d/d. Even if you can’t win you can at least stale most fights forever. The problem is that you offensive pressure is not very high, you can only kill people that decide to fight you. If they are just running away you can’t do much. In wvw it is also very rare to see a decent fearmancer or any other pvp build that is a good counter to your build.
Any other class would give up literally ANY trait to have Fast Hands as a choice. You can’t have it for baseline. Sorry.
Any other class? Engis only use 1 weapon and pretty much have 0s weapon swap cooldown using kits if you count them as a weapon.
They can’t fix/change everything at once, it takes time. Just look at the spvp class balances that take 6+ months to happen. They are focusing on the new HoT content and new trait system. I bet that the “fix” will be make the projectile unblockable/unreflectable like they did with other bosses.
It is good to have some bosses with different ranged and melee skills, but why does the melee have to always be weaker than the ranged?
What? How about we talk about nerfing real elites like Crate?
Supply crate just got nerfed last update when turrets were allowed to receive critical hits.
Why would you call using necrid bolt in melee a bug? Do you expect someone that has a pistol to don’t shot you just because you got closer? In spvp players use ranged skills when melee all the time. Look at engi grenades. Just because they can be used at range does not mean they shouldn’t be used at melee.
So you think that years of it working one way and suddenly changing makes sense?
Mordrem Leaching Thrashers also have a melee and range attack… inconsistency if that design wasn’t ever intended to happen.
So you think that devs can’t change the game when they think that changes are needed? They did the same to AC spider. Working as intended.
Buff everything is just a terrible idea. Yes let’s buff everyone’s offensive and deffensive power by 1000times, so players can one shot gates in wvw and facetank the already weak pve bosses using zerker without dodges.
Why would you call using necrid bolt in melee a bug? Do you expect someone that has a pistol to don’t shot you just because you got closer? In spvp players use ranged skills when melee all the time. Look at engi grenades. Just because they can be used at range does not mean they shouldn’t be used at melee.
