The entire idea behind downscaling players was to keep content from any lvl still as challenging as lvl 80 ones.
Before the fix to scaling the sub 80 dungeons were much easier than the lvl 80 ones like HotW, Arah and CoE.
My ele for example was getting about 10% extra crit chance in AC compared with lvl 80 dungeons. The extra stats were also not affecting only the offensive stats, but everything. It was making that dungeon soo easy that even in zerker you don’t need to dodge and most times. Now with the reduction to everyone’s survivability the dungeon will be on par with the lvl 80 dungeons again.
It is not a nerf it is a bug fix. Teleports skills are not mesmer exclusive skills. Thieves, necros and eles have them too….
Yes, prolonging content by reducing everyone’s effectiveness sure is fun.
It is not prolonging. It is fixing a old bug with scaling giving players higher stats than they should have.
Omg it will make speed runs take +5 seconds killing mobs. Unaceptable…
You guys are missing the point here
The point is that D/D Cele Ele is already the best spec vs. condi DPS and now it also is the best spec vs. physical CC bursting. It is an even stronger now than it was before the patch.
No you are missing the point. Stability went from “infinite stacks” (old stab imune to any number of incoming CC) to a finite amount. And as others pointed you are not going to remove 5 or 10 stacks anyway. They will either remove the boon or wait for it to wear off.
CC bursting? What class is going to pop 5 cc in a chain? Even engi will have a hard time with it.
Before the change you had to wait or corrupt stab.
After the change you will still wait or corrup the stab. You won’t have enough CC to remove the stacks. Does not matter if 5 or 10.
For spvp things stay basicaly the same. The change will mostly affect wvw.
If this is true it is one of the best changes in this patch. Making all the low lvl dungeons a bit harder.
Some people seem to be forgeting that you can also dodge cc, blind, block, teleport, etc.. Classes like mesmer and thief are played with 0 source of self stab.
Too much QQ for such a small change in spvp.
A huge buff for tomes and other transform skills that are very underused.
Rip Stability. Guards have 5 secs on Stand your ground, and 2 secs on Hallowed ground, GG. Even Warriors have more with Balanced stance, 10 secs. Are Warriors the new support class? -.- Might aswell switch main. Fix this Anet.
What support class? Balance stance is single target. Guardians still are the ones with aoe stab.
Mesmers and necromancers were already removing stability boon. Stacks are not an issue. Or do you think the necro will waste 5 fears just to remove stab in spvp?
IMO 5 stacks is ok for balance stace. 6 would be better but 5 is just fine. Now people have 1 reason to get the underused signet of dolyak with its higher coodown and lame passive. 180 thoughness on a heavy armor that normally goes deep into defense trait line is nothing.
Armor of earth 75 base cooldown
Signet of dolyak 60s base cooldown
Balance stance 40s cooldown.
Seems balanced.
At least now wars have a reason to use signet over balance stance.
I see sigil swaping the same way as infinite gathering tools. Convenience. Most sigils are cheap and you just place the new over without losing much anyway. How many transfers would be needed for the ascended cost the same as the legendary?
I think that the best way to implement sigil swaps would be give the lengedary a fixed ammount of slots that you can swap. Let’s use the number 5 for example. That would let you put 5 sigils on the weapon, but only be able to let 2 active. So this way we let the user swap between a limited amount of sigils that he sloted. If they want even more changes than they have to replace one of those 5.
It gives more options to make the stat swap usefull (most people just have 2 or 3 builds per charancer 1 for pve and a few for wvw), but also makes you think about what 5 sigils you want on the slots.
To everyone who says “legendary should only be a skin and nothing more”:
First of all, I disagree.
But more importantly; legendaries are already more than ascended weapons. On a legendary weapon you can switch the stats of your weapon as often as you want, you just have to be out of combat for it.
It is not unreasonable to have a sigil-swap option too. Maybe they can introduce legendary sigils that can be put in legendary weapons which can then be swapped to whatever sigil you want whenever you want?
Then after they gave us legendary sigils, we need legendary armor with legendary runes.
LoL, funny theory yknow.
“Because it is already broken, it is okay to make it more broken”
If that’s the case, the class balance should always go in favor of the strongest class lol.There is nothing broken about legendaries. They are working as intended.
Your reply really doesn’t make any sense.
This ^
Stat swaping is working as intended.
@Mourningcry
The market should adapt the game changes not the opposite. Imagine if they stop buffing/nerfing sigils/traits/runes/skill because it will affect the market… It would ruin the game.
The collections for example made some exotics skyrocket on price. Is it bad? No. Should they have not implemented the collection because it was going to affect the market? No.
Every small change will affect the trading post in some way. They can’t just stop making good changes to the game “because it will affect the market”….
I’ve been playing alot of SPvP as a thief. The thing is, when I roam in WvW (Full berseker exotic gear with some ascended accessories) I feel like my dmg is really low. I got like 13k HP, my dagger hit rarrely crit over 1.2k while in SPvP they crit over 2k… Why? Any leads pls?
Like, my dagger crits for 500 vs a warrior…
In spvp most players are zerker or celestial. In wvw you have a lot of players running more defensive builds that focus in large group fights. Also ascended + extra hp/power from guard stacks etc…
You don’t need ascended to play the game.
10s aoe stability? NO
Removing 3 conditions in an AoE every 28/35 seconds is nowhere near overpowered. I’m guessing you think Cleansing Flames and Well of Power are OP too?
As for the -40% duration food, there’s food which increases condition duration by 40%, so they cancel each other out. Not that I care about condition spammers.If anything should change about it, it should be making it more supportive and less selfish, not more selfish. No offense, but if you want to play something selfish go for meditations or another profession. Consecrations are supportive and I’d like to have them stay that way.
Cleansing flames is balanced because to use it you have to lose a good weapon set just to get that. The well converts 1 condi per pulse also necros are not frontlines.
The +40% is not a solution. Everyone will preffer the -40% making condis useless.
SY has a higher cooldown and has a negative side effect.
-40% from food + -20% from hoelbrak + 33 from Purging flames = – 93% condi duration. Sounds balanced. If you decided to use melandru it goes to -98%.
The radius difference from 240 vs 600 on shouts is irrelevant, because on a zerg the hammer train is moving all close to each other.
It also clears all conditions on allies (vs three conditions cleared) and grants just about every boon in the game.
The 33% gained from Purging Flames only lasts for 5 seconds (6s traited). Maybe the food is overpowered, Purging Flames isn’t though.
It isn’t irrelevant, because not everything is some mindless zerg like you seem to think it is. Even in a zerg I don’t know who would just stack in one defensive AoE, because I’m pretty sure that soon afterwards the opposing team is gonna throw all of their AoE on the crowd kitten ing around on one spot.
SY is not “clearing” is transfering the conditions. It also has a higher cooldown.
Purging flames is op in zerg fights. That is why every zerg build uses it.
For 1v1 and small scale like spvp it is ok. Because you are only removing condis from yourself most of the time. It is actually underpowered in those cases and that is why we don’t see it been used in spvp.
In the other hand in a zerg if you put 2 guardians in every hammer train party they remove 6 conditions for the entire group. This combined with -40% food and war’s warhorn skills makes zergs completely immune to dmg condis.
The best would be keep the self condi clear at 3 maybe even buff to 4, but reduce the ally condi removal from 3 to 1.
Also is good to notice that their active skills are on a 10-20s cd. That requires more actions than most utilities in the game.
wait wut
You know that spirit weapons have active skills that you can control right?
Hammer command has base 15s cd.
GS command has a base 10s cd.
Bow command has base 20s cd.
Shield command has a base 15s cd.Most meta builds have to press less buttons than a spirit weapon build.
yes i kittening know that do you think im kittened or something, please. why are you complaining about it?? is this just a little excuse to say its “harder” in some way???
i truly do not understand.
and good god, go play meta engi or ele and come back and tell me about your laughable piano playing on spirit guard.
My main is ele. More clicks =/= harder. Also ele is not that hard. You don’t have to use the healing skill, it is passive.
Now look at other meta builds like mesmer, necro, shoutbow, etc. All them need less clicks that a spirit weapon guardian. summoner builds =/= passive build
your point was that its less clicks than meta builds and that is patently untrue
Spirit weapon guardian needs more actions per second than shoutbow, fearmancer, zerker bow ranger, power necro, double ranged shater mesmer, etc.
It is a very active summoner build.
@Sorel
You posting a wall of text that says nothing doesn’t prove anything. People defending slick shoes are the ones that need to l2p without broken skills.
If everything was perfect and not in need of chances then the game would be the same as 2.5 years ago. Slick shoes is over powered and has little to no counter. Even before the buff to slick shoes celestial rifle engi was consider overpowered. The change just made it even more op.
OP tries to put 3 different skills in the same group because 2 are balanced and 1 is not. So that way he tried to falsely claim that slick shoes is a l2p problem. Let’s put in the same group orange, apple and watermelon. Orange and apple are small so watermelon must be small too……
Entangle: 1 dodge can avoid the skill completely. It has a long cast time with obvious animation. Even if you get hit 1 condi clear can save you.
Ring of Warding has a long cast. For the guard to catch you they will need to use JI. Even if you get trapped inside you can do a dodge roll inside the circle.
Slick shoes: unblockable, you cannot dodge the oil pools, it is easy for the engi to do a circle around specially with super speed and people fighting in a node. Has no cast time.
Also comparing 1 utility +1 adept trait (consecretion master) with using a virtue + a master trait (absolute resolution) +1 shout that will require +1 trait or rune set is just proving that Purging flames is way too strong.
Comparing a dedicated condition removal utility to non-condition removal abilities (that can offer the same condition removal through traits) doesn’t prove that anything is overpowered.
Even if you get the grandmaster trait and use runes of the trooper it will not remove as much condi as purging flames. Also it is not a dedicated condi removal, it also is a fire field, applies burning and gives -33% condi duration.
-33% condi duration is useless in pve because it only lasts 5-6 secs, firefields are more easily available to ele’s and engies, and while its decent condition removal, other classes have better, actually save yourselves is our strongest group condicleanse.
While SY is the strongest group condi clense, it really requires CoP to not kill you. So you can pretty much say SY requires two slots.
SY has a higher cooldown and has a negative side effect.
-40% from food + -20% from hoelbrak + 33 from Purging flames = – 93% condi duration. Sounds balanced. If you decided to use melandru it goes to -98%.
The radius difference from 240 vs 600 on shouts is irrelevant, because on a zerg the hammer train is moving all close to each other.
(edited by xDudisx.5914)
Also is good to notice that their active skills are on a 10-20s cd. That requires more actions than most utilities in the game.
wait wut
You know that spirit weapons have active skills that you can control right?
Hammer command has base 15s cd.
GS command has a base 10s cd.
Bow command has base 20s cd.
Shield command has a base 15s cd.Most meta builds have to press less buttons than a spirit weapon build.
yes i kittening know that do you think im kittened or something, please. why are you complaining about it?? is this just a little excuse to say its “harder” in some way???
i truly do not understand.
and good god, go play meta engi or ele and come back and tell me about your laughable piano playing on spirit guard.
My main is ele. More clicks =/= harder. Also ele is not that hard. You don’t have to use the healing skill, it is passive.
Now look at other meta builds like mesmer, necro, shoutbow, etc. All them need less clicks that a spirit weapon guardian. summoner builds =/= passive build
As dmg coeficient is almost always equal or higher than 1.0 I think healing scaling with 1.0 would be balanced and fair.
Also comparing 1 utility +1 adept trait (consecretion master) with using a virtue + a master trait (absolute resolution) +1 shout that will require +1 trait or rune set is just proving that Purging flames is way too strong.
Comparing a dedicated condition removal utility to non-condition removal abilities (that can offer the same condition removal through traits) doesn’t prove that anything is overpowered.
Even if you get the grandmaster trait and use runes of the trooper it will not remove as much condi as purging flames. Also it is not a dedicated condi removal, it also is a fire field, applies burning and gives -33% condi duration.
I think that the reward for running away is already the fact that you ran away and is not taking dmg anymore. Why give hp reset so easily? This is one of the things that affects pve, wvw and spvp. Makes pve easier, incentivize people running away when they are losing in wvw and spvp.
in a 1v1 if the enemy gets ooc so do you
That is not proving much. If the healing was completely removed the situation would still be the same both sides would get the same effect. By that logic every situation is ok because both sides have the same effect.
Turrets should be nerfed to be more like other AIs.
For SWs to be viable, the duration isn’t the problem. They need an elite SW (MM/Turret Engi both have elite AIs) and they need their traiting to be massively fixed up.
An elite would help but the main problem is that after the duration all your SW enter on cooldown for 30s-kitten . That is a long time that you loose all your utilities and dmg. Even if you win 1 fight you go to the second one with nothing. A MM or turret engi for example will only lose their adds if the enemy is able to kill them. The guardian looses them anyway. In group fights the SW also melt for a any aoe.
@duckduckboom
You are considering perma regen and that the mesmer would be the only source. What if there is already someone giving regen ? What if the guardian pop virtue of resolve? See your healing now is not even working that well.
Also if you start dropping water fields to be blaset or any other field to get extra healing you might end up covering a fire field and be a problem for the group.
You want a good scaling number? My 2 cents at 1.0 for skills (weapon/ traits/utilties) and 0.25 for regen combined with a reduction at the base healing from regen boon and all healing skills (excluding the self healing #6).
Another possibility would be keep the same coeficient for regen but make it stack in amount of stacks (like might and stability) and not in duration.
(edited by xDudisx.5914)
Also is good to notice that their active skills are on a 10-20s cd. That requires more actions than most utilities in the game.
wait wut
You know that spirit weapons have active skills that you can control right?
Hammer command has base 15s cd.
GS command has a base 10s cd.
Bow command has base 20s cd.
Shield command has a base 15s cd.
Most meta builds have to press less buttons than a spirit weapon build.
If you don’t think it’s a big deal, you people who wield the legendaries yourself wouldn’t have propose it so strongly.
We can clearly see who is against sigil swap to legendaries. The ones that doesnt own it. Futher commend is pointless as anyone can figure it out.
As i said above, b….urtAnd you greedy people want to justify your “hard-work” of grinding by being stronger than everyone else. You don’t care about the market because you already own it and wouldn’t be affect by it. Talking about bias zzz.
Explain how having a legendary is making someone “stronger”. Even if they add sigil swap how is it making someone stronger?
You can be efficient in every situation in Dungeon/Fractals that otherwise people need to prepare 20 ascended weapons to do the same thing, wasting so many spaces and efforts just to be efficient. (Do you think any regular person will add 10% sigil of night and 10% monster specific sigil on their ascended weapon? You can easily do that in EVERY SINGLE DUNGEON/ FRACTALS)
You can be efficient in all WvW encounter because you can switch to the appropriate sigil that match the situation, or otherwise you will waste another 10 slots and 10 ascended weapon just to do the same thing.
You can be efficient in all PVE content too because otherwise you’ll need to waste another 10 spaces and make 10 more ascended to do the same thing.
Oh, don’t forget, if you have mutiple legendaries, you basically save yourself like 200 spaces and make it into like 5~6 spaces, which no ordinary people can do that.
You know that for dungeons and fractals you basically only need 1 stat that is berzerker (or assassin) ?
About sigil of monster specific. They are cheap as hell. One could buy one and replace them easily even with the current system. Also it is not like 5% dmg on mobs is a big deal, considering the game balance focus mostly only in PvP.
From all the stats only a selected few stats are viable and people won’t be changing the entire build and traits everytime because they can’t change the armor stats and runes..
I see people using it only for 1 pve build and 1 (maybe 2) wvw build.
For spvp it also won’t affect anything.
You are making a hyperbole to try to base your statement. Everything you cited as “stronger” is just quality of life improvement. Very far from op.
(edited by xDudisx.5914)
If you don’t think it’s a big deal, you people who wield the legendaries yourself wouldn’t have propose it so strongly.
We can clearly see who is against sigil swap to legendaries. The ones that doesnt own it. Futher commend is pointless as anyone can figure it out.
As i said above, b….urtAnd you greedy people want to justify your “hard-work” of grinding by being stronger than everyone else. You don’t care about the market because you already own it and wouldn’t be affect by it. Talking about bias zzz.
Explain how having a legendary is making someone “stronger”. Even if they add sigil swap how is it making someone stronger?
But seriously, this game is already laggy enough , why would you suggest to add more AI on the screen?
If you are lagging on a 5v5 pvp arena the problem is not the game, is your connection.
Right now spirit weapons:
Are NOT viable in pve.
Are NOT viable in spvp.
Are NOT viable in wvw.
Are NOT viable in open world content.
They clearly need a buff.
Also is good to notice that their active skills are on a 10-20s cd. That requires more actions than most utilities in the game.
(edited by xDudisx.5914)
Strength traitline is not joke.
it’s pretty good high skill ceiling offensive trait line.
except the fact that power warrior is not viablebut there are variation of meta builds that goes to strength for some nice utilities.
some hambow goes to 20606 instead of 00626
and tarcis shoutheal is 10263.and fully defensive traited zerker build is always easier to pull off like 20606 axe/shield, w/e build
If it was a good traitline we would see a lot of players using it in spvp. Everyone is running a copy paste shoutbow…
Remove it completely would be bad but it could get a nerf on how much hp it heals per second. Maybe 5-10% per second.
Spirit weapons should have no duration, like minions. Only enter on cooldown if someone kills them.
Well we are going from “infinite” stacks of stab (1 boon avoid any number of CC) to a limited number of stacks so I think overall the chance is for the better.
The number of stacks given to aoe skills like Stand Your Ground and toss elixir B is a bit too high though.
Even considering the high ammount of stacks, the simple fact that you cannot stack duration is a great chance. Before the chance we now have 12s of “infinite stacks” of stab uptime on a 24s cd just from 2 guardians using SyG. After the change it will be either 5stacks for 6s + 5stacks for 6s or if they use togheter 10 stacks for only 6s. Makes it harder to keep stab up if not coordinating perfectly.
Hi, as we all know, legendary allows players to select the stat combination they like. However, this function is not as useful as it could be because we can’t switch Sigil. For ex: A condi build and a power build will obviously need different Sigils, but if u have an expensive Sigil on them ( Malice, Bursting, Energy, Force… ), it will be a pain. Thus even though we can switch stats on legendary, we can’t really switch builds without losing a chunk of gold.
So, I think it’s reasonable for legendary to have a function that enable players to switch between Sigils. For ex: any sigil we apply to the legendary will be saved and can be switched around the same way we can switch stats. This is nothing big but will greatly increase the value and usefulness of legendaries.
Btw: Is this the right topic to post this ?
Yes they should let us swap sigils. They did a good step leting us change stats, but without change sigils it is still useless for most cases.
Strength traitline is a joke for spvp/wvw. Try using those points in discipline or defense.
I quite like the 7% to vitality, not worth using 2 traits on it?
Warrior has a natural high hp. For example a zerker warrior has about the same hp as a thief or ele wearing full soldiers.
What is your goal? Zerging, medium or small scale fights?
Strength traitline is a joke for spvp/wvw. Try using those points in discipline or defense.
GS is a bad weapon choice. For 1v1 fights you must have a longbow. For zergs you need a sword+warhorn +shouts…..
A good way to make base stats more usefull is scaling spirit weapons with them. The shield’s hp and armor should scale with the user’s stats. Right now shield +wall makes +blocks make even zerker builds super tanky.
I support this idea for hallowed ground. But for purging flames and sanctuary would be op. Purging flames is already too powerful the way it is now.
Purging Flames? How so? From a WvW perspective you can get the 3 condi removal with AR and that is everyone in a 1200 radius of you, not some small field you need to place on the ground that is 240 radius. You can then reset VoR with RF and fire it off again if your party needs it, the heal from VoR is also a nice kicker.
load up trooper runes – PoV and fire off a shout to remove 2 condis from everyone within 600 of you, not only that but the boons from the shouts move with you and your group which is a massive deal in WvW if you are kiting larger numbers. Shouts have really quick cooldowns as well so ur condi clear is firing off at regular intervals for your party.
Maybe in sPvP Purging Flames is OP? Drop it on a point or something?
Removing 3 conditions aoe will remove a total of 15 conditions in a zerg fight. The range difference between the shout and purging flames won’t make a big difference because hammer train is tight. Remove 15 conditions on a 28s cd + long lasting fire field + 5s burning.
Also comparing 1 utility +1 adept trait (consecretion master) with using a virtue + a master trait (absolute resolution) +1 shout that will require +1 trait or rune set is just proving that Purging flames is way too strong.
In spvp it is balanced because by the same reason guardian shouts are not op in spvp. The scale is too small to get max usage of them.
Selfless daring has one of the best scaling with healing power in the game. If you are really going full clerics it heals for more than 1.6k aoe. Why not dodge?
SyG lasts only 5s now. Balance stance is 8s and gives swiftness. IMO 5stacks is a fair amount for balance stace, but SyG should be 3 or 4.
Most skills have a low scaling coeficient for healing power. For most cases it is lower than 1. Dmg coeficients in the other hand are much higher than healing ones.
This makes the difference from having healing power or not very small.
In spvp for example take a look at healing signet:
Healing signet using zerker or any gear that has 0 healing power: 362 hp/s
Healing signet using clerics: 409hp/s
Now look at a dps skill. Long bow auto (dual shot) for example:
using amulet with no power: 236 dmg
using power main stat: 472dmg
While healing power gives you a small increase power will multiply your dmg by a lot. Not even considering the critical hits here. If you consider them the difference is even higher because you can’t do critical healing at gw2.
Another factors that make healing power bad:
-It does not scale with ressing speed.
-Blasting water field uses the healing power from the player that blasts the field, not the one from the player who placed the fiel
-In a few seconds after breaking combat hp goes to 100% in a couple seconds. So as long as you kill the boss in a couple seconds before you die it won’t matter if you ended the fight at 10% hp or 100%. It will go to 100% at the same speed having healing power or not.
-You can’t do a critical healing in this game.
-Etc…
My idea overall is that base healing should be reduced and healing coefficient should be raised. That will keep people that invest in healing power with the same healing output but would reduce the healing from players that invest nothing in healing power.
(edited by xDudisx.5914)
Other skills that stop your movement during cast are ok because they bring a good side effect.
Blurred frenzy comes with an evade.
Pistol Whip comes with a stun.
Meteor shower does full dmg canceling at 75% does very high dmg and the aoe covers the entire point.
Whriling defense protects the player from projectiles
100blades comes with nothing.
They changed engineer shield #4 to let people cast and move at the same time. 100blades needs a similar change.
- is fine
- remove the root effect when casting. Make similar to guardian whirling wrath.
- is fine
- reduce cast time to 0.5s or make the projectile faster
- completely rework the skill so it can be used for something other than run away. Maybe something like Hilt Bash, or a CC or immob, or a block, etc…
Are we still BS around the risk reward crap. You always cancel out of it, and it never hits anyone for any significant damage, there is literally NO risk and NO reward involved. That is not risk/reward, thats is a NONSKILL, might as well have a blank spot there.
Except if the enemy is knocked down/immob/not paying attention, it’s huge damage.
It’s a hard to set up skill in pvp, but not useless as all that.
People really really really need to quit playing PvP warrior like it’s PvE.
The only immobs war has that will last long enough for you to land 100blades are throw bolas and pin down. This will either make you waste 1 utility just to be able to land a GS skill or be forced to pick longbow. If you pick GS+Bow you have 0 CC via weapon skills. If you pick hammer you lose pin down and get CC but they won’t last long enough for complete 100blades even if you waste 1 sigil for extra stun duration. If you go mace main hand and try a full addrenaline skull crack +sigil you get 1 chance to land full 100blades but if the enemy uses stab all your plan fails…
For immobilize a simple condi clear every 20s will be enough to counter throw bolas. Most meta builds are full of condi clears.
Compare that with axe autoatck that does almost the same dmg and let’s you move….
Stealth and stability are ok. Immune stomp shouldn’t be possible.
The ammount of cc and/or immob needed for them to work just makes most of the self rooting melee skills useless.
Hence, High skill and high reward.
gs warrior completely useless anyone can dodge 100blades. If you plan wasting utilities to cc the enemy they still can just stun break and walk away.
GS warrior does extremely high damage. Wasting utilties to CC the enemies is what should happen.
churning earth takes so long to cast that you will never land that in a 1v1 if the enemy knows how to dodge.
Churning Earth has a Cripple pulse. It also have a big AoE ring. Which means it is intended for team fights, not 1v1. Not every skill has to work for 1v1 situation.
The few self root skills that work are the ones that have inherent stun or immob in the same skill or weapon set. Like pistol whip that comes with a stun and blurred frenzy that has the immob in the same weapon, making combos easy.
It also come with a cost. The fact that you become a sitting duck. Players can focus fire on you.
When was the last time you landed a complete 100blades in anything other than a pve boss that sits and eat the dmg?
The GS/Longbow Warrior build is a viable build. I played a bit and I was able to get a lot of HB down on enemies. Opening with Bull’s Rush + Hundred blades allow me to get a high burst damage on the enemies. I can also use HB on downed enemies to make their hp go down and also get the resser’s hp down. If the enemies dodge out of the way, it isn’t a big deal, HB cd is only 8-10 seconds.
But to answer your question, the last time I landed a complete 100blades was 3 hours ago when I was playing with the GS/LB build.
It is not ‘’high skill high rewared’’. It is actually impossible to land a complete 100blades in a 1v1 vs any decent player and the reward is not that great. If it was only a player skill issue then we would see people using GS on tournaments, which is not the case.
If a player take full 100blades dmg that is because they are completly noobs. In a hotjoin MM works, does not mean it will work when facing a competent player.
And about gs/lb, it is not viable. No one is using it in tournaments because it is several times worse than a shoutbow or the old hambow.
You might as well say, it is actually impossible to land anything worthwhile in a 1v1 vs any decent player. If you want to pull the “Skillz players can dodge dis!” card
I fought someone that dodged all my most important d/d ele attacks because he was simply more skilled than me even if my skills are not self-rooted.
But yeah, GS/LB isn’t meta. But what you are wrong is that GS/LB doesn’t need a buff, it is that cele stuff needs a nerf.
Wait there. Now you want to compare a self root skill that has a 3.5s to cast with all the other skills in the game? A player walking is able to avoid most part of 100blades. Also the biggest hit at the end makes it even worse.
Not really. You scaled the enemy skill level to be higher than the player. I can do that too. Thus, your “skilledz player can dodge dis!!!” is irrelevant.
No I didnt scaled the enemy skill lvl to be higher. You fail to see that the difficulty to avoid 100blades is lower than fast skills. How hard is to avoid a skill that takes 3.5s to do its full dmg and roots the caster compared with skills like pin down or eviscerate?
Also where is the ‘’high rewared’’ when 100 blades is almost the same dmg as axe autoatack that lets you move while atacking and has no cd?
I can make that work. Although I am a bit worried about terrormancers who just throw fear after fear at you — stab could be gone almost instantly.
Most of their fears are single target. For wvw it will not be a problem. For spvp, well they can corrupt boons anyway so it won’t make a big difference.
I don’t if it would be more successful or not, but I would like it more with the trinity.