Showing Posts For zinavlad.7581:
classes combo difficulty:
engi
ele
thief
guardian
mesmer
renger
necro
warrior
classes play difficulty:
hard:
engi- ele- thief
normal:
guardian-mesmer
easy:
warrior- necro-renger
Add an eerie ruins map and add a survival where we still use our builds and weapons but itstead of capture the point it will be elimination – maybe even a 1v1 survival where you are put in a easy to navigate maze and you essentially hunt down one another.
no, thiefs win
guardian burn is 100% OP. NEED NERF
Had 3 Necromancers on the other team in my last match and they were ridiculously hard to kill. That and necromancers are far from nerfed since the patch.
u needs damage, 1 ele, 1 mesmer and kill them
ez, no ?
Rangers OP, please nerf.
Mesmer UP, please buff.
mesmer OP > rengers
No that’s not what I mean, I mean something like 1000 people attack s mesmer at once he pops distortion and blinks away. 1000 people attack necro he pops literally everything on his bar and dies in .03 seconds.
So if they aren’t going to give us something that can allow us to take damage like that if even for a second then our other sustain and defensive options need to be superior to other classes that have those options… and the truth is it’s pretty close to being where I think it should be, just not quite there yet…. but we are so close.
+1
engi OP OP OP OP 100%
Seriously what the hell is this nonsense they got resistance boon out yet this zerk stance still has total immunity to condis like the old stab to interrupts??? Where is anet on this zerk stance crap huh? It is even worse than the old stab since you cannot even remove zerk stance because it is not a boon. I also came across this in my matches that even a rampage without zerk stance when you boon convert the stab the rampage still cannot be feared. Even when you remove the stab and try to fear with the stab on its 3 second interal cd, rampage still cannot be feared! Also rampage with zerk stance can pretty much 100/0 a plague form below 50% hp or even bring a full hp plague form to 50% hp and plague form is the tankiest skill in the game without invulnerability! WHAT IS THIS CRAP ANET!!!
other people who don’t understand how to kill necro. GG ALL
TY for makin mesmer feels like what it was during launch of the game. and pls. dont nerf us because we too OP. you should take a look at engineer grenade and fix it because they be doing 15k+ damage with a single skill. and with players makin video and me makin this post broadcasting it to everyone and pretty much asking them to abuse. go and play pvp and see how u see engineer abusing it. ty anet for bug fixes and skill balances we didnt ask but you fixed anyway. so pls fix this and dont wait 6 months to do it.
22k+ damage with a single skill.
This build is so fun, it should certainly shake things up a bit.
Crazy changes are crazy:P
#elepocalype
Let the elements guide you
As much as I’d love to see eles being given love <3~ Can this please not just be a trading warriors for eles situation. If we keep going in a round about flavor of the yearly quarter style then there is no real progress, just the status quo with a new face.
It’s not really going to be like that. Everythings getting new crazy stuff, I am just personally overly hyped about the Ele changes. Honestly I see every class being in a pretty good spot. It’s hard to tell what is going to come out of the build. Hence why we’ve kept the balance changes to a minimum amount.
hahahahaahah you think necro is balanced?
hasn’t mechanical survival as invulnerability-force-evade
as all classes.
necro i have so much life, but not comparable with invulnerability.
necro conditions was ALWAYS nerf, to the point that war-engi-mesmer-renger exceed it in conitions spam.
in damage necro is among the worst in the game.
and you think it is balanced?
(pvp)
I don’t understand why the classes ele-war-engi-mesmer can do 18+k damage in 1 second
while:
thief-necro-renger-guardian, do 18k damage in 5-8 seconds.
(edited by zinavlad.7581)
it should be so, the elements have too many advantages, escape and resistance.
Here is the OP/Nerf process;
1 – Everyone plays condition Necro because it’s the best and most effective Necro build.
2 – Everyone complains about condition Necro because they are dying to this build.
3 – Condition Necro receives series of nerfs to cater to the people complaining about said build.
4 – People move from Condition Necro to Minion Master (MM) Necro due to nerfs.
5 – More people are now playing MM Necro and people are dying to this build.
6 – Everyone complains about MM Necro.
7 – MM Necro receives series of nerfs to cater to the people complaining about said build.
8 – People move from MM Necro to Power Necro due to nerfs.
9 – Everyone complains about Power Necro because they are dying to this build.
10 – ….. and so on.It’s like some sort of weird loop.
Just wait for the full stream of Power Necro hate which should arrive after the next balance patch in March.
have centered the situation
Class: necro cond/ MM master/ DPS
1) mesmer phantom
2) ele dps
3) war
Not too mention that there are some builds (particularly on Ranger) where it’s literally better to just stand and spam 1 than try to do anything else.
Here’s what I want to see in the next few patches:
Elementalist: buff a lot of the weapon skills, reduce cast times, etc. Heals are kinda crappy too IMO, especially for staff ele (given that almost all of the staff ele’s weapon skills have a long casting time). Also, some working into actually giving eles viable options for condi removal outside of speccing 30 points into water, and seeing some past nerfs (especially the nerf to RTL) getting reworked. ANet still needs to give eles a reason to spec heavily into other trees.
Engineers: make them less spammy? Idk, but I can’t remember the last time I’ve seen an engi with Bomb/Grenade kit that didn’t just faceroll his or her keyboard.
Guardians: eh… I’m not so sure about this one. Some of the power guard builds are starting to become really powerful. Too early to say on this one though.
Mesmer: I’m actually okay with mesmer right now; I’d like to see all of the classes have the same degree of strengths and weaknesses that mesmers have ATM. The signet heals for too little on a fairly long interval too be very reliable. Some builds are starting to become much more powerful now, however… Again, difficult to say.
Necromancer: condi damage needs to be reduced, Signet of Spite needs a longer CD (unless you have really good condi clear off CD, it almost always results in an instantaneous death- at least, in my experience), and/or necros have to stop being the worst faceroll class in the game. I’m pretty sure I’ve never seen a necro wait to use any of his skills before. I know that when I play a necro, I use all of my skills as soon as they come off CD.
Ranger: too many passive effects combined with tons of AI, screen clutter, and the incentive to stand in place while spamming 1 are all problems with this class.
Thief: I’m not even going to bother with these guys. They’re dead now. They have ceased to exist. I can beat them with any class, and with virtually any build. They are the most inflexible class in the game ATM, and the options that they do have (P/D and D/D / D/P) are so bad in the current meta for one reason or another that there is absolutely no reason to run thief. ANet really needs to rework this entire class, and actually start playing it, since they seem to think we use Hard to Catch as our main defensive skill/trait or something…
Warrior: still have 400 HPS, thousands of more health than every other class in the game excluding necro, inexhaustible amounts of CC, heavy armor, and the ability to completely faceroll the keyboard… And ANet seems perfectly fine with all of this.
you seen too many movies;)
I like your suggestion of:
Capping the amount of life-force you can lose to a set max rate per second no matter how many people are attacking you while in Death Shroud. That would give a closer approximation of the invulnerability/avoidance mechanics that other classes get.
Attacking a Necromancer would still cause them to have to exit Death Shroud sooner than they would unattended, but would help them greatly to survive the current behavior of mass focus firing a Necromancer the moment they are identified as such.
A hopefully simple way of doing this might include just two different degen rates while making the Necromancer technically invulnerable while in Death Shroud, one for not being attacked during the degen tick period, and one for being attacked during the degen tick period.
PROVIDED that the following addition is made:
The amount of overflow damage from deathshroud to the necro’s regular health will not exceed the max “under attack” degen rate that you are proposing.
To illustrate:
Assume a necro with 20,000 health and no points in Soul Reaping. Their deathshroud will also have 20,000 “health” if I’m correct in assuming that the recent fixes to deathshroud now make it equal 100% of the necro’s regular health.
For the purposes of this example, let’s further assume that the base degen rate of deathshroud is 5% of max per second and 10% of max per second when taking damage (but only for attacks which exceed 10% of the maximum potential life force).
Now picture a necromancer in deathshroud with only 5% life force remaining. They are hit for 10,000 damage. However, per the OP’s suggestion that the necro will have a capped life-force-loss-per-second when under attack and my suggestion that this be set to 10% of maximum life force, the necro will only take 2,000 damage:
Necro takes a 10,000 point hit.
10,000 points exceeds 10% of the necro’s max potential life force pool.
20,000 life force pool x 10% max loss per second from attacks = 2,000.
The original 10,000 damage attack now becomes a 2,000 damage attack.
20,000 × 5% life force remaining = 1,000 points of deathshroud “health”.
The first 1,000 points of this damage will be applied to the life force pool since the necro only had 1,000 points left. This knocks the necro out of deathshroud. The remaining 1,000 points of damage are then applied as “overflow” to the necro’s normal health.
It will NOT be the case that the necro absorbs 1,000 points of that 10,000 damage with their life force and the remaining 9,000 points spills over to damage the necromancer directly.
This is a compromise I’d be willing to live with. The whole “damage taken while in death shroud will now overflow to the necromancer’s health pool if the damage taken is greater than the remaining life force.” without any modifications has got to go, though.
TL;DR: Simply make deathshroud function similar to Protective Spirit from GW1; cap life force degen at 10% of max per second when damage taken exceeds this amount. The new damage overflow nerf for deathshroud remains in effect, but the amount of overflow damage taken is only that amount left over after having decreased it to 10% of max life force and subtracted whatever life force was still remaining in the necro’s deathshroud.
necro is possible that we have 20k to 20k hp in deathshroud?
how to calculate life in deathshroud?
every time I enter this site and see a Newbie who writes that we must nerfare damage conditions, ok you want less damage conditions, also damage nerf dps thief, ele, mesmer, war.
the game will be balanced;)
where you want to get with the necro?
make him the king of the conditions? = Eni grenades and bomb exceeds the actual conditions of any damage and control.
the necro is the class, the more time you put in to fight him, and have more chances of winning (TRUE) OR (FALSE)?
what you will give to the necro in the future, so that it can really be the true king of condizzioni?
according to you:
8 mesmer is not OP? practically nn predete point;)
8 guardian is not OP? do not kill anyone
8 engi is not op? fly all over the map XD
8 elements is not OP? all aoe
think about it before publishing this kind of post here
clarification for those who think that necro is OP
1) if necro can do more than most of the engi or conditions of another class, it is because necro is the king of the conditions, engi condizions should never beat a necro conditions because engi also invulnerability, + care, if it is not so OP
2) the mesmer good, killing a necro necro dps and conditions.
3) in the past months, the necro was considered useless and with little force, the player who played necro have learned to play well and now I do see the true power of necro, and you weep saying it is OP.
4) the programmers have done a good job on the necro, what gave them was missing.
5) do not complain of fear, Only because it is the main condition of the necro. this may be avoided in several ways. (1) stability, (2) brakstun.
if you can not take away the fear you at the right moment gazed upon her, ala your build is wrong or do not know how to play.
remember that necro does not have:
1) force
2) very few boon
3) 4 sec max stability
5) war, mesmer, thief, ele, engi, exceed the damage of necro
and remember that if necro puts many conditions, is the class of the conditions and must do so
All classes have the skiil conditions that remove, so you can protect you
players who fail to kill necro in 1v1, are naaab.
OP classes so far and will be mesmer.
a guardian dps, thief, mesmer, I can easily kill a necro.Im sorry how easy is it for a shatter mes to clear condis? What do they normally bring to tourneys? Decoy/IOL/Portal… please tell me how easily they can deal with necros in a tourney…. OP= classes that people have to build around just to survive. That is what is happening with necros….. Mesmers either lose the stun break for condi removal or have no condi removal but a quick stunbreak….
as a mesmer can kill a necro:
1) turn it into moa. them depends on the skill of the mesmer how to kill the necro, if it is good the mesmer kills him.
2) inizziare immediately with the first combo, 3kill dagger-2 skilldagger + f1 (necro has the half life, or 1/3 of life) depends on the build. when necro seek treatment, put doze,
and redo the combo. and necro dies.
the mesmer have so many stuns and doze. therefore would not have problems.
3) the necro builds that are in pvp are: 30/30/10 / 0/0 and (necro has not defenses)
players who fail to kill necro in 1v1, are naaab.
OP classes so far and will be mesmer.
a guardian dps, thief, mesmer, I can easily kill a necro.
what music you used in the video?
honestly, if you now have nerfed ele, I’m happy. first were really OP,
I do necro and I think I’m good, and I can not kill a good element.
if you say that the necromancers are OP then you have never done the 1v1 with ele or mesmer
if you can kill a high mean it was poor or was a player who felt the new class.