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MrPhantasia.5924

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Posts posted by MrPhantasia.5924

  1. > @"melandru.3876" said:

    > > @"MrPhantasia.5924" said:

    > > > @"Falan.1839" said:

    > > > After some overperforming builds from the last meta were nerfed, Spellbreaker is back in full force and there is already a lot of complaints about there. I think a lot of the issues with it could be resolved by tuning down rampage. It would hit Holo aswell, but it would definitely keep being viable (I play pretty much exclusively without Elixir X on a high level).

    > > >

    > > > The general mechanic of Rampage however is overstacked with benefits and promotes lazy gameplay. First of all there is the extremely high dps potential on every single skill, that gets boosted even further by several dmg modifiers on warrior. In addition to that you gain 2 very useful movement skills - sometimes leading high lvl warriors to use Rampage just to disengage. On top of that you have very strong potential, (4 CCS) and a ranged cc with high dps. That in itself is already a very strong combination. However, to make things worse, you also get permanent pulsing stability AND a very strong defense (dmg reduction and increased hp pool). If you tether your enemy before activating it you can also additionally get extra might and reveal, negating another possible counterplay (strength). So basically there is almost no counterplay except extremely high corrupt/boonrip pressure on the stability paired with cc. That is unlikely to ever work in a 1v1 situation, where you are usually busy avoiding the big hits (aka all of them).

    > > >

    > > > So, in my opinion, at least 2 aspects of this bundle (damage, CC, movement, stability, defense) have to go. I'm personally In favour of removing the stability and defensive bonuses, making it a high risk high reward play, with still very strong combination of damage, CC and mobility but the possibility of being punished by counter CC with no available stunbreak and no increased defense to just facetank through it. As of now it's a very high reward play with close to zero risks.

    > >

    > > > @"melandru.3876" said:

    > > > a holo complaining about warrior

    > > >

    > > > holo, which is the most broken (with boonbeast) out there

    > > > mobility, stealth, sustain, burst, boons, you name it, ranged pressure, melee pressure, cc

    > > >

    > > > oh and id i forget the broken forge skilsl? i love when forge 5 hits me through a freaking wall.

    > > >

    > > > if only holos would also have access to rampage, oh wait they do albeit it on a 50% chance...

    > > >

    > > > can't have it all right

    > >

    > > Both Holosmith and Spellbreaker are the most balanced, high risk high reward, highest skill cap builds to have ever existed in entire history of Guild Wars 2 which is why Anet left them completely untouched this upcoming balance patch.

    >

    > holosmith balanced, ah ye that must explain why in wvw they are called yolosmiths because they can jump in a group of 5 and still come out on top

    >

    > spellbreaker used to do that, then full counter became full tickle

    >

    > oh, and holo can do it by abuisong both line of sight, and terrain elevation (hello 360 degree vertical and horizontal forge 5 aoe cc)

    >

    > boonbeast is untouched this patch, by your logic they are balanced

     

    Someone sounds like they aren't balanced. Do you Mirage, much maybe?

     

    Boonbeast is fine. No one is complaining about it.

  2. > @"whoknocks.4935" said:

    > There are so many toxic skills and builds who need a huge nerf bat and rework, holo, spellbreaker and soulbeast are stupidly easy mode spammy 2 braincells spec with stupidly low risk high reward and what they do?

     

    No. If there was anything wrong with any of those builds they would have been nerfed this upcoming balance patch. They are perfectly balanced.

  3. > @"Falan.1839" said:

    > After some overperforming builds from the last meta were nerfed, Spellbreaker is back in full force and there is already a lot of complaints about there. I think a lot of the issues with it could be resolved by tuning down rampage. It would hit Holo aswell, but it would definitely keep being viable (I play pretty much exclusively without Elixir X on a high level).

    >

    > The general mechanic of Rampage however is overstacked with benefits and promotes lazy gameplay. First of all there is the extremely high dps potential on every single skill, that gets boosted even further by several dmg modifiers on warrior. In addition to that you gain 2 very useful movement skills - sometimes leading high lvl warriors to use Rampage just to disengage. On top of that you have very strong potential, (4 CCS) and a ranged cc with high dps. That in itself is already a very strong combination. However, to make things worse, you also get permanent pulsing stability AND a very strong defense (dmg reduction and increased hp pool). If you tether your enemy before activating it you can also additionally get extra might and reveal, negating another possible counterplay (strength). So basically there is almost no counterplay except extremely high corrupt/boonrip pressure on the stability paired with cc. That is unlikely to ever work in a 1v1 situation, where you are usually busy avoiding the big hits (aka all of them).

    >

    > So, in my opinion, at least 2 aspects of this bundle (damage, CC, movement, stability, defense) have to go. I'm personally In favour of removing the stability and defensive bonuses, making it a high risk high reward play, with still very strong combination of damage, CC and mobility but the possibility of being punished by counter CC with no available stunbreak and no increased defense to just facetank through it. As of now it's a very high reward play with close to zero risks.

     

    > @"melandru.3876" said:

    > a holo complaining about warrior

    >

    > holo, which is the most broken (with boonbeast) out there

    > mobility, stealth, sustain, burst, boons, you name it, ranged pressure, melee pressure, cc

    >

    > oh and id i forget the broken forge skilsl? i love when forge 5 hits me through a freaking wall.

    >

    > if only holos would also have access to rampage, oh wait they do albeit it on a 50% chance...

    >

    > can't have it all right

     

    Both Holosmith and Spellbreaker are the most balanced, high risk high reward, highest skill cap builds to have ever existed in entire history of Guild Wars 2 which is why Anet left them completely untouched this upcoming balance patch.

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