Jump to content
  • Sign Up

Aza.2105

Members
  • Posts

    614
  • Joined

  • Last visited

Posts posted by Aza.2105

  1. > @Xuazinegueri.3592 said:

    > > @Aza.2105 said:

    > > > @Xuazinegueri.3592 said:

    > > > Lol, 3/4 damage reduced wont work? Take 2.5k damage/tick instead of 10k damage isnt strong? 2.5k damage/tick is fair enough, power builds can hit 2.5k damage in a single auto hit.

    > >

    > > Nope, it does not work well. You are free to go try it yourself.

    > >

    > >

    > >

    >

    > Bro, 75% less damage... how it wont work?

     

    If it worked well you would see players bringing renegade to counter the condition spam. No one does this because it doesn't work well.

  2. > @Xuazinegueri.3592 said:

    > Lol, 3/4 damage reduced wont work? Take 2.5k damage/tick instead of 10k damage isnt strong? 2.5k damage/tick is fair enough, power builds can hit 2.5k damage in a single auto hit.

     

    Nope, it does not work well. You are free to go try it yourself.

     

     

     

  3. > @Xuazinegueri.3592 said:

    > Why not change the full resistance to something like "You take 75% less damage from conditions"?

     

    Because you would still die in very quickly. To all of those wanting resistance to work like protection, it WON"T WORK. You can already test it, renegade has a passive trait that lowers condi damage by 33%. It does nothing. Kalla's heal also lowers condition damage by 50% for the entire team.....and it does nothing!!!

     

    The only thing I see that might work is by implementing something that significantly slows down condition **ticks**.

  4. > @Menem.4307 said:

    > So just when are you allowed to hit a Spellbreaker? Let's take a look:

    >

    > Let's say you walk into a one minute fight with one.

    >

    > 4 seconds of evade from 8 Dodge rolls

    > 5 seconds of taking 0 damage

    > 6 more seconds of 0s from 10 Full Counters

    > 4 seconds from sword evades

    > 9 Seconds of shield block

    > = 28 seconds of no direct damage

    >

    > 12 seconds seconds of stability auto from Last Stand

    >

    > 25 seconds of resistance from Full Counter

    > 12 seconds of resistance from berserker stance

    > = 37 seconds of no condition damage

    >

    > And that's not including time where they might kite or kill you. This is the most OP any class (maybe DH) has ever been in this game.

    >

     

    Yep sounds about right. WAYYYYYYY too much mitigation. Don't forget that spellbreaker can flee with the greatsword, heal up and then reset the fight. You also didn't even take into consideration SB passive healing.

     

  5. I seen a SB player in chat yesterday dissing other players. He said they couldn't kill him because their dps was too weak. Even though it was a 3 v 1. Comic really.

     

    The crux of the SB issue is that its a tiny risk and extremely high reward build. They don't get punished for mistakes often due to the fact that they nearly always have a defensive ability to cycle through. And if all of them are blown, they'll just swap to greatsword and run run run. While healing up and waiting for cooldowns to come back. This is very poor design.

     

    Very curious how Anet will deal with it. I don't expect much to be honest.

     

  6. > @Caedmon.6798 said:

    > > @Aza.2105 said:

    > > > @Lighter.5631 said:

    > > > > @StickerHappy.8052 said:

    > > > > > @Mikeskies.1536 said:

    > > > > > > @"Azure The Heartless.3261" said:

    > > > > > > > @Aza.2105 said:

    > > > > > > > > @"Azure The Heartless.3261" said:

    > > > > > > > > > @Aza.2105 said:

    > > > > > > > > > Spellbreaker is currently broken. Resistance needs to be shaved and mobility and evade from great sword needs to be nerfed.

    > > > > > > > >

    > > > > > > > > If we're going to advocate for spellbreaker nerf, maybe focus on the spellbreaker mechanics instead of advocating changes that hit every warrior build that chooses to use Greatsword.

    > > > > > > >

    > > > > > > > Its overpowered. It gives way too much defense. The ability to escape at your leisure? Check! And some evade frames? Check! This is part of the problem with warrior in general. That they can simply escape and heal up and reset the fight.

    > > > > > >

    > > > > > > a 450 range .75 second evade is for escaping and fight resetting?

    > > > > > >

    > > > > > >

    > > > > > >

    > > > > > >

    > > > > >

    > > > > > Whirlwind plus Rush is the combo, which is hardly OP compared to Thieves and Mesmers...

    > > > >

    > > > > Well, mesmer and thieves are not as sturdy as warrior too. So can you imagine that putting it all together in 1 class? Resistance? Check. Stability? Check. Immunes? Check. Passive Healing? Check. Mobility? Check.

    > > >

    > > > Mesmer/thief = Broken Teleport spots? Check. Broken stealth mechanics? Check. Insane Mobility? Check. Insane Burst capability? Check. Immunes? Check.

    > > > Even the so called "most balanced" holosmith = huge aoe? check. big damage? check. insane mobility? check. stealth? check. on demand stab? check. auto proc immune? check. tons of cc? check

    > > >

    > > > Spellbreaker sure is strong, but people argue in ways i don't understand. it's like other classes aren't loaded with broken stuff at all..

    > >

    > > Those are entirely different issues. Yes other classes are broken (the whole game is) but this thread is about warrior. And yea warrior mobility needs a nerfing.

    >

    > > @"Unholy Pillager.3791" said:

    > > > @Mikeskies.1536 said:

    > > > Okay, so. We want Warrior mobility, defenses and offenses nerfed. Got it.

    > > >

    > >

    > > Not necessarily all three, but we're saying they shouldn't _have_ all three. Having two of the three would be acceptable.

    >

    > From 2012 "Warriors are masters of weaponry who rely on 1 Speed, 2 Strength, 3 Toughness, and heavy armor to survive in battle. Adrenaline fuels their offensive power—the longer warriors stay in a fight, the more dangerous they become. "

    >

    > "Warriors are masters of martial skills. They're versatile in combat and benefit from offensive and defensive abilities. Warriors inspire allies and demoralize enemies"

    >

    > You dont get what warrior is supposed to be,do you ?

     

    Anet doesn't get it you mean. Because now warrior as well as other classes have crossed boundaries that they shouldn't of according to their original philosophy. In fact, in 2012 Anet stated directly that warrior is suppose to have limited condition removal capability as well as have no means to remove enemy boons so they need raw force to break through them. Ask your self is it like that now? Of course not.

  7. > @Lighter.5631 said:

    > Nah, warrior's mobility is fine, in fact it needs to be buffed if ever anet decide to gut warrior's defense to a level everybody can 1v1 it reliably.

     

    Nah, its not fine. But you see I'm a unbiased person and I don't defend a class because I "identify" with it. Warrior is broke, its mobility is one of the main causes on why its broke. You pair that mobility with the insane passive regen that can not be stripped then it makes it op. They have nerfed warriors passive regen again and again and its hasn't done anything but make warrior uncompetitive or make them overpowering.

     

    My perspective is given the warriors innate high health, invuls, high resistance, stability,blocks AND even protection now (WOW), that they SHOULD not be able to escape danger so easily. They should be mobile going into the fight but not going out. Aka rush should require a target to work.

     

  8. > @Lighter.5631 said:

    > > @StickerHappy.8052 said:

    > > > @Mikeskies.1536 said:

    > > > > @"Azure The Heartless.3261" said:

    > > > > > @Aza.2105 said:

    > > > > > > @"Azure The Heartless.3261" said:

    > > > > > > > @Aza.2105 said:

    > > > > > > > Spellbreaker is currently broken. Resistance needs to be shaved and mobility and evade from great sword needs to be nerfed.

    > > > > > >

    > > > > > > If we're going to advocate for spellbreaker nerf, maybe focus on the spellbreaker mechanics instead of advocating changes that hit every warrior build that chooses to use Greatsword.

    > > > > >

    > > > > > Its overpowered. It gives way too much defense. The ability to escape at your leisure? Check! And some evade frames? Check! This is part of the problem with warrior in general. That they can simply escape and heal up and reset the fight.

    > > > >

    > > > > a 450 range .75 second evade is for escaping and fight resetting?

    > > > >

    > > > >

    > > > >

    > > > >

    > > >

    > > > Whirlwind plus Rush is the combo, which is hardly OP compared to Thieves and Mesmers...

    > >

    > > Well, mesmer and thieves are not as sturdy as warrior too. So can you imagine that putting it all together in 1 class? Resistance? Check. Stability? Check. Immunes? Check. Passive Healing? Check. Mobility? Check.

    >

    > Mesmer/thief = Broken Teleport spots? Check. Broken stealth mechanics? Check. Insane Mobility? Check. Insane Burst capability? Check. Immunes? Check.

    > Even the so called "most balanced" holosmith = huge aoe? check. big damage? check. insane mobility? check. stealth? check. on demand stab? check. auto proc immune? check. tons of cc? check

    >

    > Spellbreaker sure is strong, but people argue in ways i don't understand. it's like other classes aren't loaded with broken stuff at all..

     

    Those are entirely different issues. Yes other classes are broken (the whole game is) but this thread is about warrior. And yea warrior mobility needs a nerfing.

  9. > @"Azure The Heartless.3261" said:

    > > @Aza.2105 said:

    > > Spellbreaker is currently broken. Resistance needs to be shaved and mobility and evade from great sword needs to be nerfed.

    >

    > If we're going to advocate for spellbreaker nerf, maybe focus on the spellbreaker mechanics instead of advocating changes that hit every warrior build that chooses to use Greatsword.

     

    Its overpowered. It gives way too much defense. The ability to escape at your leisure? Check! And some evade frames? Check! This is part of the problem with warrior in general. That they can simply escape and heal up and reset the fight.

  10. > @Aeolus.3615 said:

    > > @Malicious.3716 said:

    > > > @saerni.2584 said:

    > > > > @Vertep.2498 said:

    > > > > > @saerni.2584 said:

    > > > > > There are enough threads. Please don’t spam these threads.

    > > > >

    > > > > I dont thing there are enought threads about condi spam if anest still have in kitten this problem, I think we still need to bring more theards about it to show anet how kitten is this problem and with time its still getting worse

    > > >

    > > > No, these threads have been going on since condi builds became viable, early in the game.

    > > >

    > > > Anet is aware of the burst issue and will address it in due time.

    > >

    > > Pick one. Otherwise you are contradicting yourself.

    > >

    > > Toughness is a direct counter to physical damage without counter play.

    > >

    > > Resistance is a counter to Condi damage but has many means to be countered. Make a toughness stat for Condi damage and remove the many Condi cleanses.

    > >

    >

    > what about the conditions that reduce target armor???.. why armor has no counter play???

    > Vulnerability increases damage on target by 1% to 25% that is the same as armor reducing effect from gw1.

    >

    > And resistance is not a counter to condi its just something ANet added to avoid balance condi damage, since it means they need to separate condi from pve.

    >

    > Imo they should had a resistance stats fpr condi and make resistance same as protection, but the game would be ending with more boon spam and more calculations to make.. :| more lag....

    >

    > ANet needs to revert the spam to the gw1 skill type...

     

    If protection reduced condi damage it would do nothing. Renegade already has this trait and if you try it you would see how little it helps. You still die very very fast, despite all the mitigation you might of stacked. https://wiki.guildwars2.com/wiki/Righteous_Rebel

     

    The only way its effective is if you stack it with the renegade heal or rite of the great dwarf, then it becomes pretty much like resistance but less frequent and less reliable.

     

  11. > @zoopop.5630 said:

    > lmao....condi doesn't stop them and playing a full power holo doesn't stop them either.

    >

    > they are broken with either immune to condi and the fact they can take "zero damage" from physical attacks for xx amount of time with shield and another skill makes this class really impossible to deal with in a one on one matter.

    >

    > they need a slight nerf noting crazy but they do need it.

     

    They need a crazy nerf along with many other non warrior related things. The game is centered around three things: Condi, Power and Bunker. And all of them are overpowered if one of the other archetypes get nerfed heavily. The problem currently is not only are all three op, but classes can be typically be 2 out of the 3 archetypes in one build with no sacrifice.

     

    Realistically though, no one should expect anything significant from Anet balancing. The game has been around for 5 years and its only have gotten worse. The core of guild wars 2 is bad for pvp, therefore everything built upon it will be bad up too. Clearly they created the game to be a pve game instead of a pvp game. Pve games with pvp as a side show always have these type of problems.

     

  12. > @BBMouse.6510 said:

    > Resistance should be a stat just like toughness instead of been a boon. Or maybe the res boon can stay and function like protection boon (-33% condition damage). And all the gears can boost that res stat just like toughness. That way vitality is not the universal solution against condition damage and toughness now has its use. But I guess it's too late to implement it now since everyone is used to the current stats. So just put everything into vitality and stay alive longer. :D So against the current stacked up resistance boon, I guess another spell breaker would do the job.

     

    Hah vitality doesn't even do much against conditions. You live for maybe 1 sec more than you do if you do not have vitality. I tested, I ran rampage with a vitality amulet. I had close to 50k hp and I melted in 3 seconds instead of 2.

  13. > @NotASmurf.1725 said:

    > > @Abelisk.4527 said:

    > > The playstyle is too slow, and 80% of the time pugs have no clue on what to do

    >

    > Too fast, actually. A coordinated team can win in 3 minutes with the first wave of skritt. It's a joke PvE map.

     

    No one calls mobas pve games and that is what the map is sort of modelled after of. It has lanes, it has minions (skritt), it has multiple doors you have to go through to get to the core (lord) to win the game. So the idea its self is not the problem.

     

    From my observation the problem is that the map is totally out of focus. There are just too many things going on and too few people to do them. You have:

     

    * Defending your lane which is comprised of destroying skritt, heroes and players.

    * There is the treb

    * There is the supply drops in the middle

    * There is summoning heroes and skritt, the latter which requires you to run all the way back to the door

    * Pushing their lane, which requires you destroy guards, players and have skritt knock down the door

    * Then there is pushing their lord

     

    That is too many objectives for just one map. If you look at conquest maps in comparison they are simpler and only have one objective. Foefire has lord, Spirit watch has orb, forest has the two npcs on each side, skyhammer has the hammer, coliseum has the shield and sword, Capricorn has the bell. Conquest is much more focused than stronghold.

     

    What Anet could possibly do is shave some of those objectives down in stronghold and move them to new stronghold type maps. Like the lanes stay, but maybe on one map there are no minions but only a treb which is needed to take down the door. One another map there are skritt but have them maybe automated. I believe the game mode could be salvaged and built upon but it needs focus. The potential is there though.

     

  14. > @Kuya.6495 said:

    > Making adrenal health a major trait rather than a minor one and having it compete with defy pain is a good way to not nerf the trait itself but make it harder to stack defenses, forcing you to pick and choose.

     

    That wouldn't do much. Defy pain trait isn't even that great. 2 secs immunity and a 60 sec cd. Warriors take it because the competing traits aren't very competitive: Sundering mace and the trait that converts 10% of toughness to power.

  15. > @Loop.8106 said:

    > Warriors are very polarized in what they do. Kinda like @"Chaith.8256" and @"Aza.2105" touched on. Right now they have too many "invuln" frames, be it Blocks, Evades Dodging, Hard dmg mitigation with FC / Endure Pain or Resistance. This all offers very limited counter-play compared to say, Protection and or invisibility.

    > Warriors have very few boons, hence you can't rely on boon-hate to beat them. This also leads into a very absolute defense in that, nerfing them too much will render them completely useless. This is why Warrior has always been either on the very top or the very bottom in terms of Strength.

    >

    > I for one utterly despise everything about Warrior and would want nothing more than to see them removed from the meta or even the game entirely. What's worse is that most Spellbreaker players somehow feels entitled to being overpowered in PvP because Spellbreaker isn't viable in PvE.

    >

    > That being said, the only way I can see Spellbreaker being balanced in PvP is if they split the balance of traits / skills from CORE WARRIOR / BERSERKER. Reducing Adrendal Health and or Healing Signet regen even further. Removing evade frames from GS 3 and/ or increasing CD on Shield 5 or the stability trait. (I want to say last stand(?)).

     

    That would be too much. Its hard to balance out and everyone knows it. It would probably take a warrior revamp and we know Anet will not do it. Sure FC could be nerfed but then Spellbreaker becomes not so good because of it. Maybe they could revamp the traits that make FC so loaded and it might help but I don't know. One thing I do know is that the entire defense trait line has always been too loaded. Everything good pvp wise goes there. Maybe if they were to switch a few traits around then it could make balancing them a bit more easier, but again I don't know.

     

    Imo, they should of stuck with their original balance philosophy for each role and there wouldn't be too many balance problems. The current state of warrior and the game is years of making classes into something they were never meant to be.

  16. > @Kuya.6495 said:

    > I think rev has a hard time coming back because the meta is still condi. Condi rev would be the response to that but i hear revs say it's not competitive. How would you guys make condi rev a more competitive spec to use? keep in mind, it should have weaknesses. so while condi rev should be strong vs condi classes, it shoulf be weak to power to balance it with power Herald.

     

    Well that is the problem with the current meta. Most class specs aren't weak to much of anything.

  17. Full counter isn't really the problem. The problem is the synergy between passive regen, dodges, evades, shield block, GS mobility and CC. All full counter did was add another invul/CC to the rotation. Which in turn makes the counter play interval against warrior even smaller. They could technically nerf tons of stuff: Increase the shield block CD, lower health regen of healing signet and adrenal health (which they have done a few times already), nerf full counter for no reason or lower some of the mobility given my GS.

     

    Unlike Scourge, nerfing Spellbreaker will be difficult. One wrong decision might put warrior out of the competition. They don't want that I'm sure.

  18. The most bizarre design choice is the lack of visible cast bars. Anet said they would not be added because they wanted players to observe the animations themselves instead of focusing on the cast bar. From the beginning only warrior had highly telegraph animations that you could dodge upon reaction, the rest of the classes have animations you can't make out or at the very least it surrounded by sort of visual effect clutter.

     

    Anyone who claims that they dodge skillfully would be lying. What they are really doing is dodging by anticipation or read but not reaction. I've actually ran up to many players during pvp with the intention of not using a skill. And nearly every time they dodge when I'm not doing anything.

  19. The people defending scourge should be ashamed. Its really saddening that you have players defending a spec that developers said is broken. You die faster to conditions from scourge than burst damage....and that isn't a problem? The solution is to counter pick? Really? Look, pvp is totally broken right now. I mean nearly everything: Boon up time, blocks, passive procs, conditions, damage, its all out of control. There is really no defending it. If anything every pvper should be rallying on the forums to express their discontent with Anet's balancing team and how they did not give one flying fuck about pvp players. By dropping new and broken specializations right into the middle of season pvp. They didn't even give a poll to ask what we thought, because they did not care. Think about it.

  20. > @czerwoni.9563 said:

    > how long would it take to gather the ascended shards for a full 6 piece set? i know ill still have to craft ascended armor for the dark matter stuff so i am working on that currently.

    >

    >

    > edit: realized i need to do raids to get the skin

     

    I got the full set. I wasn't missing anything but ascended shards. I had everything else, since I never spent my pvp currency on anything other than the legendary back piece.

  21. The title pretty much explains the current state of the game. You either dodge or you get one shot by something or someone. I see a lot of players defending the idea that you can die in one hit if you don't dodge. But here is the thing, even in pve content AI doesn't work that way. One shot abilities are usually easy to see, read and avoid. Long cast times, enrage timers, giant blobs on the floor.

     

    GW2 pvp is like....fighting 5 raid bosses at once. You dodge one, but the other four can one shot or near instantly kill you coming from stealth, 1500 range, instant conditions etc etc. I'm a build crafter so I spend a lot of time trying different things out. Even with the most defensive build, toughness amulet, runes, protection, renegade grand master trait that reduces condition damage by 33%, rite of the great dwarf and the retribution line for reducing damage. You still die near instantly. This shows how damage is absolutely out of control. Defense does not matter at all. The only thing that matters in terms of defense is regen that can't be stripped i.e warrior regen, block spam and invul skills.

     

    The game was so much better before they changed conditions and when you could only have two trait trees instead of three. In all honestly I feel that the devs will do very little to fix anything with spvp. Since its not the money maker. Look how fast they nerfed firebrand. Why? Because it affected pve. That is the only reason. And that shows that is where their priorities are. Expect the upcoming balance patch to do very little for pvp and then wait another six months for them to maybe change something. This has been the pattern for a long time. Just expect the worse when it comes to balance, so you won't be disappointed when it hits.

     

×
×
  • Create New...