Jump to content
  • Sign Up

otto.5684

Members
  • Posts

    3,572
  • Joined

  • Last visited

Everything posted by otto.5684

  1. > @"Obtena.7952" said: > > @"otto.5684" said: > > > @"Obtena.7952" said: > > > > @"Buran.3796" said: > > > > > @"Obtena.7952" said: > > > > > > > > > Seems like a very reasonable way to fix what you recognized was the truth about symbols. > > > > > > > > ...But what really did was deleting the Firebrand from PvP. Both core and DH are way stronger than FB now. > > > > > > Yeah ... that happens all the time. What else were you expecting? That's how the meta changes in a game like this. > > > > I was expecting, and I know they may sound innovative, competent devs. Too much to ask for? It is not just guardian, spvp right now is a kitten dumpster fire. > > What is too much to ask for is something that hasn't happened in the last 8 years. I think you know the answer if what you are asking is a reasonable expectation or not based on that. Why would anyone even think more balance changes would result in better balance to begin with? It's certainly not because in the last 8 years, Anet has shown they are balancing to some performance standard. I know you loathe that answer, but it's the correct one. > > The reality is this: The number and frequency of balance changes is irrelevant if the player-expectation is some larger-than-typically-experienced range of viable PVP builds. PVP has always been a dumpster fire for lots of builds and the people playing them. This isn't exceptional, it's standard. Not it is not. There has been a clear decline in all aspects of the game over the last 2 years. It is not only in one area. All across the board both quality and quantity has been hit. There has been change in the guard at Anet (at least those who call the shots), and the new people clearly lack the necessary competence. And no, spvp was not always a dumpster fire. It always had issues, but only past Feb 2020 patch where things clearly went off the rails. Bottom line is, no you do not understand Anet logic. And yes, there is a decline. Anet devs have been fucking it up and should be told they do. More importantly, Anet makes money out of selling gems. Guess who did spend a dime since PoF release? Yours truly. And I won’t (except next expansion) cuz the quality of content does not deserve any additional money beside entry price.
  2. > @"Obtena.7952" said: > > @"Buran.3796" said: > > > @"Obtena.7952" said: > > > > > Seems like a very reasonable way to fix what you recognized was the truth about symbols. > > > > ...But what really did was deleting the Firebrand from PvP. Both core and DH are way stronger than FB now. > > Yeah ... that happens all the time. What else were you expecting? That's how the meta changes in a game like this. I was expecting, and I know they may sound innovative, competent devs. Too much to ask for? It is not just guardian, spvp right now is a fucking dumpster fire.
  3. > @"Undertaker.4368" said: > Anet are will do something with pvp?I spend 4 yrs at pvp and really i saw a lot. > Current pvp is unplayable. Well, Anet devs with the Feb patch alienated a good portion of the spvp player base. And a group of them dropped. And the player base was not exactly large prior to that. And to be clear, spvp currently sucks. Not much can be done now. The damage is already done and you cannot just go back. Player base will continuously get smaller. The expansion should increase the player base. I doubt it would have the previous effect on spvp though. The infrastructure for spvp is not going maintain large player base for long. Not many enjoy CC and AOE spam.
  4. > @"snoow.1694" said: > > @"otto.5684" said: > > Personally, I want the next elite line not to touch the three main virtues, and just add a fourth virtue and call it a day. Though I do like your idea. What would be the CDs on these auras? > > I think it would add some cool new combos for Guardians - casting F1 mode, going in and dropping your skill rotation with increased damage while timing the last blast perfectly. They have to somehow change the class mechanic, as they do most of the time. I feel like simply adding a 4th virtue would be a little underwhelming. As to cooldowns - if they would decide to add the mentioned „recharge quicker“ effect (maybe via trait) I would give F1 35s, F2 40s and F3 50s cooldowns. Or maybe remove cooldowns completely and make them usable when they are fully charged by damaging, healing & blocking. In that case I would give F1 15K damage output as a requirement for a full charge, F2 around 10-12K healing output as a requirement for a full charge and F3 10 blocks needed for a full charge. With the second variant we could use them more often (for example by using our heal skill Shelter and walking into AoE‘s for a F3 full charge), but they wouldn‘t be ready from the get go, so I personally would prefer the cooldown variant. I think the CDs are reasonable. The problem with damage/healing is that it scales in different modes differently. While I think it is a cool concept, I the implementation will be difficult in GW2. 15K damage in PvE is like 2 hits :# . Even the healing in PvE. LoW can heal for tens of thousands over its 6 sec duration, which means the CD will be equal to LoW CD of 25 secs. If you plug some HP and valor + mediation, you can probably solo any and everything in OW, unless it can 1 shoot you =)
  5. I am expecting a staff based warrior with either 100% group uptime quickness or alacrity. It will be akin to FB. Not necessarily condi damage.
  6. > @"Arheundel.6451" said: > > @"Exile.8160" said: > > Burn is literally the only way a guard can deal dmg right now lol core and FB were over nerf on both dmg and survibability. If burn is nerf they would literally have nothing else to play. > > Burn guardian is easy to play compared to marauder guardian....the class does plenty of power dmg...it's just not for the average Joe > The nerf to RI was the end of it. It should not be played. I can probably take it to P2, if I started playing spvp again. But in games that I might end up against top 5% players, it does not work. Burn guardian is not much better. As a guardian main I find the DH variant useless. I do not play troll builds to farm G1 players. IMO the core variant with radiance is the strongest. It has far more consistent damage and much better sustainability and condi cleanse. But, it still very limited. Gone are the days where guardian had good or fun builds. Just play the dumb AOE burn meta, and farm those G1 players... if your goal is platinum, do not play guardian. > @"LucianTheAngelic.7054" said: > This is such a non-issue. The build is so hard-countered by condi transfer (and just regular condition cleanse) it's actually hilarious. Like for real, if you're having issues with Burn Guard play Condi Herald or Necromancer. Stand in their kitten til you have 10+ stacks then transfer and bam, they're dead in less than 3 seconds. Easiest wins ever Man, do not let them on the trade secret ?
  7. > @"Derm.4932" said: > > Imagine the shot would fired on a target. > > Would make it worse. Projectile is too slow. You'd have to predict where they'll be ahead of time and auto targetted skills aren't really good at that. > > D shot clunkiness has been discussed many times already tho. The cast time increase to .75s made the skill a joke. May I add no damage in pvp? So double joke? LB is garbage now ?
  8. Personally, I want the next elite line not to touch the three main virtues, and just add a fourth virtue and call it a day. Though I do like your idea. What would be the CDs on these auras?
  9. Well... I dunno the changes are good or bad. They are too small to be consequential. And spvp is currently so bad, and needs massive changes.
  10. > @"TrollingDemigod.3041" said: > > @"otto.5684" said: > > How much more nerfs can the DH traps have? Dragon Maw does no damage. ToF first pass does no damage. The only trap the does any relevant damage is PB, but it’s consistently is none existent, you are better off using SoJ. And as a reminder power DH is supposed to... deal damage. It currently barely does. If there are issues related to condi due to trapper runes, that what needs to change. > > > > I think the condi DH trapper build is garbage. It is just kitten annoying to fight due to constant stealth. > > > > As for FB, why redesign something that works well in pve and worked well in pvp, when it was decently balanced? Is not this a prime example of recreating the wheel? Waste of resources that could be much spent on overall balance. > > Dragon Maw is very strong CC skill if someone gets caught(don't ever come up with stab uptime, boons need a murder across the board together with condies), if it comes to other traps, they need some dmg nerfs and maybe a bit of rework so they aren't "fire and forget" and spam ccs here and there to play ping-pong game with enemy, unhealthy for the game. How about changing traps into something more like: If enemy triggers/passes through your trap your next attack will be unblockable or will daze that specific enemy. > Trapper runes need to be removed, it was a mistake to even release them in the first place, like many others in PvP/WvW... > Just because something "works", it doesn't mean that it's "healthy", currently FB have access to far too many skills, be it boons, ccs, damage. On top of that it have Mantras with 3 charges, that's a bit too much for one e-spec? It's just Guardian on steroids. > There is also Mirage, Chronomancer, Daredevil and many others that are simply failure from design level, they don't bring anything beside powercreep and steroids to the table. Many of elite speces were made in PvE in mind, not PvP/WvW in which these speces are simply unhealthy one way or another. It's nice to give something nice and fresh to the game, but not some cheap powercreep. > It's like wearing a coat and putting on top of it additionaly jacket in the middle of summer, cause why not. I am not in favour of removing trapper runes, even though I think implementing them was a mistake. It is a problem that could be easily resolved with a 10 ICD. Also, as someone who mains guardian and used to play mostly DH, pre Feb patch, I think traps should have a duration of 15 secs, where if they do not trigger, the disappear. However, their damage is currently garbage tier. If it was not, you would see tons of power DHs. Do you? I think I can count the ones I have seen playing power, in the last 50 games I played, on 1 hand. As for FB, I too not it’s biggest fan. Even though it currently does not work in spvp, FB does too much. IMO the heal mantra needs a longer CD, even in pve. But of course, it needs to... heal first. And MoJ needed weakness removed, but obviously the effect should be longer than 1 sec. regardless, it is not in need of rework.
  11. > @"TrollingDemigod.3041" said: > > @"snoow.1694" said: > > First thing - none of ArenaNets changes were unjustified and hit on the spot, but they still forgot some issues > > > > 1 - The much demanded Reaper and Lich Form Nerf > > > > 2 - Heralds will now harrass people with abnormal damage coupled with a restart button in Glint Heal and insane mobility > > > > 3 - Removing Trapper Runes against DH's while offering options by buffing Power Damage - once they drop in 5 seconds, no one will ever run it again - and maybe a rework of Firebrand > > > > 4 - Small Weaver Damage Buff that would put the spec back to the spotlight > > > > 5 - Mesmer Sustain Buff - with the nerfs to Thieves and Holo Nades and some more sustainability Mesmer could be back in the game > > And what kind of stuff changed you would like to see? > 1. I can understand Lich Form Nerfs, but what kind of nerfs to Reaper? It's melee oriented spec most of the time and fragile if focused, no real blocks/invulns like others, Life Force generation isn't great either or rather good on long cd, only good damage if specced specifically for it, like it should be I guess? > 2. I'm not defending Heralds, but where does the source of this damage comes? Easy might generation? High flat possible damage from skills? Which aspect of Herald/Revenant is responsible for that? I'm seriously curious for reason why it's so broken. I wouldn't really call it "insane mobility class" either, because it's only mostly for engaging, if no target around, it's the slightly higher mobility than Guardian/Necro, comparable to maybe to FA Ele with Superspeed at most. > 3. Removing Trapper Runes? Ye, but apply that removal for WvW as well. DH damage is fine, I would even say it need nerfs on traps. Firebrand like many other elite speces need a complete redesign from scratch, too much of everything in 1 class. > 4. Same like Firebrand, needs for complete redesign. Damage buff won't fix it's poor design that is all over the place with it's kit. > 5. Maybe after you get rid of all this clutter on screen that Mesmers are capable of creating, ye they can get few buffs, otherwise no. Chronomancer and Mirage need also complete redesign. How much more nerfs can the DH traps have? Dragon Maw does no damage. ToF first pass does no damage. The only trap the does any relevant damage is PB, but it’s consistently is none existent, you are better off using SoJ. And as a reminder power DH is supposed to... deal damage. It currently barely does. If there are issues related to condi due to trapper runes, that what needs to change. I think the condi DH trapper build is garbage. It is just fucking annoying to fight due to constant stealth. As for FB, why redesign something that works well in pve and worked well in pvp, when it was decently balanced? Is not this a prime example of recreating the wheel? Waste of resources that could be much spent on overall balance.
  12. > @"DeceiverX.8361" said: > > @"otto.5684" said: > > > @"Heizero.9183" said: > > > GS2 already does insane damage If you land the whole skill. I dont think buffing damage is the right fix, however I think removing the movement penalty so that it behaves more like Reaper shroud 4 would really benefit the while weaponset. > > > > Insane damage as 6k in sPvP? Assuming you somehow managed to pull the entire damage on enemy target. You know this is not PvE we are talking about, right? > > GS damage in the PvP modes is insane per cast relative to most other skills with its cast time. If its projectiles hit, it deals twice backstab's damage per cast (or 55% more damage if none of them do) and substantially more than a triclone Mind Wrack, and per cooldown acts as the same amount of damage dealt as a thief investing in two backstabs over 8s. If you're only hitting 6k, it's because all builds favor bunkering right now since DPH/DPS builds were so aggressively nerfed in February that it's pointless to play squishy on virtually everything. > > The only majorly comparable skill is Soul Spiral on Reaper, which still does less damage, has 3x the casting duration, and has nearly 4x the cooldown. > > The problem is the movespeed of this game has been so massively powercreeped it no longer reliably hits most classes because of the movement penalty/escape potential on most targets, not the actual damage it deals. Welcome to core game, where the core game design is negated by the demand for everyone to get a power fantasy from the expansion classes. You are not necessarily incorrect, however the issue is primarily damage, and stability. Access to these two things made GS a strong weapon in spvp from end of 2016 through the beginning of 2019. Plus, AA is as important as GS2. GS2 can finish the target, but AA was necessary to keep pressure and iteration. 1k AA critics most definitely won’t do that. And this is is not guardian GS exclusive issue, warrior axe/axe and ranger axe/axe have the same issue. Arguably, most power builds in spvp suffer from the same issue, lack of damage. If GS2 has a teleport, which would be silly, but still would not make it pvp viable.
  13. > @"Heizero.9183" said: > > @"otto.5684" said: > > > @"Heizero.9183" said: > > > > @"otto.5684" said: > > > > > @"Heizero.9183" said: > > > > > GS2 already does insane damage If you land the whole skill. I dont think buffing damage is the right fix, however I think removing the movement penalty so that it behaves more like Reaper shroud 4 would really benefit the while weaponset. > > > > > > > > Insane damage as 6k in sPvP? Assuming you somehow managed to pull the entire damage on enemy target. You know this is not PvE we are talking about, right? > > > > > > Insane damage as in 8-12k in wvw when running full marauder with zerk trinkets like I do on my roaming build. I run hydromancy and vision on My GS and the times I manage to get a full GS 2 after a weapon swap the 2 skill on average does about 10k damage. The damage on it is honestly great, at least in wvw, and the movement penalty it receives while channeling is what I think makes it difficult to use successfully. > > > > I specifically said in sPvP. Blob PvP balance is and always would be wonky. Hey, I can get you a picture of something doing ranger damage of 10-12k in WvW, so...? Btw 12k damage, considering how hard it is to pull a full GS2 against a bone dumby target, is not that high. > > OP did not specify spvp at all in his original post, which is what I was initially replying to. I use hammer offhand and usually ring my target before swapping to gs, and yes after the overall power nerfs earlier this year any skill that does 12k damage is pretty high. > Also, Im not debating that GS2 is difficult to land, thats my entire point. It IS difficult to land and removing the movement speed penalty on it would help a lot with staying on target during the channel, much like how Reaper Shroud 4 behaves. > > > @"Gwaihir.1745" said: > > > @"Heizero.9183" said: > > > > @"otto.5684" said: > > > > > @"Heizero.9183" said: > > > > > GS2 already does insane damage If you land the whole skill. I dont think buffing damage is the right fix, however I think removing the movement penalty so that it behaves more like Reaper shroud 4 would really benefit the while weaponset. > > > > > > > > Insane damage as 6k in sPvP? Assuming you somehow managed to pull the entire damage on enemy target. You know this is not PvE we are talking about, right? > > > > > > Insane damage as in 8-12k in wvw when running full marauder with zerk trinkets like I do on my roaming build. I run hydromancy and vision on My GS and the times I manage to get a full GS 2 after a weapon swap the 2 skill on average does about 10k damage. The damage on it is honestly great, at least in wvw, and the movement penalty it receives while channeling is what I think makes it difficult to use successfully. > > > > Post a 12k screen where you have your target locked showing their boons. > > A full spin can range anywhere from 8-12k, 12k being on light armor targets without prot. I do this all the time in wvw, and will do some recording tonight and post here for you if you'd like. To be fair I have seen more than 12k as well although I wasnt paying attention to my own might stacks, but I remember a few weeks ago landing a 16k GS 2 on a full zerk well necro. Obviously this doesnt happen often which is why instances like that stand out in my memory. You did not really address the fact that there are tons of things that can hit for that much in WvW and some of them from range. In any case, discussing WvW balance is mote. It is to say if we through a bottle of water on a dumpster fire, it will solve the problem.
  14. > @"Kachros.4751" said: > > @"otto.5684" said: > > > @"Calanthe.3857" said: > > > I had just started using Celestial amulet and I wish they had at least given a one-sentence explanation for why it was removed, for those of us not really familiar with the reasons. > > > > I doubt it went beyond, 1-2 builds use it, and Anet thinks they are over performing. Instead of addressing these builds they just removed the amulet. > > Not entirely correct, i seen a friend using cele amulet guard with hammer, decent pressure and good decap potential while not dying 1v1 or 1v2. THIS was why it was removed, to stop builds like this and most people would want a nerf if another build turned up similar to this. This dealt with an unhealthy aspect of the game in a good way. Is it though? I can list multiple builds using celestial that are barely viable. Let’s hypothetically say the build you mentioned is too strong (celestial hammer guardian is garbage). If the build is over performing you nerf the build not remove the amulet it uses. This is ass backwards in every possible way.
  15. > @"Heizero.9183" said: > > @"otto.5684" said: > > > @"Heizero.9183" said: > > > GS2 already does insane damage If you land the whole skill. I dont think buffing damage is the right fix, however I think removing the movement penalty so that it behaves more like Reaper shroud 4 would really benefit the while weaponset. > > > > Insane damage as 6k in sPvP? Assuming you somehow managed to pull the entire damage on enemy target. You know this is not PvE we are talking about, right? > > Insane damage as in 8-12k in wvw when running full marauder with zerk trinkets like I do on my roaming build. I run hydromancy and vision on My GS and the times I manage to get a full GS 2 after a weapon swap the 2 skill on average does about 10k damage. The damage on it is honestly great, at least in wvw, and the movement penalty it receives while channeling is what I think makes it difficult to use successfully. I specifically said in sPvP. Blob PvP balance is and always would be wonky. Hey, I can get you a picture of something doing ranger damage of 10-12k in WvW, so...? Btw 12k damage, considering how hard it is to pull a full GS2 against a none dumby target, is not that high.
  16. @"snoow.1694" I do not agree that GS is badly designed. It works well in PvE. I know that is a bit beside the point. I and many others used to play it all the time when core guardian power was meta, and it was pretty effective. What made it work was high damage. It is easy to avoid, but so punishing if you do not. The point is we do not need to recreate the wheel on something that we know can be resolved in PvP by adjusting the numbers up. And we should not rework a weapon that works well in PvE. The only thing that should be reworked is removing the projectiles from GS2 and rolling them into the skill.
  17. > @"Heizero.9183" said: > GS2 already does insane damage If you land the whole skill. I dont think buffing damage is the right fix, however I think removing the movement penalty so that it behaves more like Reaper shroud 4 would really benefit the while weaponset. Insane damage as 6k in sPvP? Assuming you somehow managed to pull the entire damage on enemy target. You know this is not PvE we are talking about, right?
  18. > @"Calanthe.3857" said: > I had just started using Celestial amulet and I wish they had at least given a one-sentence explanation for why it was removed, for those of us not really familiar with the reasons. I doubt it went beyond, 1-2 builds use it, and Anet thinks they are over performing. Instead of addressing these builds they just removed the amulet.
  19. > @"Swagger.1459" said: > I think we need to cut down to 4 amulets only. 1 for power, 1 for condi, 1 for defense, and 1 for support. That's it. Would be perfect! Man, this way too many choices. How would Anet manage to balance that? > @"GewRoo.4172" said: > Obviously they have absolutely no clue of what they are doing or what they are are supposed to do. I figured that out with the first preview of the infamous Feb patch. We are now living in the consequences of giving people with no competence the rein to manage sPvP.
  20. > @"Stand The Wall.6987" said: > who cares about these traits. relying on auto procs is bad anyway, why do people care so much about these lol. i get it they're useless in pvp/ wvw and they take up a slot but its not hard to not care about something you shouldn't rely on anyway. Cuz I want new traits? What is the point of having 3 traits if one of them does not work?
  21. > @"XenesisII.1540" said: > > @"Opopanax.1803" said: > > I really dont do pvp or wvw, but I really cant imagine who came up with the idea to nerf DODGE, of all things on Mirage. It just feels like a quick, cheap patch. > > Well, the wvw balance dev decided they couldn't balance the base mirage mechanic because I guess it would affect pve, I guess he didn't want to bother balancing the skills and traits around it with wvw only changes(what he should be doing), so he decided to nerf the dodge instead(knowing it would also hamper the class too much) to limit it and then left it to the pve side to balance it at some point(never). So yes, a quick cheap change with the added benefit of less qq from other class players. And now I'm sure something will happen with this post.... But that leaves mirage where exactly, in the trash bin? And the funny thing is CMC admitted as much, so... is fixing that a 3 year task?
  22. We do not need that. What GS needs is damage, and lowering GS 3 CD. It worked well back in the day with that.
  23. I play both. Condi does more damage, but power is very formidable and more survival. And burst kills trash pretty quick.
  24. The balance between CC, breaks, stab and boom rip was okay before Feb. Now, not sure. If you need CC no one would die and sPvP will become more stagnant than it already is. There are skills that CC should also deal damage, like guardian, LB, deflection shot. Personally I think CCs should never be associated with evades or be unblockable.
×
×
  • Create New...