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CutesySylveon.8290

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  1. > @"Akilles.4320" said: > > @"Mini Crinny.6190" said: > > > @"Akilles.4320" said: > > > The ranked system and the matchmaker are the most serious problems PvP has right now. > > > But people like to opt for the easiest way which is to ask for nerfs. > > > > https://en-forum.guildwars2.com/discussion/comment/1217930#Comment_1217930 > > > > Am I reading it wrong? or are you now asking for the easy way and to nerf? > > :eyes: > > And those 2 problems are still the worst in PvP right now, but by the time I wrote that, every build meta or not, had a counter, mostly, right now Weaver counters got nerfed so you Weaver players here defending that it is fine, you know that's a lie. > Basically Weavers got too much of everything, while their counters got nerfed, Weaver nerfs aren't on pair, it needs to be tuned down. > You got called out here for doing the exact thing you accused others of. Trying to make excuses doesn't change the fact that you're a giant hypocrite wanting to nerf the class you don't like dealing with.
  2. > @"Akilles.4320" said: > > @"Arheundel.6451" said: > > > > It doesn't matter really...you could put Obsidian flesh on a 180s CD and you'd still have people claiming that ele is fine as they can go d/f and be invulnerable, dunno what else there is left to nerf on weaver: > > > You dunno what's left to nerf on Weaver? Ok let me tell you, THE MIRAGE TREATMENT! > After the only 1 dodge at PvP no more nerfs were needed to mirage, something on the line like that to Weaver would solve it. > Dont nerf anymore something that can arm Core Ele's or Tempest, it's just the Weaver that's needed to be dealed with. > > > @"Salt Mode.3780" said: > > not one class should receive the mirage treatment > > And yet here we are. > If you really believe a class should get the mirage treatment, you just want to butcher it rather than balance it. Absolutely nobody, except you apparently, thinks that what Anet did to mirage was a good thing and it should not only be reverted on Mirage but never be considered again.
  3. > @"Ovark.2514" said: > Phase Traversal requires LoS and only grants the quickness and unblockable on strike > Song of the Mists no longer deals damage If you want PT to need LoS, then Steal/Swipe, Infiltrators Signet, Infiltrates Strike, Judge's Intervention, Symbol of Blades, and every single other targeted port in the game needs to follow the same rules. If not, then stop singling out rev ports like they're some exclusive issue.
  4. > @"Kodama.6453" said: > @"Leonidrex.5649" > And core engineer is also a dead class, so why can't we let it have something good for once? > > Core engi could potentially keep the current version of EE of it takes a massive nerf when explosives is used with an elite, like they did for Scourge F2 corrupting 2 boons with Path of Corruption. Now it only corrupts 1 with Scourge.
  5. > @"Kuma.1503" said: > The forums: "That does too much damage. .9 is too much. Nerf it so it doesn't do so much damage" > > Also the fourms: "kitten, why won't these bunkers die. It's obviously the passive sustain" > > *Another build pops up that does relevant damage* > > The Forums: "Quick nerf that too!" > > It's a minor passive trait, we can all agree that things like Reckless Dodge did too much damage pre Feb so why is only one able to do those levels of damage? It's not just damage but what's doing it that's the issue, and this is without the absolute ridiculousness that is Flashbang. We were all joking before the last nerf to Flashbang that it would just be a blind duration nerf and that's exactly what happened. Standing in Spirit Sword and dying is one thing, being hit for 3k from any hit, including CC, because somebody dodged is a bit much.
  6. > @"Kodama.6453" said: > > @"CutesySylveon.8290" said: > > Get rid of Flashbang, shave damage off EE and it's fine. If these don't happen then an ICD is absolutely necessary. > > They already reduced it's damage to 0.9 coefficient in PvP. > And the trait has no ICD because it requires a dodge. Your endurance is already limiting how often you can use the trait, so there is no need for an ICD. > > If you want flashbang removed, what to replace it with? Two dodges at any time and access to vigor make this a very weak argument for how powerful it is, especially compared to the other dodge attack traits. Bound is base 155 with a .5 modifier, and Reckless Impact is base 133 with a .5 as well. EE is base 239 with a .9 modifier and it doesn't have to hit at the dodge location, it procs on the next hit and even has the largest AoE to top it off. It's by far the superior version and needs a nerf in some way, and if you don't want an ICD then its damage needs to go.
  7. Get rid of Flashbang, shave damage off EE and it's fine. If these don't happen then an ICD is absolutely necessary.
  8. > @"apharma.3741" said: > > @"CutesySylveon.8290" said: > > > @"apharma.3741" said: > > > > @"CutesySylveon.8290" said: > > > > > @"apharma.3741" said: > > > > > > @"CutesySylveon.8290" said: > > > > > > > @"apharma.3741" said: > > > > > > > Honestly this post highlights a serious issue, that soulbeast in WvW needs to be brought much closer to PvP and should be nerfed in WvW. > > > > > > > > > > > > > > Not joking, PvP and WvW balance should be incredibly close in my opinion, most things that are too strong in one mode can be changed in a way that fixes it in one mode and is no change to the other....assuming the skills team graciously allows the balance team to make a change. > > > > > > > > > > > > Absolutely not, they're completely different game modes that function on completely different criteria and have their own metas. You can't balance a giant open map game mode with 50+ people per 3 sides with a 5v5 game mode standard. This also isn't even taking into account that every stat, rune, and sigil is available and unnerfed in WvW. > > > > > > > > > > I know there are differences but as the OP stated in the very first post, the difference between the 2 modes can be very extreme, I'm not saying they need to be identical but they should be as close as possible and where there are differences they should be as subtle as possible. > > > > > > > > > > WvW _will never be balanced_ due to different runes, sigils and stats no matter how you try but a more unified balance will ease the dev work as it's 1 set of balance rules instead of 2 (devs have already demonstrated they cannot pump out balance patches on a consistent basis for the multiple modes we have) as well as reducing the shock of cross pollination of players from PvP to WvW and vice versa. > > > > > > > > > > > > > > > > > > We had that before and it was extremely frustrating for WvW to suffer because PvP got changes. You can't balance both with the same criteria because it will always be by sPvP standards, making WvW players get the short end of the stick every time. The balance differences need to be as drastic as the game modes demand, which is extreme. > > > > > > > > There should be a shock between going to the different game modes, just as it is from PvE to any other mode; you’re going to a completely different game mode and have to adjust to how it functions. > > > > > > You're incorrect, we had unified balance between **PvE**, WvW and PvP where competitive balance as a whole was shafted due to PvE. Now we have 2 balance modes, PvE where everything is flat out broken and powercrept and competitive where PvP and WvW are more closely aligned but still have major outliers, some of which have caused major problems like 10 target skills making WvW unplayable at times. > > > > > > I am firmly of the belief that skills should not be wildly different moving from 1 game mode to another, I shouldn't have almost half the cool down on one skill in a competitive mode vs another one simply because....? Really some of them have no reason like Dolyak stance where it's over nerfed in PvP but left broken in WvW when the middle ground of 45s cool down would make it an option in both. > > > > > > I guess I disagree with extremism though. > > > > How can you firmly believe skills should have little differences when the game modes they are being balanced around are completely different? You're advocating extremism yourself, an extremely homogenized balance philosophy that **will always be done in favor of sPvP.** > > > > Skills have completely different uses and interactions between the game modes because of the specific environments they're used in. WvW has an infinite number of other potentials to account for as I've already stated, sPvP is tightly controlled and can be much more finely tuned for that environment and specific changes will carry from sPvP, where balance is primarily based on, into WvW which will only be a negative. Did hammer rev need to be nerfed in sPvP because it was strong, and quite literally only used, in WvW? Absolutely not, the changes should have been WvW specific, as should any changes made to potentially make it better in sPvP but not WvW. > > > > Again, you're going to a completely different game mode with completely different rules and a completely different meta, so stop trying to take a mindset from another game mode to it. > > It's because I'm not so sightless that I don't realise that we have 61 traits, over 60 skills per class on 9 classes. Skills and traits can never be in a state where they are useful everywhere. There will always be a "meta" pick and configuration but with the amount of combinations in the game there's room for builds to perform differently across multiple game modes **and skills/traits still be the same across all competitve modes.** > > Onto your specific example of Rev. Was hammer meta on rev in PvP before it was nerfed? No. Was it meta after? No. Did Anything realistically change for Rev in PvP? No. This is the problem with people complaining about "my stuff got nerfed for X game mode" it was a bad build before and it stays a bad build but is addressed where it matters and doesn't perform unexpectedly different between the modes. > > **In other words using a knife to drink soup is bad and always was bad** > > The rules are different? The lack of a node, that's about it. Win condition left WvW a loooong time ago. You might not be sightless to miss the amount of skills and traits, but you certainly are to the uses and performances between modes and the reason split balance is necessary. Again, for the third time, ***sPvP will be the standard all balance is done by and WvW shouldn't be balanced by the same rules.*** What's a problem in one isn't in another for any number of reasons, so a one size fits all approach is downright ridiculous. The example with rev is to show why split balance is necessary if we want to have things be usable between modes when they're primarily used in one. Was Rev hammer meta in sPvP? No, and now it's even worse in that mode due to no fault of its own and ***can't improve because it will be a problem in WvW.*** Of course not everything can be meta, but the idea that it should be worse in one mode because it's strong in another is lazy and shows a complete disregard for any potential of making it usable where it's not used. Anet SHOULD try to make hammer usable in sPvP but if they don't split balance, it means it will always be held captive by WvW. Pretty much every other instance will just be mode reversed, something is a problem in sPvP and it gets nerfed in WvW where it wasn't an issue or even unusable, making it worse and further forcing everyone into specific sets. The rules are very different. WvW can have 150+ people on a map at any time with siege, structures, completely different stat and build availability, while sPvP is 5v5 in a much more tightly controlled environment. In other words, ***stop trying to use a spoon to eat what you need a fork for.***
  9. > @"bethekey.8314" said: > > @"apharma.3741" said: > > If I remember correctly the leap distance on holo leap isn't actually 600, it's something like 450 + 150 is the range of the attack. > > > > Warrior not mobile? What alternate dimension have I woken up in, they're mobile _if they want to be_ > > Best response here. After testing, Holo Leap seems shorter than expected, which brings the Rush range closer in line. Thanks for sharing something useful. > > Yes, greatsword meta builds are and have been very mobile. Forum warriors seem especially touchy about anyone saying their class is good at something. It's not about being touchy the class can be good at something, it's that you're looking at it in a vacuum while also only looking at the positives, crying wolf at something already weak when it's not an issue in the slightest both in said vacuum and in the grand scheme of things.
  10. > @"apharma.3741" said: > > @"CutesySylveon.8290" said: > > > @"apharma.3741" said: > > > > @"CutesySylveon.8290" said: > > > > > @"apharma.3741" said: > > > > > Honestly this post highlights a serious issue, that soulbeast in WvW needs to be brought much closer to PvP and should be nerfed in WvW. > > > > > > > > > > Not joking, PvP and WvW balance should be incredibly close in my opinion, most things that are too strong in one mode can be changed in a way that fixes it in one mode and is no change to the other....assuming the skills team graciously allows the balance team to make a change. > > > > > > > > Absolutely not, they're completely different game modes that function on completely different criteria and have their own metas. You can't balance a giant open map game mode with 50+ people per 3 sides with a 5v5 game mode standard. This also isn't even taking into account that every stat, rune, and sigil is available and unnerfed in WvW. > > > > > > I know there are differences but as the OP stated in the very first post, the difference between the 2 modes can be very extreme, I'm not saying they need to be identical but they should be as close as possible and where there are differences they should be as subtle as possible. > > > > > > WvW _will never be balanced_ due to different runes, sigils and stats no matter how you try but a more unified balance will ease the dev work as it's 1 set of balance rules instead of 2 (devs have already demonstrated they cannot pump out balance patches on a consistent basis for the multiple modes we have) as well as reducing the shock of cross pollination of players from PvP to WvW and vice versa. > > > > > > > > > > We had that before and it was extremely frustrating for WvW to suffer because PvP got changes. You can't balance both with the same criteria because it will always be by sPvP standards, making WvW players get the short end of the stick every time. The balance differences need to be as drastic as the game modes demand, which is extreme. > > > > There should be a shock between going to the different game modes, just as it is from PvE to any other mode; you’re going to a completely different game mode and have to adjust to how it functions. > > You're incorrect, we had unified balance between **PvE**, WvW and PvP where competitive balance as a whole was shafted due to PvE. Now we have 2 balance modes, PvE where everything is flat out broken and powercrept and competitive where PvP and WvW are more closely aligned but still have major outliers, some of which have caused major problems like 10 target skills making WvW unplayable at times. > > I am firmly of the belief that skills should not be wildly different moving from 1 game mode to another, I shouldn't have almost half the cool down on one skill in a competitive mode vs another one simply because....? Really some of them have no reason like Dolyak stance where it's over nerfed in PvP but left broken in WvW when the middle ground of 45s cool down would make it an option in both. > > I guess I disagree with extremism though. How can you firmly believe skills should have little differences when the game modes they are being balanced around are completely different? You're advocating extremism yourself, an extremely homogenized balance philosophy that **will always be done in favor of sPvP.** Skills have completely different uses and interactions between the game modes because of the specific environments they're used in. WvW has an infinite number of other potentials to account for as I've already stated, sPvP is tightly controlled and can be much more finely tuned for that environment and specific changes will carry from sPvP, where balance is primarily based on, into WvW which will only be a negative. Did hammer rev need to be nerfed in sPvP because it was strong, and quite literally only used, in WvW? Absolutely not, the changes should have been WvW specific, as should any changes made to potentially make it better in sPvP but not WvW. Again, you're going to a completely different game mode with completely different rules and a completely different meta, so stop trying to take a mindset from another game mode to it.
  11. > @"apharma.3741" said: > > @"CutesySylveon.8290" said: > > > @"apharma.3741" said: > > > Honestly this post highlights a serious issue, that soulbeast in WvW needs to be brought much closer to PvP and should be nerfed in WvW. > > > > > > Not joking, PvP and WvW balance should be incredibly close in my opinion, most things that are too strong in one mode can be changed in a way that fixes it in one mode and is no change to the other....assuming the skills team graciously allows the balance team to make a change. > > > > Absolutely not, they're completely different game modes that function on completely different criteria and have their own metas. You can't balance a giant open map game mode with 50+ people per 3 sides with a 5v5 game mode standard. This also isn't even taking into account that every stat, rune, and sigil is available and unnerfed in WvW. > > I know there are differences but as the OP stated in the very first post, the difference between the 2 modes can be very extreme, I'm not saying they need to be identical but they should be as close as possible and where there are differences they should be as subtle as possible. > > WvW _will never be balanced_ due to different runes, sigils and stats no matter how you try but a more unified balance will ease the dev work as it's 1 set of balance rules instead of 2 (devs have already demonstrated they cannot pump out balance patches on a consistent basis for the multiple modes we have) as well as reducing the shock of cross pollination of players from PvP to WvW and vice versa. > > We had that before and it was extremely frustrating for WvW to suffer because PvP got changes. You can't balance both with the same criteria because it will always be by sPvP standards, making WvW players get the short end of the stick every time. The balance differences need to be as drastic as the game modes demand, which is extreme. There should be a shock between going to the different game modes, just as it is from PvE to any other mode; you’re going to a completely different game mode and have to adjust to how it functions.
  12. > @"apharma.3741" said: > Honestly this post highlights a serious issue, that soulbeast in WvW needs to be brought much closer to PvP and should be nerfed in WvW. > > Not joking, PvP and WvW balance should be incredibly close in my opinion, most things that are too strong in one mode can be changed in a way that fixes it in one mode and is no change to the other....assuming the skills team graciously allows the balance team to make a change. Absolutely not, they're completely different game modes that function on completely different criteria and have their own metas. You can't balance a giant open map game mode with 50+ people per 3 sides with a 5v5 game mode standard. This also isn't even taking into account that every stat, rune, and sigil is available and unnerfed in WvW.
  13. > @"Raffrey.5271" said: > > @"CutesySylveon.8290" said: > > > @"Raffrey.5271" said: > > > > @"Yasai.3549" said: > > > > It's because Rush gives Warrior Increased movespeed for the length of the 1200 range and the skill itself has a seek range of around 200 more to "connect" to their target. > > > > Think of it as a homing missile. > > > > > > > > Is this needed? Not really, but it does help the skill actually land, which is a nice thing to have especially when yur skill runs on cooldowns. > > > > > > > > Hard to dodge? > > > > It's actually extremely easy to dodge because they have an awkward movement cut before their seeking swings the sword. Dodge when their movement abruptly stops and yur entire dodge frame will cover the sword swing. > > > > > > > > If anything, it's just making them run faster for 1200 range with an attack with a small seek range on their locked target near the end. > > > > > > > > Is this a big issue? Not at all. > > > > Does this give them an extremely unfair advantage? I don't think so. > > > > > > > > Here's a suggestion for yur next useless thing to complain about : > > > > Sigil of Energy giving Mirages and DE an unfair advantage in pvp /s > > > > > > > > > > Is it just me? I think it is unfair because look, ranger and guardian GS leap couldn't hit their target, even when they stand still. And warrior GS rush can run AND hit. > > > > Both are leap finishers, one heals and blinds while the other has evade frames. If you seriously believe Rush is unfair compared to these, I don't know what to tell you. > > Leap of Faith heals _only if_ it hits your target(s). Both Swoop and Leap of Faith can only be used as a gap closer, you can't really expect them to hit, unless you use them point-blank, whereas Rush actually run a long way and deal damage to your foe. Rush only damages if you hit your target, so your point is? They have less range? They have more utility, that's called tradeoffs. Guardian can heal and leap in while blinding people or use it as a finisher in whatever field they chose, and Ranger can use it as a gap closer as well while having a free stealth leap finisher in Smokescale F2 while having dodge frames on the attack. Rush is literally just running straight at the target, no damage reduction, no finisher, no secondary effects or use besides run from Point A to Point B and damage if it hits. Because of that it goes farther and can shift at the last second to track, otherwise it would be completely useless and is still already the easiest thing to dodge in the warriors kit, especially when used at range. Iirc it also has a longer CD than both LoF and Swoop even when traited.
  14. > @"Raffrey.5271" said: > > @"Yasai.3549" said: > > It's because Rush gives Warrior Increased movespeed for the length of the 1200 range and the skill itself has a seek range of around 200 more to "connect" to their target. > > Think of it as a homing missile. > > > > Is this needed? Not really, but it does help the skill actually land, which is a nice thing to have especially when yur skill runs on cooldowns. > > > > Hard to dodge? > > It's actually extremely easy to dodge because they have an awkward movement cut before their seeking swings the sword. Dodge when their movement abruptly stops and yur entire dodge frame will cover the sword swing. > > > > If anything, it's just making them run faster for 1200 range with an attack with a small seek range on their locked target near the end. > > > > Is this a big issue? Not at all. > > Does this give them an extremely unfair advantage? I don't think so. > > > > Here's a suggestion for yur next useless thing to complain about : > > Sigil of Energy giving Mirages and DE an unfair advantage in pvp /s > > > > Is it just me? I think it is unfair because look, ranger and guardian GS leap couldn't hit their target, even when they stand still. And warrior GS rush can run AND hit. Both are leap finishers, one heals and blinds while the other has evade frames. If you seriously believe Rush is unfair compared to these, I don't know what to tell you.
  15. Absolutely nobody thinks this is an issue except you. A slightly extended range on a skill that is listed at 1200, so what. Very mobile kit? That consists of Rush, Gs3, and Bulls Charge, all key skills that can't be used at any time if you want to actually achieve anything and are still so ridiculous telegraphed in the case of Rush and Bulls Charge that dodging them needs practically no focus. This isn't even taking into consideration that Rush does pitiful damage even if it does miraculously hit, and it having a bit of extra range than listed is QQ post worthy? One of the most telegraphed skills in the game on the weakest class and you still want it nerfed. Ridiculous. Update the tooltip to show 1500 range if it's such a game breaking issue.
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