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Stand The Wall.6987

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Everything posted by Stand The Wall.6987

  1. people cry nerf that class then when it happens to their class people cry nerf cuz lawjicks
  2. autos need projectile speed buff, all # 2 skills need dmg buff, meteor shower needs to not be random. seriously don't understand why people defend this skill. meteor shower is a big reason why staff ele is garbage. you can't really stand in it on point and rely on it doing enough pressure to keep people off you while you whittle them with autos.
  3. > @"Veprovina.4876" said: > snips i suppose it comes down to is sustain higher then dmg.
  4. > @"BeepBoopBop.5403" said: > And thief as a class was balanced around having that skill since launch. which is a huge problem. i hope they start buffing classes (mostly) across the board, but, ya know... its that fingers crossed meta.
  5. > @"Veprovina.4876" said: > Umm, WvW and PvP are **not** the same. We use PvE gear, while PvP has standard ones, so that alone means the same nerfs can't happen across both game modes the same way. they aren't. damage is higher in wvw by a large margin, thats why it makes sense to have pvp dmg nerfs in wvw.
  6. > @"Strider Pj.2193" said: > So, you feel as if WvW was unchanged? no i don't
  7. this is good if they give something back. FINGERS CROSSED META
  8. every boon getting its own conversion is a bit much, i would give the trait a handful of weak random boons. no prot.
  9. the problem wasn't cele it was might stacking which is somehow still borken on some classes. cele is useless without mights.
  10. > @"Armen.1483" said: > Great change. Now all the "pro" thieves with 0 knowledge will go play necro or smth else and actually good thieves will gain some respect. which is actually scary cuz i hate fighting good teefs lol
  11. > @"Kuma.1503" said: > What I want to talk about is not "how" we should nerf. It is how we should approach outliers in the first place. I do not believe that simply being an outlier in itself should be grounds warranting a nerf. A game without outliers is a game in which everything is the same. > > Additionally, one side effect of nerfing outliers without any real direction/plan is the phenomenon I described. All rounders who can do a specialist's job just as well if not better than the specialists. > > See Boyer's comments about Holo sustaining better than Mender Bunker Druid while wearing Demo amulet. If you want an example. > > - - - - - - - - - - - - - - - - - - - - - - - - - - - > > Edit: If you'd like a few examples of nerfs I tend to agree with in the meantime: > > Holo losing toolbelt on overheat - I was actually happy about this change despite maining holo at the time. It meant careless play would be punished. However, if running PBM, holo shouldn't have been subject to this nerf since this actually removes a higher risk playstyle for PvE. > > Adding better tells to powerful skills - Surge of the mists and overcharged shot for example. Having tells on these was a positive change. However the way Anet implemented these changes was poor. Overcharged shot lost all of it's damage and has two downsides. It self CC's and has a windup, and with stab being nerfed across the board, you cannot as easily prevent the self CC. It should have lost the self CC after gaining the windup. > > Surge of the mists having a windup before it CC's you is good. It gives the opponent a chance to avoid taking major damage while being locked down. Giving it a self root on top of the windup was superfluous. It also lost all of its damage which was a significant tone down in and of itself. Surge of the Mists used to be a hard hitting burst skill if positioned well so that all hits connect. > > Firebrand losing base healing, but gaining better scaling with healing power - A way to better differentiate dps Firebrand from Support firebrand. If i'm not mistaken though, the way they tuned the numbers ended up being a nerf in 99% of scenarios even if running healing power. call them whatever you want, outliers or what have you, they were op and needed nerfs. i don't like the way anet nerfed them continually and never gave anything back either, but doing nothing would have been just as bad imo. as for the second part, i think listing these examples of nerfs over time and showing where the classes ended up is a better way to illustrate your point. i suppose there is value in simplifying things tho, even if some people like me get confused. i think you should at least add in to your OP conclusion the compounding effect between mechanics nerfs over time and damage/ sustain nerfs from the megapatch. edit one of the things that really irked me is how they nerfed boon/ condi duration runes and removed amulets. shoulda kept the amulets imo, straight up taking away choices makes the game less fun and often times doesn't really fix what it set out to do.
  12. > @"Kuma.1503" said: > The way they went about lowering the average time to kill is what I disagree with. you mean the way they mostly did what people wanted? how exactly should they go about nerfing things? make a post about that then since that seems like what you really wanna talk about.
  13. the difference is that you last longer then 3 seconds. i for one didn't think that nerfing everything would mean there would not be new meta classes.
  14. better yet don't allow people into ranked if they don't meet a minimum k/d ratio req
  15. if you make retal stronger you gotta introduce a cap, such as you can only take a max of 5 retal hits per sec. otherwise retal will get borkened.
  16. > @"Sleepwalker.1398" said: > These were only 3 condis on me, so i used blink to get away from the condi rev, swapped weapons and nothing happened. lots of weird things happen with ports. you might have desynced or something.
  17. > @"Mighty Cole.7849" said: > Does @"Cal Cohen.2358" still work for ArenaNet or was he one of the unfortunate people that received a permanent unpaid vacation? > I know they let a lot of people go, but I can't remember if his name was on the list. :neutral: pretty sure he still works there, thats what his linked in says. i think he got reassigned within anet or something.
  18. > Damage is based on what the CC does; > > Did you interrupt? Chance to do critical damage. > Did you not interrupt? No critical damage allowed. > Was the target immune/had stability? No damage at all. i like this part. all stun breaks should get 2 stacks of stab at 1 sec and i have held this belief for a while. cc spam is atrocious and there are few easy fixes, but this is imo one of them. as for damage overall, they need to reduce # 2 (or whichever is the main damage dealer skill on the weapon) cd's on all weapons and buff damage where applicable. nerfing auto damage was great, but nerfing # 2 damage AND cd was bad imo.
  19. besides i don't wanna learn that i'm lower rank then a bot.
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