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Balance Ideas: Competitive *Lengthy Read*


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**GW2 Balance Change Ideas: 4/21/2020**

General Changes:

1.Remove the "Marked" effect from WvW. This was implemented to reduce stealth durations but does not account for stealth durations on long cds like Mass invis, Decoy

 

2.Protection should no longer stack in Duration but rather intensity *similar to that of Stability*

3% per Stack of Protection MAX of 10 stacks = 30% dmg reduction (stacks with other dmg reduction modifiers ex: food, traits, utility skills, armor)

3.Another stat has got to dictate total amount of condition dmg.

In power builds if you want to maximize dmg output you have to stack power, crit chance, and crit dmg *not including boons that modify the necessity for some of these aforementioned stats)

In a condition dmg build only ONE SINGLE STAT matters...Condition Dmg. The remaining stats increase sustain through Vitality/Toughness/Condi Duration and varrying other but the dmg stat is 1.

I dont have a specific alternate stat but I would suspect Power, Precision or Crit Chance would likely be good alternatives to add condition dmg

Alternatively: Condition Dmg could have its dmg output reduced quite a bit so that it is DOT (dmg over time) which would necessitate the sustainy stat attributes of toughness, and vitality as primary

stat combinations. However, this would also result in longer fights with condi players and more time for cleanses which would mitigate the potency of condition dmg while maintaining its current stats.

This alternate option would likely be the easiest to change and would not require trait changes to account for newly added stat combinations affecting which conditions apply and what they scale to etc.

4. A hard cap on amount of Barrier Generated of 3-5k.

5. CC's cannot be treated equally regarding dmg reduction:

ex: Diversion is an instant cast no tell skill that dazes. (this should have minimal to zero dmg) *unless interrupting with powerblock or draining sigil.

ex: Headshot has a relatively easy tell but is spammable in current game. (this should have some dmg associated with it) more than Diversion *or similar skills, but less than more telegraphed, longer cd skills like...

ex: Bullscharge has an easy visual tell and is not spammable. (this should have higher dmg associated with landing this CC) as it should punish players for being hit by a longer cd more obvious visual tell skill.

 

Elementalist:

1.Sword: Power or Condi? --> Eliminate the hybrid Nature... Pick a lane.

2.This hybrid style leaves players in a state of what to do, if they spec entirely into power they get less dmg and range than scepter.

3.If they spec entirely into condi they spec bunker or cele/marshalls which leads to sustainy, boring drawn out gameplay which reduces skillfull gameplay.

4.Eliminate evade frame in Water Attunement

5. Increase cd on Twist of Fate Charge from 5sec to 15-20 sec and a 60-70 sec icd on the overall skill recharge.

6. Lightning strike from swapping to air attunement--> must be facing foe. *Similar to Mantras* (instant cast 3-4k dmg)

 

Engineer:

1. Holosmith: Increase forge mode cd from 5 sec. to 9sec. like all other swaps (Revenant Legends, Reaper Shroud, Ranger Pet)

2. Increase Forge Mode Skills cd's to match other Weapon Skill cd's. ex: forge mode skill #2 Holo Leap ( 2 sec icd to 6-8 sec icd.)

Forge Mode skill #3 Corona Burst (6sec icd to 10-12 sec icd) *remove stability on hit*

Forge Mode Skill #4 Photon Blitz (10sec icd to 15-20 sec icd)

Forge Mode Skill #5 Holographic Shockwave (15sec icd to 25-30sec icd)

 

Guardian:

1. I believe that currently Guardian does exactly what it is supposed to do. Admittedly my knowledge of the class is limited as I've really only played Dragon hunter and Core Guard

I do think that the rez utility while strong is appropriately placed on a class that is designed to mitigate dmg through blocks/blinds and stability.

 

 

Mesmer:

1. Diversion = 1 sec stun at players location (240 range) *not clones*

2. Chronomancer- If you're going to change the way the whole class was designed around this concept of time and continuum split and you didn't like the ability to distort often than atleast allow the player to count as a clone still.

The class has very little power viability bc you cannot open with a Mirror blade, Mind Wrack, Mind Stab combo + Continuum Split for a double burst. This has resulted in a dip of chrono players across the every game mode except MAYBE raids and High lvl Fractals.

PLayer counts as a clone to use shatter skills again. everything else can remain the same.

 

3. Mirage-

Infinte Horizon 10 sec icd

Increase cds of utility skills that grant "ambush" ie: Illusionary Ambush (35 is good) and False Oasis heal from 1,215 per/tick to 1,400 hp per/tick from 25 sec icd to 30sec icd

 

 

Necromancer:

 

 

Ranger:

1. Companion's Defense: "You and your pet gain protection when you dodge roll"

Rework this: You and your pet gain protection when you "EVADE" a skill *similar to revenant Stability gain on evade... not on dodge*

2. GS 4: Revert it back to its previous mechanic. (currently it is the longest block on the shortest cd in the game) 4 sec block on a 12 sec *traited cd*

Previously this could be countered via melee attack popping the counter attack. *much like Illusionary Counter or Riposte*

3. Reduce pet dmg to reflect power coefficent reductions across the board. (currently eagle hits for like 2.5k autos)

4. Sic Em is arguably the single strongest dmg multiplier in the game and does so much more.

Sic Em needs its dmg multiplier reduced even further from 25% to 10-15%.

In addition the reveal should last no more than 5 sec.

Lastly as the longest range skill in the game. The skill needs to have a Cast time of around 3/4 of a second with a visual que above the head of the user *like Stone sig*

That indicates the skill being used so that players have a chance to evade the reveal.

 

Revenant:

1. Remove Unblockable hits from Phase Traversal. (low icd @ 5sec) + 1200 range and acts like blink or shadowstep in that it activates well outside of the 1200 range.

2. Staff 5 needs to be 1 CC. not 9 successive kb's

3. Riposting Shadows:

Remove endurace gain on skill replace with condition clear x2. in addition to removing movement impairment conditions.

 

 

Thief:

Area of concern: Spammability of Skills and Abuse of Stealth

1. Remove inititive system and apply weapon skill cd's

In order to efficently do this, some changes will need to be made to weapon skills.

2. Currently thief camps a single weapon set ex: Sword/Dagger or Dagger/Pistol or Staff or Rifle. disproportionate to any other class in GW2

Often times, their secondary weapon set is not utilized as a part of a rotation for dmg but instead is utilized solely as an escape opportunity.

I propose that the iniative system is the reason that this is the case.

3. By removing initiative and adding weapon skill cds you eliminate the spammy nature of skills and stealth which in turn means you can increase dmg back to numbers previously seen.

 

4. ELite Spec changes:

Bounding Dodger is no longer a leap finisher *cant use it to stack stealth in smoke fields*

With the changes listed below I see no reason why Steal cant remain 1200 range on each class and have its 30 sec cd. *eliminate swipe*

 

5. Weapon Skill CD examples:

Sword/Dagger

1.auto chain normal 2. Infiltrator Strike 6-8sec cd. 3. Flanking Strike 10-12 sec. /// Dancing dagger 15 sec. Cloak and Dagger 20 sec

Sword/Pistol

1.auto chain normal 2. Infiltrator Strike 6-8sec cd. 3. Pistol Whip 10-12 sec. /// Head Shot 15 sec. Black Powder 25-30sec

Dagger/Dagger

1. Auto chain normal 2. Heartseeker 5-6 sec. 3. twisting fang 10 sec. 4. Dancing Dagger 15 sec. 5. Cloak and Dagger 20 sec.

Dagger/pistol

1. Auto Chain Normal 2. HeartSeeker 5-6 sec. 3. Shadowshot 10-12 sec. 4. Head SHot 15 sec. 5. Black Powder 25-30 sec

Staff

1. auto chain normal 2. Vault 8 sec 3. Weakening Charge 12 sec. 4. Dust Strike 15 sec 5. Debilitating Arc 20 sec

SB

1. Auto chain normal 2. Cluster bomb 4-5 sec. 3. Disabling Shot 8-10 sec. 4. Choking Gas 15 sec. 5. Infiltrators Arrow 20sec

Rifle

1. auto chain normal 2. Skirmishers Shot 6 sec. 3. double tap (3 round burst) 12 sec. 4. Deaths Retreat 15 sec. 5. Kneel

 

Rifle obviously would need more thought but the basic idea is there. Weapon Skill cd's that reduce spamming and reduce access to stealth without completely eliminating it.

ex: you could theoretically Drop Blinding powder (D/P) 5 sec duration... Heart Seeker leap for 3 sec of stealth. swap to rifle & Deaths Retreat for 6 sec + evade with rifle adding 1 sec each evade.

this would put you around 8 sec of stealth lastly: if bringing Utility Skill blinding powder you could reach 11 sec of stealth but at the cost of 30sec cd (black powder) 15 sec cd (deaths retreat) 40 sec cd & break stun (Blinding powder Utility)

 

In order for these cd's to be implemented and the class remain viable dmg on skills would have to be appropriately changed.

ex: in my list here I moved Vault to skill slot 2 respectively. bc most skill 2's do the most dmg. *true shot* *Hundrend Blades* *rapid fire* etc. I think this is a more appropriate spot for vault and could scale similarly to the aforementioned skills.

 

 

Warrior:

1. Reduce healing output of Adrenal Health

2. CC's such as Shield Bash, Bullscharge, EarthShaker, Backbreaker etc have to have dmg returned to them.

Note: perhaps not as much as previously but no dmg on these skills makes hammer a borderline useless weapon and leaves the player wanting more

with regards to bullscharge and shield bash which serve as the primary setups for burst dmg.

Mind you these skills all have very visible tells and common rotations as well as reasonable cds

3. If the dmg isnt returned to skills that CC especially for a class like warrior than the traits like "Merciless Hammer" which ammer skills gain reduced recharge and deal increased damage when striking a disabled foe. Gain adrenaline when you disable a foe.

need to be completely reworked because doing 20% more dmg on Hammer Weapon Skills that do 4 dmg EarthShaker, 4 dmg Staggering Blow, 4 dmg Backbreaker is inconsequential and a wasted trait.

4. I agree with the passive proc changes to balance stance and endure pain while keeping the active utility skills cds as they were. this allows more active game play

5. Reduce dmg output on throw axe to a more reasonable hit. ( no more 9k's)

 

 

I've playe GW2 for quite a while and generally speaking this game has the best combat of any MMO with maybe a couple other than are close. Balance has been an area that I think we as a community have lacked and in general I'm sure its

tough to balance. These are some of the things that as a player I notice and think are most often causes of issues. Arguably my most controversial take is on thief. I have said for years that because of the way theif works from a core mechanic

it will always be the most susceptible to being abused. *one argument people will make im sure is that thief is constantly nerfed here and there etc. swipe, backstab dmg, etc etc. and thats 100% true but its likely being nerfed because it

lends itself most to being broken in the grand scheme* yes other classes are busted at the moment like the neverdie necro, previous bunker chrono specs of old, Boon beast, perma evade weaver and the list goes on. That being said, each of the ones I just mentioned

all operate on equal footing with regard to weapon skill cds and such. From my perspective, which of course is just that these are some of the changes I think would benefit gw2 balance and with the exception of changes to thief would likely be more simple to implement

than reducing all the dmg coefficients and seeing where things fall.

 

Obviously I haven't accounted for every single detail but as a general concept I do think that these changes or changes similar**** to these would make gw2 a more balanced and more skill based game which would still remain accessible for newer players.

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.Remove the "Marked" effect from WvW. This was implemented to reduce stealth durations but does not account for stealth durations on long cds like Mass invis, Decoy.

This mechanic was implemented to combat Deadeye being able to abuse stealth through Rifle evade providing 3 sec of stealth at the time x3 = 9 sec. Evade, Evade, weapon swap to another rifle + energy sigil = 3rd evade 9 sec of stealth. Of course this did not account for 3 to 4 leaps possible through rifle 4 Deaths Retreat Which also continued stacking stealth + Hide in the Shadows (another 3 sec of stealth) and blinding powder + shadow house if needed... to top all of this off. Deaths Judgment was Unblockable at the time AND the only class in the entire game that has a skill that removed the "Revealed" debuff... Deadeye with 2 charges of Shadowmeld.

 

So the marked mechanic was designed to combat this abuse and every other class that has access to stealth has been punished far more heavily given no other class can remove reveal nor do they have equal access to stealth. Long cds and what not. I mentioned mass invis and Decoy as easy to recognize options. These are a 6 Sec stealth *not traited* and 3 sec Stealth *not traited on a 75 and 45 sec cd respectively. IMportant skills most would agree for resetting, bursting, leaving, general survival...

 

If those arent good enough for examples I'll use 1 more mesmer skill... Signet of Midnight... a 35 sec cd 2 sec stealth... this skill according to the "marked" mechanic is considered "too long" and will reveal the player using it for 5 sec.

 

so really... 2 seconds of stealth has been deemed too long when only one class has perpetually been able to abuse the mechanic. A

 

Again sorry for the additional post, but I forgot to add it to one of my first general changes so I thought it would be good to amend it here.

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Corona burst doesn't give stability anymore. Wish granted. I also disagree about increasing forge mode cooldown (at least based on the comparisons you give) because engineer can't swap weapons in combat.

 

I agree with capping barrier, not sure about the value you suggested, but I think some barrier spam classes are a bit over the top.

 

edit: Also I think revenant staff 5 is fine considering that it does effectively no damage now.

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@"knite.1542" yes the dmg reduction on staff 5 is fine. it still shouldnt be a 9x knockback consecutively mind you while evading. and fantastic about the stability on holo. Obviously there are other factors accounting for such as heat accumulation and what not to be considered but generally speaking the cd increase on forge mode and on forge mode skills would reduce spam.

Engineer if im not mistaken can run a utility sKILL though that acts as a second weapon. and holosmith is effectively a weapon swap which is why i stated that it should have increased cds. similarly reaper/necro shroud skills have cds that are similar to weapon skills. *even though they do have access to a secondary weapon*

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> @"Einar.1482" said:

> @"LucianTheAngelic.7054" it isnt about getting hit by it my friend. its 9 successive hard cc's. any other skill in the game do that? regardless of windup or dmg? bc I would argue.. not.

>

 

It would help to establish what game modes you’re talking about first and foremost. Due to your opening sentence it seems you’re talking about all modes with a focus on wvw/pvp.

 

And sure, you’re right, it has more CC in a single skill than most other skills (though off the top of my head Gravity Well is 4 hard CCs AND lasts longer, Darkrazor is 6 CCs and lasts longer, etc.), but that doesn’t mean it’s a good CC skill (outside of PvE).

 

Okay but now this is my question to you: tell me, exactly, why having “more cc” makes it an overloaded skill? WHY is that overloaded? What kind of follow up opportunities does it give the user to capitalize on their opponent being CCed? Does it provide an unfair gameplay advantage for the Revenant? **Any discussion of balance should be able to answer these above questions.**

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@"LucianTheAngelic.7054" so in reference you're right there are a few other cc's like grav well mentioned that chain hard cc *and can be continuum split to boot* but the cd discrepancy can't be ignored. Grav well is an elite skill specific to 1 elite spec. and has a cd of 90sec. Where as Staff 5 is a weapon skill able to be used by any specialization of revenant and on a 20sec icd.

1. exactly, why having “more cc” makes it an overloaded skill? WHY is that overloaded? " this skill has 9 consecutively hitting knockbacks. if hit without some form of stability specifically or breakstun that relocates the players character model it chains them together whilst evading for the duration. furthermore this cc is not reliant on landing a single hit to cc rather it has 9 separate opportunites to cause a knockback affect making its cc more overloaded for a skill. minding its on a 20sec icd. comparable hard cc's might be something like bulls charge which is an evade 900 range kd for 3 seconds. but can be evaded since it has one contact point.

2. follow up opportunities vary: in wvw swap to S/S hydro proc, shackles, sword 2 into a sword 5 or a variation of that. in Spvp that may be slightly different but a similar high burst dmg rotation is a solid follow up. another variation includes continuing the kb chain with Glint elite then into the previously mentioned rotations..

3. does it provide an unfair advantage no. is it a better CC than almost any other? yes. arguably it offers the most. Now that the dmg has been made nearly 0 it isnt as bad of course. but i could serve as a good skill with less of the evade frame or without all the consecutive cc's

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> @"Einar.1482" said:

> @"knite.1542" yes the dmg reduction on staff 5 is fine. it still shouldnt be a 9x knockback consecutively mind you while evading. and fantastic about the stability on holo. Obviously there are other factors accounting for such as heat accumulation and what not to be considered but generally speaking the cd increase on forge mode and on forge mode skills would reduce spam.

> Engineer if im not mistaken can run a utility sKILL though that acts as a second weapon. and holosmith is effectively a weapon swap which is why i stated that it should have increased cds. similarly reaper/necro shroud skills have cds that are similar to weapon skills. *even though they do have access to a secondary weapon*

 

Remove the clunky delay on staff 5 and leave the hits cuz it's harder to hit than most cc's as gl ever hitting someone thru full animation. Lol u sure uve tried the ability? I'd even take removing delay and make it hit once and it just be a knockdown , keep the animation though for mobility and bonus I'd land more often lol.

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> @"Einar.1482" said:

> @"LucianTheAngelic.7054" so in reference you're right there are a few other cc's like grav well mentioned that chain hard cc *and can be continuum split to boot* but the cd discrepancy can't be ignored. Grav well is an elite skill specific to 1 elite spec. and has a cd of 90sec. Where as Staff 5 is a weapon skill able to be used by any specialization of revenant and on a 20sec icd.

 

> 1. exactly, why having “more cc” makes it an overloaded skill? WHY is that overloaded? " this skill has 9 consecutively hitting knockbacks. if hit without some form of stability specifically or breakstun that relocates the players character model it chains them together whilst evading for the duration. furthermore this cc is not reliant on landing a single hit to cc rather it has 9 separate opportunites to cause a knockback affect making its cc more overloaded for a skill. minding its on a 20sec icd. comparable hard cc's might be something like bulls charge which is an evade 900 range kd for 3 seconds. but can be evaded since it has one contact point.

 

Bull's Charge has "one contact point and can be evaded," but so can Surge! Dodging gives you multiple "evade" frames, so you can dodge several strikes from Surge with a dodge. If you dodge in the direction of the attack or to the side you won't get hit by it and **you effectively only need to avoid one or two of the strikes to have all 9 hits miss.** If you evade backward, you might get hit by the end of it, but you shouldn't get around the skill by evading backward through it due to how the skill functions. **Also Surge can EASILY be side stepped now** with the stationary windup (you don't even have to waste a dodge on it), which is something you can't say about Bull's Charge since it rushes and locks onto the target. Revenant is forced to execute Surge of the Mists in the direction they choose BEFORE the windup happens and they can't change the direction after it's chosen making the skill incredibly inaccurate; even random movement from the opponent completely invalidates the skill unless they're stupid enough to stay stationary the entire time or walk directly into your path.

 

In contrast, Bull's Charge follows the target and while it doesn't hit 9x, it's actually a stronger CC skill than Surge of the Mists now, even though Surge has 9 CCs. The reason for that is that Bull's Charge gives a 3s Knockdown which leads to tons of follow up opportunities for the Warrior. It also forces the opponent to use a Breakstun or other defensive CDs due to how long the knockdown is. Surge provides 1s of knockback, which is about 1 follow up opportunity total after factoring in ending lag on Surge. It also doesn't force Breakstun or other defensive CDs in most cases since the knockback on it is so short

 

> 2. follow up opportunities vary: in wvw swap to S/S hydro proc, shackles, sword 2 into a sword 5 or a variation of that. in Spvp that may be slightly different but a similar high burst dmg rotation is a solid follow up. another variation includes continuing the kb chain with Glint elite then into the previously mentioned rotations..

 

Assuming the opponent doesn't break stun and they're hit by the last strike of Surge of the Mists (because it's possible for them to "fall out" of the skill sooner and recover faster), you have enough time to hit 1 skill (even with quickness) before they recover and are able to either dodge or pop a defensive CD. Shackling Wave by itself without quickness also isn't fast enough to capitalize on the opponent's knockback (duration of the knockback is only about 1second, if hit with the last strike). You get 1 skill followup against any good opponent (although even average opponent's are barely getting hit by surge at all anymore), maybe two if you can get Shackling Wave and they don't have any defensive CDs (since the 1s immob helps prevent dodge as a response) or a Chaotic Release off, though that by itself doesn't do damage anymore either, so the only reason to chain CC someone with it would be for the better, longer knockback off of CR which provides more follow up opportunities than Surge does. Compare this to the aforementioned Bull's Charge and you have so many combo opportunities off of that skill.

 

Also this assumes that the revenant has access to Weapon Swap off CD already; since Staff is a defensive weapon primarily at this point and Surge is often used in defensive rotations, it becomes even less likely (nowadays) that it will be used to combo with S/S for a follow up attack and more likely that it will be used earlier in the weapon swap since you have to wait that full 10s to be able to "combo" off of surge.

 

**All of this ignores the fact that follow up combos for Surge don't matter, literally at all, if you can't even hit the skill with all 9 hits (or the last hit) in the first place.** And that is the current issue with Surge of the Mists and why it absolutely does not need to be nerfed any further. In fact, it probably needs a slight buff. The skill is so insanely clunky now with the 0.5s windup that it really only hits people standing still, walking directly into it, or rezzing downed bodies.

 

While in the past Surge was a high skill cap skill shot combo tool that applied strong damage, **all of the nerfs have made its reliability so low that it no longer functions for that purpose.** The follow up combos are low (1 damage skill max, maybe 2 if you can finagle Shackling Wave) and the ability to even hit to get the opportunity to use those combos is insanely low against even average players.

 

> 3. does it provide an unfair advantage no.

 

Then it's not an issue. Nerfs should only be given out if a skill/trait, etc. is providing an unfair advantage or making a class too strong. Currently, meta power rev is dropping Staff entirely in favor of Mace/Axe, partially due to the recent Surge of the Mists changes. So it's not overperforming in the least and even get passed up for other weapons.

 

>is it a better CC than almost any other? yes. arguably it offers the most. Now that the dmg has been made nearly 0 it isnt as bad of course. but i could serve as a good skill with less of the evade frame or without all the consecutive cc's

 

If you're quantifying "most" by "number of CCs," sure, **but that metric doesn't matter (outside PvE) when they don't stack in duration or don't do any individual damage.** Surge literally leaves people with 1s knockback. That's it! In terms of "CC Duration" it doesn't offer "The Most" at all, not even close! Many other CCs in the game are 2s or longer (some even from range with shorter cast times/smaller tells) and offer far more combo-ability than Surge does.

 

If you're seriously having an issue with Surge of the Mists (or think it's an issue) I'd hop on Revenant and check it out. Your post doesn't sound like you've actually tried the skill seriously since they added the 0.5s wind up to the skill. Maybe go duel a friend and try to hit them with it at all. You'll find if your friend is okay at kiting or paying even slight attention you'll almost never hit Surge. That single change (even if they hadn't nerfed the damage) made Surge one of the clunkiest, worst CC skills in the game, relegating it almost entirely to defense now instead of being versatile for both offense and defense like it was in the past. If you're still struggling to fight against it or realize how utterly atrocious the skill is after trying it out as a Rev, DM me and I'd be happy to meet up with you in game to show you how to make it so every Surge of the Mists used on you will fail every time.

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> @"Einar.1482" said:

 

> Ranger:

> 1. Companion's Defense: "You and your pet gain protection when you dodge roll"

> Rework this: You and your pet gain protection when you "EVADE" a skill *similar to revenant Stability gain on evade... not on dodge*

The only good suggestion for rangers here...

> 2. GS 4: Revert it back to its previous mechanic. (currently it is the longest block on the shortest cd in the game) 4 sec block on a 12 sec *traited cd*

> Previously this could be countered via melee attack popping the counter attack. *much like Illusionary Counter or Riposte*

It's a 3 sec block on a 20sec traited and 25 sec without trait cd and never lasted 4 seconds. Please get your numbers right and use the PvP/WvW values not the PvE version. It's fine right now.

> 3. Reduce pet dmg to reflect power coefficent reductions across the board. (currently eagle hits for like 2.5k autos)

The coefficents are fine. The modifier stacking with ranger in general especially in Marksmenship is the problem and needs to be addressed. No bird hits for 2.5k without those modifiers. In fact most things already hit like a wet noodle without the modifiers.

> 4. Sic Em is arguably the single strongest dmg multiplier in the game and does so much more.

> Sic Em needs its dmg multiplier reduced even further from 25% to 10-15%.

> In addition the reveal should last no more than 5 sec.

> Lastly as the longest range skill in the game. The skill needs to have a Cast time of around 3/4 of a second with a visual que above the head of the user *like Stone sig*

> That indicates the skill being used so that players have a chance to evade the reveal.

It has an indicator. The big eyes above your head for the revealed debuff. And soulbeast is almost dead already in competetiv modes. It doesn't need more nerfs to that without any DPS increase.

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@"Miellyn.6847" ah yeah i see i wrote down the wrong cd for GS. Regardless, it is still a 3 sec block + evade frame + KD which if on a 25 sec or 20 sec icd is still considerable more use than most blocks in the game. Futhermore, i see no issue with the way the sword block was. it blocked ranged attacks without breaking to the counter and only melee was able to force the counter attack animation. Given the amount of dmg reduction modifiers Ranger has it stands to reason that reverting it back to its past uses wouldnt be an issue.

 

to your point about sic em. The visual que of Eyes above ones head is an indicator of having been revealed... not The Skill Sic Em itself, as it stands there isnt a visual que that allows a player to see the cast animation and evade the reveal. a good example of something similar that im referencing is something like Spear of Justice for DH. a visual animation in the cast time and throwing of the spear. obviously that wouldnt work for a ranger as they have no spear but there could easily be a 3/4 sec cast time with a visual indicator above rangers head indicating that its being cast. *of course this 3/4 sec could be augmented by quickness which ranger has plenty of access to but it would provide counter play to the 6 sec reveal, of course let them keep the strongest single skill dmg modifier in the game xD. but I would still reduce it to the aforementioned 15%.

 

side note: hitting like a wet noodle is every class in the game at the moment since the dmg reduction patch. Yet ironically, Ranger still scales well and still outputs more dmg than most other similarly built power specs. So nerfs... not really, realignment to match much of the other classes, yes.

 

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> @"Einar.1482" said:

> @"Miellyn.6847" ah yeah i see i wrote down the wrong cd for GS. Regardless, it is still a 3 sec block + evade frame + KD which if on a 25 sec or 20 sec icd is still considerable more use than most blocks in the game. Futhermore, i see no issue with the way the sword block was. it blocked ranged attacks without breaking to the counter and only melee was able to force the counter attack animation. Given the amount of dmg reduction modifiers Ranger has it stands to reason that reverting it back to its past uses wouldnt be an issue.

>

But everybody else saw it as an issue including ArenaNet. Otherwise it wouldn't have been changed. Also ranger lost the dodge on auto attack the same patch. It was a compensation. Do we get the dodge back?

> to your point about sic em. The visual que of Eyes above ones head is an indicator of having been revealed... not The Skill Sic Em itself, as it stands there isnt a visual que that allows a player to see the cast animation and evade the reveal. a good example of something similar that im referencing is something like Spear of Justice for DH. a visual animation in the cast time and throwing of the spear. obviously that wouldnt work for a ranger as they have no spear but there could easily be a 3/4 sec cast time with a visual indicator above rangers head indicating that its being cast. *of course this 3/4 sec could be augmented by quickness which ranger has plenty of access to but it would provide counter play to the 6 sec reveal, of course let them keep the strongest single skill dmg modifier in the game xD. but I would still reduce it to the aforementioned 15%.

>

That would just kill the skill. It isn't even used much outside of PvE right now anyway.

> side note: hitting like a wet noodle is every class in the game at the moment since the dmg reduction patch. Yet ironically, Ranger still scales well and still outputs more dmg than most other similarly built power specs. So nerfs... not really, realignment to match much of the other classes, yes.

>

You can remove much of the damage by killing the pet. No other class gives you that option.

 

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1. Ok then if thats the case, I would like to see other counterblock type skills get similar treatment. Riposte, Illusionary Counter, illusionary Riposte etc. these skills are blocks that pop on hits and lose the block effect ending them shorter than the duration indicates. This would make sword sword warrior more viable which would be nice.

 

2.Putting a tell on a skill that modifies dmg by 25% in spvp and 40% in wvw and pve would not kill the skill xD lol. It would introduce counterplay. no more 6 sec reveal from 2000 range without a cast animation that can be evaded and countered... that doesn't mean that the dmg multiplier cant still take affect.

 

3. Core ranger and druid you can kill the pets sure but Soulbeast has been able to merge and restore its health without consequence. Furthermore, having that pet as you mentioned makes it more like a having a +1 in most scenarios bc somehow pets in gw2 arent completely useless. especially when paired with Sic Em. SO yes, you can kill the pet... *situationally* .

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> @"Einar.1482" said:

 

> Elementalist:

> 1.Sword: Power or Condi? --> Eliminate the hybrid Nature... Pick a lane.

> 2.This hybrid style leaves players in a state of what to do, if they spec entirely into power they get less dmg and range than scepter.

> 3.If they spec entirely into condi they spec bunker or cele/marshalls which leads to sustainy, boring drawn out gameplay which reduces skillfull gameplay.

> 4.Eliminate evade frame in Water Attunement

> 5. Increase cd on Twist of Fate Charge from 5sec to 15-20 sec and a 60-70 sec icd on the overall skill recharge.

> 6. Lightning strike from swapping to air attunement--> must be facing foe. *Similar to Mantras* (instant cast 3-4k dmg)

 

Reworking Sword to either power or Condi would mean reworking Weaver as a spec since its all based on high damage with Power and Condi.

 

Yes lol, removing more evades from a low health pool class, light armour going in melee range, real smart.

 

Twist of Fate already received its nerf, 75 sec CD total recharge, no need to increase charge recharge, plenty of time to kill Weaver if you are good enough.

 

Lightning strike was already nerfed, if it doesn't crit it's damage is insanely terrible.

 

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@"Mini Crinny.6190" i will concede you make a fair point about the hybrid nature and having to retool the traits which becomse considerably more complex very quickly. That being said, your latter two points I think are incorrect. 1. Twist of Fate having it total cd increased to 75 sec is perhaps a bit much. I likely would have gone 60 but regardless the charges themselves need longer cds between uses. This skill provides provides a breakstun and evade frame + superspeed on a 5 second interval... This of course doesnt include any other breakstun that may be on the utility bar. 2. regarding lightning strike nerf... almost any skill that doesnt crit does poor dmg. That isnt elusive to Ele.

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> @"Einar.1482" said:

> @"Mini Crinny.6190" i will concede you make a fair point about the hybrid nature and having to retool the traits which becomse considerably more complex very quickly. That being said, your latter two points I think are incorrect. 1. Twist of Fate having it total cd increased to 75 sec is perhaps a bit much. I likely would have gone 60 but regardless the charges themselves need longer cds between uses. This skill provides provides a breakstun and evade frame + superspeed on a 5 second interval... This of course doesnt include any other breakstun that may be on the utility bar. 2. regarding lightning strike nerf... almost any skill that doesnt crit does poor dmg. That isnt elusive to Ele.

 

Not necessarily, when you see a weaver you can almost bet that he is using ToF, all you need to do is pressure him enough to go into water, once he does that, he will use Riptide and then switch to earth and use earthen vortex, after that you should pressure him once he uses his ToF, he hasn't got much left and eventually will be a easy kill.

 

 

Lightning strike change you propose isn't actually something I care about too much, but it will again nerf Scepter Fresh Air builds that is already a meme. no need to change it when it really isn't a problem

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