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Balance Changes- What about Protection and Barrier?


Hadi.6025

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Anet devs always asking for player feedback but how often do they actually listen or read player feedback? Hoping this post doesn't get taken down... What would be done about runes and boons that give protection and barrier? With all the damage nerfs added to almost every skill and trait.. Boons like protection is going to make taking out support specs harder for burst classes. It seems like the direction they want WvW to go is for everyone to run a trinity class ( dps support and tank). This removes diversity and makes the game less enjoyable when you have designated roles in a pvp setting. It's not going to be fun unless you're in a big zerg group and small groups like roamers and havoc groups going to have an even harder time trying to capture points. Not to mention Vets in WvW with soft CC skills and ironhide (50% dmg reduction) please read the player feedback for christ sake Anet do that for once.

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> @"Hadi.6025" said:

> Anet devs always asking for player feedback but how often do they actually listen or read player feedback? Hoping this post doesn't get taken down... What would be done about runes and boons that give protection and barrier? With all the damage nerfs added to almost every skill and trait.. Boons like protection is going to make taking out support specs harder for burst classes.

 

There's no remotely viable rune except sanctuary that gives barrier, that one is getting "nerfed" roughly as much as dmg/healing is.

 

Protection isn't going to be any stronger or weaker than ever before, it's gonna be harder to keep a good uptime of protection with the cooldown/duration nerfs.

 

Making it harder to bust down people is the purpose of the patch. It's way too easy atm.

 

>It seems like the direction they want WvW to go is for everyone to run a trinity class ( dps support and tank). This removes diversity and makes the game less enjoyable when you have designated roles in a pvp setting. It's not going to be fun unless you're in a big zerg group and small groups like roamers and havoc groups going to have an even harder time trying to capture points.

 

There's no such thing as "tank" in WvW for obvious reasons there's only dmg dealers and supports and hybrids. Different people having different roles is what adds variety and complexity in (small) groups.

 

Good roaming/havoc groups are the big winners from this patch. Outnumbered fights seem so much more doable.

 

>Not to mention Vets in WvW with soft CC skills and ironhide (50% dmg reduction) please read the player feedback for christ sake Anet do that for once.

 

Guards just melt atm, them surviving a few seconds longer won't matter.

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> @"lodjur.1284" said:

> > @"Hadi.6025" said:

> > Anet devs always asking for player feedback but how often do they actually listen or read player feedback? Hoping this post doesn't get taken down... What would be done about runes and boons that give protection and barrier? With all the damage nerfs added to almost every skill and trait.. Boons like protection is going to make taking out support specs harder for burst classes.

>

> There's no remotely viable rune except sanctuary that gives barrier, that one is getting "nerfed" roughly as much as dmg/healing is.

>

> Protection isn't going to be any stronger or weaker than ever before, it's gonna be harder to keep a good uptime of protection with the cooldown/duration nerfs.

>

> Making it harder to bust down people is the purpose of the patch. It's way too easy atm.

>

> >It seems like the direction they want WvW to go is for everyone to run a trinity class ( dps support and tank). This removes diversity and makes the game less enjoyable when you have designated roles in a pvp setting. It's not going to be fun unless you're in a big zerg group and small groups like roamers and havoc groups going to have an even harder time trying to capture points.

>

> There's no such thing as "tank" in WvW for obvious reasons there's only dmg dealers and supports and hybrids. Different people having different roles is what adds variety and complexity in (small) groups.

>

> Good roaming/havoc groups are the big winners from this patch. Outnumbered fights seem so much more doable.

>

> >Not to mention Vets in WvW with soft CC skills and ironhide (50% dmg reduction) please read the player feedback for christ sake Anet do that for once.

>

> Guards just melt atm, them surviving a few seconds longer won't matter.

 

You didnt address the other issues I've posted though like vets have iron hide and vets in general. Not to mention war claws still have 10k health and being affected by runes like durability runes

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> @"lodjur.1284" said:

> > @"Hadi.6025" said:

> > Anet devs always asking for player feedback but how often do they actually listen or read player feedback? Hoping this post doesn't get taken down... What would be done about runes and boons that give protection and barrier? With all the damage nerfs added to almost every skill and trait.. Boons like protection is going to make taking out support specs harder for burst classes.

>

> There's no remotely viable rune except sanctuary that gives barrier, that one is getting "nerfed" roughly as much as dmg/healing is.

>

> Protection isn't going to be any stronger or weaker than ever before, it's gonna be harder to keep a good uptime of protection with the cooldown/duration nerfs.

>

> Making it harder to bust down people is the purpose of the patch. It's way too easy atm.

>

> >It seems like the direction they want WvW to go is for everyone to run a trinity class ( dps support and tank). This removes diversity and makes the game less enjoyable when you have designated roles in a pvp setting. It's not going to be fun unless you're in a big zerg group and small groups like roamers and havoc groups going to have an even harder time trying to capture points.

>

> There's no such thing as "tank" in WvW for obvious reasons there's only dmg dealers and supports and hybrids. Different people having different roles is what adds variety and complexity in (small) groups.

>

> Good roaming/havoc groups are the big winners from this patch. Outnumbered fights seem so much more doable.

>

> >Not to mention Vets in WvW with soft CC skills and ironhide (50% dmg reduction) please read the player feedback for christ sake Anet do that for once.

>

> Guards just melt atm, them surviving a few seconds longer won't matter.

 

how are out numbered fights more doable with 5 minute passives? Did we read the same patch notes?

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> @"Hadi.6025" said:

 

 

> You didnt address the other issues I've posted though like vets have iron hide and vets in general. Not to mention war claws still have 10k health and being affected by runes like durability runes

 

Even with ironhide they melt.

 

We have a dismount skill on our own warclaw.

 

Durability runes have been overtuned for a very long time, hardly something new. Nor did they get any better or worse.

 

> how are out numbered fights more doable with 5 minute passives? Did we read the same patch notes?

 

That's hardly the only change is it?

 

Less passive invulnerabilities hurt worse players more than it hurts better players.

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Did you read the damage coefficients? Im not talking about zergs running by vets. Im talking about small scale fights. How would vets melt when just about all the dmg coefficients reduced by half? Or put to .001 . i dont understand your defense. You have to be a zerger the way you're explaining things. Im talking from a roamer / havoc perspective. If you reduce all damage and play on a server that is constantly outnumbered how is outnumbered fights easier? Just because you're good doesn't mean you never lose. Even good players get Out numbered. And Anets relinking situation doesn't solve the population problem because I've played on both sides. Outnumbering the enemy all day long where every BL is owned by us and playing on a server where theres nothing but firebrands and rangers from 1500 range auto attacking you to death. The deductions in damage does not help small groups at all hence why i said they are basically saying you need to play a Trinity for WvW .

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> @"Hadi.6025" said:

> Did you read the damage coefficients? Im not talking about zergs running by vets. Im talking about small scale fights. How would vets melt when just about all the dmg coefficients reduced by half? Or put to .001 . i dont understand your defense. You have to be a zerger the way you're explaining things. Im talking from a roamer / havoc perspective. If you reduce all damage and play on a server that is constantly outnumbered how is outnumbered fights easier?

 

First off, I've never zerged in my life.

 

If you can't melt guards cause you lost 25-30% of your dmg that's on you.

 

Lower overall damage benefits the better players, the current bursty+high invulnerability uptime+high mobility meta is the worst imaginable for small groups.

 

>Just because you're good doesn't mean you never lose. Even good players get Out numbered.

 

The vast majority of my fights are outnumbered in a group size of 2-4. I am well aware of the realities of fighting outnumbered.

 

>And Anets relinking situation doesn't solve the population problem because I've played on both sides. Outnumbering the enemy all day long where every BL is owned by us and playing on a server where theres nothing but firebrands and rangers from 1500 range auto attacking you to death.

 

Ye? This has nothing to do with any balance changes

 

>The deductions in damage does not help small groups at all hence why i said they are basically saying you need to play a Trinity for WvW .

 

This patch is essentially everything a small group could have hoped for. Doing stuff like 3v10 will be much more common than before

 

Trinity implies 3, there's really only 2 kinds of roles, dmg and support, there's no tank role.

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> @"lodjur.1284" said:

> This patch is essentially everything a small group could have hoped for. Doing stuff like 3v10 will be much more common than before

 

This update will make death by a thousand cuts even more the norm. If 3v10 becomes more common it's only because more experienced players quit not because this balance patch magically made smallscale better.

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> @"Justine.6351" said:

> > @"lodjur.1284" said:

> > This patch is essentially everything a small group could have hoped for. Doing stuff like 3v10 will be much more common than before

>

> This update will make death by a thousand cuts even more the norm. If 3v10 becomes more common it's only because more experienced players quit not because this balance patch magically made smallscale better.

 

That has much more counterplay tho, builds that burst and then reset are at the moment by far the worst things you can encounter while trying to do outnumbered fights, those builds are taking the biggest hit.

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> @"Hadi.6025" said:

> Anet devs always asking for player feedback but how often do they actually listen or read player feedback? Hoping this post doesn't get taken down... What would be done about runes and boons that give protection and barrier? With all the damage nerfs added to almost every skill and trait.. Boons like protection is going to make taking out support specs harder for burst classes. It seems like the direction they want WvW to go is for everyone to run a trinity class ( dps support and tank). This removes diversity and makes the game less enjoyable when you have designated roles in a pvp setting. It's not going to be fun unless you're in a big zerg group and small groups like roamers and havoc groups going to have an even harder time trying to capture points. Not to mention Vets in WvW with soft CC skills and ironhide (50% dmg reduction) please read the player feedback for christ sake Anet do that for once.

 

1. Protection is a % based resistance, meaning the effect it provides stays the same regardless of damage numbers. This is unlike armor, which is applied against the opponent's Power and becomes more viable in this update--hence the Toughness reductions.

2. Passive barrier gives barely any benefit in most fights, almost all barriers that you see in fights is active barriers like from Scourge.

3. You can already get 38% passive damage against guards, with class bonuses this averages out to about 65-70%, Iron Hide is not a problem, and even with it guards already melt in seconds. The only time you can't easily solo a camp is when there's mercenaries.

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If anet dose not intend to changes the effects of the boons like protection then they need to remove the effect of protection from "tankly" classes. Numbers update will not fix the power creep in wvw if they do not look at the boon effects (not duration or cool downs).

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> @"Jski.6180" said:

> If anet dose not intend to changes the effects of the boons like protection then they need to remove the effect of protection from "tankly" classes. Numbers update will not fix the power creep in wvw if they do not look at the boon effects (not duration or cool downs).

 

Yeah maybe to many traits and skills have protection:

 

https://wiki.guildwars2.com/wiki/Protection

 

Guardian and tempest imo i would mantain it :\ maybe in rev herald since its a 0-1 situation, while u have it on u wont do much :\ or nothing due e-management.

 

would remove it completelly from:

Mesmers, rangers, meybe rev, necro, and would limit it on engie.

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