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@Anet any idea on balance patch release notes?


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@"AngelsShadow.7360" said:X81r8JG.jpgWe also have this.

ya that would NOT be enough, i hope they do more then just that other wise i'll be a bit disappointed.

@saerni.2584 said:

@saerni.2584 said:Only thing they have previewed is Deadeye. But that’s not very specific about the details so I guess we will find out tomorrow.

whats going on tmm?

The patch tomorrow with the Underwater changes is apparently a full skill balance patch.

hoping we get some stuff then

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@"AngelsShadow.7360" said:X81r8JG.jpgWe also have this.

If Chronophantasma receives a serious nerf and disenchanter and defender receive a 25% and 50% damage nerf respectively I actually think Chronobunker will be in a place where it's strong but not strangling the entire game.

A big problem with chronobunker is it's damage output while being that survivable and Chronophantasma is literally doubling their offensive capabilities.

Everyone here is scoffing at a Chronophantasma nerf but it's unambiguously the most overpowered aspect of Chronomancer right now and top priority for nerfs.

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@mortrialus.3062 said:

@"AngelsShadow.7360" said:
X81r8JG.jpg
We also have this.

If Chronophantasma receives a serious nerf and disenchanter and defender receive a 25% and 50% damage nerf respectively I actually think Chronobunker will be in a place where it's strong but not strangling the entire game.

A big problem with chronobunker is it's damage output while being that survivable and Chronophantasma is literally doubling their offensive capabilities.

Everyone here is scoffing at a Chronophantasma nerf but it's unambiguously the most overpowered aspect of Chronomancer right now and top priority for nerfs.

Well here's the problem. Anet refuses to split funtionality between game mode, the only splits we get are number splits. Which means that if CP is split, the nerf is going to be an ICD (there just aren't any other numbers to tweak except phantasm daze duration, but with that you still get all of the benefits of traits that activate upon summoning a phantasm/illusion). An ICD doesn't solve the problem, although it will help a bit depending on how long the ICD is. So, yet again, Anet sees that something is overperforming, but instead of listening to everyone telling them it needs to be redesigned, they just go and put on a rather pointless nerf to it. An ICD will make the build weaker, but it won't solve the problem of why the build is so strong in the first place, which is that the trait allows us to double up on phantams attacks, even though phantasm are now balanced upon the idea of getting off 1 attack per skill CD. That's fundamentally un-balanceable. An ICD does nothing to address that. The trait just needs to be redesigned.

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@OriOri.8724 said:

Well here's the problem. Anet refuses to split funtionality between game mode, the only splits we get are number splits.

It's not so much this as their design splits go in exactly the opposite direction they should be going. Currently the games mechanics and function are balanced for PvE, while numbers are balanced for PvP. It should be the other way around. Function matters so much more in PvP than numbers, and numbers ( IE every class has roughly the same DPS ) matters so much more in PvE than function. Monsters are dumb, players are not. Players when against players will exploit broken function to create broken builds. Monsters only matter to the DPS meter.

It's really amazing how many MMOs get this basic concept so wrong.

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@Master Ketsu.4569 said:

Well here's the problem. Anet refuses to split funtionality between game mode, the only splits we get are number splits.

It's not so much this as their design splits go in exactly the opposite direction they should be going. Currently the games mechanics and function are balanced for PvE, while numbers are balanced for PvP. It should be the other way around. Function matters so much more in PvP than numbers, and numbers ( IE every class has roughly the same DPS ) matters so much more in PvE than function. Monsters are dumb, players are not. Players when against players will exploit broken function to create broken builds. Monsters only matter to the DPS meter.

It's really amazing how many MMOs get this basic concept so wrong.

Nah I think it's the other way around. Skills and classes are designed with PvP in mind and the numbers get played with until they work in PvE. Just look at scrapper and the original incarnation of spellbreaker. Nothing about either spec looked remotely viable in PvE.

This goes across all the classes. Every class is loaded up with stuff like endure pain, elixir s, twist of fate, portal, blink, that clearly have next to no use in PvE encounters but make a lot of sense from a PvP perspective.

Back during the build up to Heart of Thorns all the elite spec showcases were done in the PvP lobby and from a PvP perspective.

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@mortrialus.3062 said:

Well here's the problem. Anet refuses to split funtionality between game mode, the only splits we get are number splits.

It's not so much this as their design splits go in exactly the opposite direction they should be going. Currently the games mechanics and function are balanced for PvE, while numbers are balanced for PvP. It should be the other way around. Function matters so much more in PvP than numbers, and numbers ( IE every class has roughly the same DPS ) matters so much more in PvE than function. Monsters are dumb, players are not. Players when against players will exploit broken function to create broken builds. Monsters only matter to the DPS meter.

It's really amazing how many MMOs get this basic concept so wrong.

Nah I think it's the other way around. Skills and classes are designed with PvP in mind and the numbers get played with until they work in PvE. Just look at scrapper and the original incarnation of spellbreaker. Nothing about either spec looked remotely viable in PvE.

Scrapper still isn't remotely viable in PvE beyond the open world, FYI, and it barely functions in PvP.

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@mortrialus.3062 said:This goes across all the classes. Every class is loaded up with stuff like endure pain, elixir s, twist of fate, portal, blink, that clearly have next to no use in PvE encounters but make a lot of sense from a PvP perspectiveAlso pretty much every defensive ability in the game has a gigantic cooldown, comically short duration, or both for PVP balance reasons, which makes them absolutely worthless in PVE.

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@Vagrant.7206 said:

Well here's the problem. Anet refuses to split funtionality between game mode, the only splits we get are number splits.

It's not so much this as their design splits go in exactly the opposite direction they should be going. Currently the games mechanics and function are balanced for PvE, while numbers are balanced for PvP. It should be the other way around. Function matters so much more in PvP than numbers, and numbers ( IE every class has roughly the same DPS ) matters so much more in PvE than function. Monsters are dumb, players are not. Players when against players will exploit broken function to create broken builds. Monsters only matter to the DPS meter.

It's really amazing how many MMOs get this basic concept so wrong.

Nah I think it's the other way around. Skills and classes are designed with PvP in mind and the numbers get played with until they work in PvE. Just look at scrapper and the original incarnation of spellbreaker. Nothing about either spec looked remotely viable in PvE.

Scrapper still isn't remotely viable in PvE beyond the open world, FYI, and it barely functions in PvP.

Scrapper is so defensively focused I don't think it could ever be viable in PvE.

I definitely preferred holosmiths back when they were huge glass cannons. The new super sustainy holos are stepping on scrapper's toes too much.

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@mortrialus.3062 said:

Well here's the problem. Anet refuses to split funtionality between game mode, the only splits we get are number splits.

It's not so much this as their design splits go in exactly the opposite direction they should be going. Currently the games mechanics and function are balanced for PvE, while numbers are balanced for PvP. It should be the other way around. Function matters so much more in PvP than numbers, and numbers ( IE every class has roughly the same DPS ) matters so much more in PvE than function. Monsters are dumb, players are not. Players when against players will exploit broken function to create broken builds. Monsters only matter to the DPS meter.

It's really amazing how many MMOs get this basic concept so wrong.

Nah I think it's the other way around. Skills and classes are designed with PvP in mind and the numbers get played with until they work in PvE. Just look at scrapper and the original incarnation of spellbreaker. Nothing about either spec looked remotely viable in PvE.

Scrapper still isn't remotely viable in PvE beyond the open world, FYI, and it barely functions in PvP.

Scrapper is so defensively focused I don't think it could ever be viable in PvE.

I definitely preferred holosmiths back when they were huge glass cannons. The new super sustainy holos are stepping on scrapper's toes too much.

Blame that on ArenaNet killing stability for holosmiths. Have to design our builds much more defensively, because otherwise we get pinballed.

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@Vagrant.7206 said:

Blame that on ArenaNet killing stability for holosmiths. Have to design our builds much more defensively, because otherwise we get pinballed.

Well nerfing CC:Eclipse was actually one of the few very good and correct nerfs. Holos being able to press corona and then mindlessly spam the rest of their rotation free from worry of being interrupted was bad for the game and needed to go. The new build can be annoying, but at least it's more engaging. One of the rare moments that the balance team actually got things right.

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@Master Ketsu.4569 said:

Blame that on ArenaNet killing stability for holosmiths. Have to design our builds much more defensively, because otherwise we get pinballed.

Well nerfing CC:Eclipse was actually one of the few very good and correct nerfs. Holos being able to press corona and then mindlessly spam the rest of their rotation free from worry of being interrupted was bad for the game and needed to go. The new build can be annoying, but at least it's more engaging. One of the rare moments that the balance team actually got things right.

Maybe, but it also means that bruiser holos are now occupying the territory that scrappers used to occupy, so scrapper has no functional place anywhere.

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