Please fix game balance - Page 5 — Guild Wars 2 Forums

Please fix game balance

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  • EremiteAngel.9765EremiteAngel.9765 Member ✭✭✭✭

    @Zero.3871 said:
    What i have heard and would say over the years:

    1 Solo roam
    2 Duo roam
    3-5 Roaming Group
    6-10 Havoc
    11-40 Zerg
    41-60 Blob
    61-80 Fullzone Blob

    but i think somewhat subjective.

    I would agree with this list.
    For the last tier, I've heard people call it a "map queue" more often.
    Like people will go: "kitten XXX server brought a full map queue with golems to our keep!"

  • Nimon.7840Nimon.7840 Member ✭✭✭✭

    @Psycoprophet.8107 said:

    @Dawdler.8521 said:

    @gebrechen.5643 said:
    In any case it doesn't say much about the balancing of the game. That's what the numbers are for.

    And what does the numbers say? That there is 5x as many necros as there are thieves on a map, therefor necros are weak? Pros and cons in an RPG class system that gives certain classes advantages in certain situations. Thats how the game is played. Or are thieves also allowed to argue that they should be buffed in 1v1 because they are so much weaker in zerging than necro?

    Do not compare necro to thief. Necro is a far better 1v1 and Zerg class than thief will ever be. Necro can duel and be one of two main contributors to zergs,the other being fb, they just don’t make good Roamer due to mobility issues

    Yeah you can duel on necro. But why would you want to loose 85% of the duels just because you're playing necro?

    And also thief got its place in zergs. Not in the zerg groups but outside of it. Playing staff thief, rampaging in enemy backline.

    Or in guildgroups. In good gvg-guilds there's always a thief.

  • @EremiteAngel.9765 said:

    @Zero.3871 said:
    What i have heard and would say over the years:

    1 Solo roam
    2 Duo roam
    3-5 Roaming Group
    6-10 Havoc
    11-40 Zerg
    41-60 Blob
    61-80 Fullzone Blob

    but i think somewhat subjective.

    I would agree with this list.
    For the last tier, I've heard people call it a "map queue" more often.
    Like people will go: "kitten XXX server brought a full map queue with golems to our keep!"

    I like to call it an omni-blob. Or when multiple guilds (15 - 20 each) are in the same zerg it's a voltron.

    [JEEP] [IH] [HUNT] | Necromancer | Maguuma | Diamond Legend
    You've got those dangerous eyes ... ♫

  • Since this thread was about "10k auto attack", I'm just gonna leave this here. :smile:

    Rangers don't always do 10k on auto attack, obviously you have to be just as squishy to receive 10k. :open_mouth:

    I was fully buffed with at least 15 might stacks, took the screenshot about 10s after.

    Gold Legend was a scourge, you're welcome.

  • MUDse.7623MUDse.7623 Member ✭✭✭✭

    wow even hiding your primary keybinds!

    obviously both have to be squishy. we only discuss extreme cases in the forums.

    read this, become a better player now.

  • Mr Wipe of Scrubs.6491Mr Wipe of Scrubs.6491 Member ✭✭
    edited January 5, 2019

    Definitely hiding those keybinds :smile:

    Yeah I run a full squishy build and sadly that's not even the lowest damage ever.

    I've done under 1k crits on a scourge before, which felt so worthless, like I'm trying to scratch my target's itchy spots.

    The same build that does 10k autos on other squishy ones :+1:

    Tbh as a ranger player now and ex ele(weaver) player I'd rather they nerf the auto attack range to 1200 and make it explode in a radius like the ele's fireball, because in some area that 1200 hits further than my 1500 :open_mouth:

    But then again what's a "Ranger" If they don't have a range weapon slightly further than the rest? :lol:

  • Burnfall.9573Burnfall.9573 Member ✭✭✭✭
    edited January 5, 2019

    'Is it Time for Guild Wars 3?'

    'What Are We Even Doing?

    'In my previous articles, I’ve helped new players get back into Guild Wars 2 with articles explaining some of the mechanics of the game in a solemn attempt to preclude the dreaded MMO Return Burn that happens when players come back to a game and have no idea what is going on. Unfortunately for a lot of Guild Wars 2 players, this is common place. So much has changed from the initial launch, ranging from the way damage is dealt, to the way enemies are killed, and especially the way classes are built.

    Sure, items may seem like a minor annoyance to new players trying to find their place, but this cascades across the entirety of the community, and it’s symptomatic of a host of problems that Guild Wars 2 has. Simply put, the game that has been building for over half a decade has had so many updates, changes, and additions, but they have been made in ways to show players that they could do them, without little thought on whether they should do them.

    For example, long ago, the entire class system was changed from allowing bits and pieces of different trait lines to be utilized for a single overarching build, to a system that pigeon holes you into 3 specific trait lines. This was compounded when new specializations were created in lieu of introducing new classes. Those specializations would eventually lock a player into a sub class, taking the place of an entire trait line. While some arguments could be made that the streamlining of these classes and specializations was for ease of use and balance, from my estimation, the prevalent train of thought by many is that these classes have obscured the balance entirely, and every change to right the ship has done as much harm as it has good.

    Could you imagine what ArenaNet could do if they didn’t have to continue trying to fix a mess of their own design and start fresh with a system that doesn’t try to wedge new subclasses into already established classes with fleshed out trait lines? As people continue to clamor for Dervishes and Monks from Guild Wars 1, with each new attempt at creating a specialization, they are forced to go back and rebalance the underlying profession, which many times doesn’t happen, and leads to severe imbalances.'

    https://www.mmorpg.com/guild-wars-2/columns/is-it-time-for-guild-wars-3-1000013321

    '

  • Xtinct.7031Xtinct.7031 Member ✭✭✭

    Didn't we have a whole thread devoted to talking about how LB soulbeast was broken in wvw? You might be asking yourself why are we still seeing these threads?
    For real tho, soulbeast and mirage are broken in wvw right now. Anet needs to take a serious look at both of these spec's and how they are being used in small scale wvw fights.

  • Yeah if ANet nerf soulbeast to kitten just because of it being OP in small scale fights, idk what would I do with a soulbeast when I fight outnumbered anymore :)

    Soulbeast is pure worthless when you are outnumbered by your enemies with the amount of reflects from Firebrands/ warrior's WoD/ Mesmer's feedback.

    Depending on the build you run you only have 1 - 3 unblockable. Without unblockable and outnumbered you cant hit nothing at all.

    Well go ahead and nerf the dmg actually, just give me more unblockable lul, I'd rather have more unblockable hits than attacks that cant even hit at all.

  • apharma.3741apharma.3741 Member ✭✭✭✭

    @Xtinct.7031 said:
    Didn't we have a whole thread devoted to talking about how LB soulbeast was broken in wvw? You might be asking yourself why are we still seeing these threads?
    For real tho, soulbeast and mirage are broken in wvw right now. Anet needs to take a serious look at both of these spec's and how they are being used in small scale wvw fights.

    While they're at it can they look into transferring some of the PvP nerfs to druid over to WvW? Can still stealth and reset every 10s.

  • juno.1840juno.1840 Member ✭✭✭

    @Mr Wipe of Scrubs.6491 said:
    Yeah if ANet nerf soulbeast to kitten just because of it being OP in small scale fights, idk what would I do with a soulbeast when I fight outnumbered anymore :)

    Soulbeast is pure worthless when you are outnumbered by your enemies with the amount of reflects from Firebrands/ warrior's WoD/ Mesmer's feedback.

    Depending on the build you run you only have 1 - 3 unblockable. Without unblockable and outnumbered you cant hit nothing at all.

    Well go ahead and nerf the dmg actually, just give me more unblockable lul, I'd rather have more unblockable hits than attacks that cant even hit at all.

    noty -- unblockable is bad for the game, especially when skills exist that cannot be fully evaded with a single dodge.

    Using reflects is an active form of play. The game needs more active skills and less passive skills.

    I think what you should ask for are some non-projectile options.

  • It's really bad. Damage is through the roof and half the classes are viable anymore. A lot problem is they don't balance for WvW most of the time. If they separate skills it's between pve and spvp and we get stuck on one side or the other.

  • Shadowcat.2680Shadowcat.2680 Member ✭✭✭
    edited January 6, 2019

    @juno.1840 said:

    @Mr Wipe of Scrubs.6491 said:
    Yeah if ANet nerf soulbeast to kitten just because of it being OP in small scale fights, idk what would I do with a soulbeast when I fight outnumbered anymore :)

    Soulbeast is pure worthless when you are outnumbered by your enemies with the amount of reflects from Firebrands/ warrior's WoD/ Mesmer's feedback.

    Depending on the build you run you only have 1 - 3 unblockable. Without unblockable and outnumbered you cant hit nothing at all.

    Well go ahead and nerf the dmg actually, just give me more unblockable lul, I'd rather have more unblockable hits than attacks that cant even hit at all.

    noty -- unblockable is bad for the game, especially when skills exist that cannot be fully evaded with a single dodge.

    Using reflects is an active form of play. The game needs more active skills and less passive skills.

    I think what you should ask for are some non-projectile options.

    I don't know that I'd call spamming 3 off cd in the courage tome "active play."

  • Mr Wipe of Scrubs.6491Mr Wipe of Scrubs.6491 Member ✭✭
    edited January 6, 2019

    @juno.1840 said:
    noty -- unblockable is bad for the game, especially when skills exist that cannot be fully evaded with a single dodge.

    Using reflects is an active form of play. The game needs more active skills and less passive skills.

    I think what you should ask for are some non-projectile options.

    Either they give rangers more unblockable (even reducing cd on current signet is fine, I don't run trait that reduce cd tyvm) or reduce the amount of reflects/ absorbs.

    Wow skills exist that cant be evaded with a single dodge ?, yes please fix meteor then because I cant fully evade meteor with 1 dodge, cause 24 hits with a full cast :scream:.
    Same for rapid fire cause 10 hits, people dodge once and I still hit them 1-3 times :cry:.

    I agree that we need more active skills and less passive skills, first we can start with removing warrior's defy pain on defense traitline and the same for ranger obviously, like what they did with engineer's elixir. I wonder why didn't they remove it for warrior/ ranger.

    Ranger longbow having non projectile options sounds odd, aside from barrage. I'll be happy if they gave barrage the ammo system and give us 2-3 casts :smile:.

    Idk if you thought my outnumbered meant small scale fights or didn't even read the whole reply.

    My outnumbered meant 18-30 + sometimes with guests, fighting against 2-2.4x our size that simply steamroll over us in a straight line, now 1 unblockable is so useful is those situation :open_mouth:.

  • Dawdler.8521Dawdler.8521 Member ✭✭✭✭
    edited January 6, 2019

    @gebrechen.5643 said:
    You can evade meteor with a single dodge. You can even walk out of it.

    There is no way to dodge through a meteor shower end to end with a single dodge. Dodge is 300 units - meteor shower has a 360 unit radius. You wont even get halfway through the full shower area on a single dodge. Each impact also has a 180 radius, meaning you cant even dodge through a single meteor impact in the worst case scenario (beginning the dodge at the edge of the impact). Technically its even worse than that since the impact can hit the edge of the shower radius, ie maximum distance and managing an impact at the beginning and end would be 1080 units needed to be traveled with a 300 unit dodge.

    So please, do tell how you can evade a meteor with a single dodge or walk out of it.

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited January 6, 2019

    @aspirine.6852 said:
    I think scaling down the damage in WvW a bit would make for more longer lasting fights. But it would also be needed to cut back on the healing a lot.

    Imo single damage on this game is fine, theres alot of counter to it, they need to reduce the aoe and cleaves.. that's what unskilled players dont want tho.
    Some cleave skills actually need to be single target...

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited January 6, 2019

    @Psycoprophet.8107 said:

    @EremiteAngel.9765 said:
    Rather than put the blame on soulbeasts, I guess the most culpable factor is the necro's lack of mobility, not just to run, but to catch opponents.

    The most obvious opponent that exploits a necro's lack of mobility is a Soulbeast.
    I've met soulbeasts who longbows you from far with knockback and rapid fire. Then when it doesnt kill you, they turn around and run away from you until their longbow cooldown is ready again then they turn back and try to knockback and rapid fire you again. Rinse and repeat until you die because even if you try to run in the opposite direction yourself, you can't outrun a soulbeast. Your only hope is LOS in the area that you can use, which isn't always available in WvW.

    The sad thing is, this sort of skill-less gameplay employed by soulbeasts works on a necro and only a necro because there is almost nothing we can do to close the gap apart from some situational jukes which I will not post here because I still use them to kill less experienced soulbeasts who employ the above cheap tactics, and is the perfect example of the terrible lack of mobility on a necromancer.

    This,so much this!^

    That only works on 1vs1 on larger groups the ranger classes cant do much, due sustain of scourge and boon speed from other classes, if the scourge side is builded for sustain the other group wont have much chance, all they will be hitting will be barrier, and being opressed by the broken aoe spam wvw is about, unless they bail out.

    if 2 groups of same size fight, will win the one that has less/none rangers and more scourges...
    Scourges stacked with cheese builds can be a movable wall of barrier and condi damage, tdlr thats most what is needed actually to achieve overperformance w/o any kind of effort and poor or almost none sacrifice on the build itself.

    Scourge movement is a aceptable excuse only when on 1vs1 or very small skirmishes...like 5vs5... on bigger groups it's totally different.

  • Mr Wipe of Scrubs.6491Mr Wipe of Scrubs.6491 Member ✭✭
    edited January 6, 2019

    @gebrechen.5643 said:
    You can evade meteor with a single dodge. You can even walk out of it.

    Wow all the eles that used meteor on you must've casted it with the edge of the circle on you and you've never once been in the middle.

    ^ Part of what I wanted to mention has already been done so I'll not mention it again lol.

    EDIT: Instead of posting again, just gonna edit this.

    Important note: These were screenshots taken before the changes to lava font/ meteor with minimum damage and elements of rage.
    All 8 combat logs (done on a weaver) were on different days/ weeks or months apart. After the changes to lava font/ meteor the damage dropped dramatically, but not that much for fireball.
    This is for people who thinks only rangers hitting 10k is high lel. I'm sure there were people who managed to hit 20k + meteor, I had a 18-19k hit which isn't included here (didn't take screenshot too obviously) because I already RQ weaver :disappointed:.
    NONE of these were from meteor bug week

  • juno.1840juno.1840 Member ✭✭✭
    edited January 6, 2019

    @Mr Wipe of Scrubs.6491 said:
    Wow skills exist that cant be evaded with a single dodge ?, yes please fix meteor then because I cant fully evade meteor with 1 dodge, cause 24 hits with a full cast :scream:.
    Same for rapid fire cause 10 hits, people dodge once and I still hit them 1-3 times :cry:.

    Meteor shower is RNG. It has a large radius but you can walk through the entire thing and sometimes not get hit. The meteors fall in a random pattern hitting a small AoE circle each. The length of the cast determines how long the shower lasts and how many meteors fall.

    In addition to simply walking out of the circle, you can dodge, or use blocks (i.e. aegis).

    I'm not sure what point you're trying to prove.

  • Mr Wipe of Scrubs.6491Mr Wipe of Scrubs.6491 Member ✭✭
    edited January 6, 2019

    @juno.1840 said:

    @Mr Wipe of Scrubs.6491 said:
    Wow skills exist that cant be evaded with a single dodge ?, yes please fix meteor then because I cant fully evade meteor with 1 dodge, cause 24 hits with a full cast :scream:.
    Same for rapid fire cause 10 hits, people dodge once and I still hit them 1-3 times :cry:.

    Meteor shower is RNG. It has a large radius but you can walk through the entire thing and sometimes not get hit. The meteors fall in a random pattern hitting a small AoE circle each. The length of the cast determines how long the shower lasts and how many meteors fall.

    In addition to simply walking out of the circle, you can dodge, or use blocks (i.e. aegis).

    I'm not sure what point you're trying to prove.

    @juno.1840 said:

    noty -- unblockable is bad for the game, especially when skills exist that cannot be fully evaded with a single dodge.

    I'm not sure what you're trying to prove either, with that many reflects/ absorbs for projectiles, unblockable is bad for the game :trollface:

    Mind you, there are more reflects/ absorbs than there are unblockables, but you are right, its "bad" to have unblockable.
    Why should people hit me when I use my reflect/ absorb for projectile :trollface:

    I think I know meteor well enough, so there wasn't a need for all that common sense explanation :open_mouth:

    especially when skills exist that cannot be fully evaded with a single dodge = meteor/ barrage, no? So I was saying that those should be "fixed"

    Sorry but this isn't going anywhere but off topic :open_mouth:

  • gebrechen.5643gebrechen.5643 Member ✭✭✭

    @Mr Wipe of Scrubs.6491 said:

    @gebrechen.5643 said:
    You can evade meteor with a single dodge. You can even walk out of it.

    Wow all the eles that used meteor on you must've casted it with the edge of the circle on you and you've never once been in the middle.

    I really don't want to question your intelligence, but if you are getting hit by a meteor outside of a zerg situation you must be terrible slow at reaction times or afk. You can even watch the ele start casting and if you still fail to move your character it is still enough time to press your dodge key without getting hit.

    That's a complete different story when it comes to soul beasts, that can hit you out of stealth, on above 2000 range, with an unblockable shot that is not fully avoidable even when dodging. Your only hope is the broken line of sight which almost never happens on most wvw maps.

    Disciples of the monkey god [Apes]

  • Mr Wipe of Scrubs.6491Mr Wipe of Scrubs.6491 Member ✭✭
    edited January 6, 2019

    @gebrechen.5643 said:
    I really don't want to question your intelligence, but if you are getting hit by a meteor outside of a zerg situation you must be terrible slow at reaction times or afk. You can even watch the ele start casting and if you still fail to move your character it is still enough time to press your dodge key without getting hit.

    That's a complete different story when it comes to soul beasts, that can hit you out of stealth, on above 2000 range, with an unblockable shot that is not fully avoidable even when dodging. Your only hope is the broken line of sight which almost never happens on most wvw maps.

    Well you didn't state clearly which situation, so obviously I'd assume a full zone blob/ being outnumbered. I cant be bothered with out of zerg situation/ small scale fights. The bigger the number the merrier.

    If only ranger had 2k range lel, max I'd hit with a longbow that really went over 1.5 would probably be 1.7k at best.

    The 2k you're saying will only happen if the person is using main hand axe in EBG SM top floor hitting down the holes in front of where the mortar is, I have never land a hit from that same spot with a longbow, but I did with axe and it's about 2k range downwards. :smile:.

    Sadly if the person is actually dodging, even with unblockable it's not gonna hit them, I so wish unblockable goes through dodge because that'd totally break the game :smile:.

    Broken LoS happens more often than you think in WvW, you need to play the class to feel the obstructed kitten, not simply assume it almost never happens because it didn't happen on other class.

    There's even invisible wall sometimes when you are clearly on a FLAT terrain and it says obstructed, it rarely happens but I've had that happen at least 3 times in the past 8-12 months of playing ranger in WvW.

  • lodjur.1284lodjur.1284 Member ✭✭✭

    @Aeolus.3615 said:

    @aspirine.6852 said:
    I think scaling down the damage in WvW a bit would make for more longer lasting fights. But it would also be needed to cut back on the healing a lot.

    Imo single damage on this game is fine, theres alot of counter to it, they need to reduce the aoe and cleaves.. that's what unskilled players dont want tho.
    Some cleave skills actually need to be single target...

    But AoE skills are only good versus people who stack, otherwise they function just like single target ones...

    The things that make brainless zerging so effective are downstate and AoE caps, nerfing AoEs would make buff both stacking and the downstate.

    Something about the narrative you're trying to push just doesn't add up.

    Ögonen omges av vita och svarta penseldrag som gör att de ser större ut än vad de egentligen är. Baksidan av lodjurets öron kantas av svart päls som slutar i den karaktäristiska tofsen högst upp på örat. Lodjurets svans är kortare än de flesta andra kattdjurs.

  • Dawdler.8521Dawdler.8521 Member ✭✭✭✭

    @lodjur.1284 said:

    @Aeolus.3615 said:

    @aspirine.6852 said:
    I think scaling down the damage in WvW a bit would make for more longer lasting fights. But it would also be needed to cut back on the healing a lot.

    Imo single damage on this game is fine, theres alot of counter to it, they need to reduce the aoe and cleaves.. that's what unskilled players dont want tho.
    Some cleave skills actually need to be single target...

    But AoE skills are only good versus people who stack, otherwise they function just like single target ones...

    The things that make brainless zerging so effective are downstate and AoE caps, nerfing AoEs would make buff both stacking and the downstate.

    Something about the narrative you're trying to push just doesn't add up.

    You know the narrative is always all over the place right? Uncapped AoE is often brought up as the holy grail of "fight zergs" yet at the same time people complain that skills do too much damage and zerglings get instantly killed with little warning.

  • DemonSeed.3528DemonSeed.3528 Member ✭✭✭✭
    edited January 8, 2019

    @Mr Wipe of Scrubs.6491 said:
    There's even invisible wall sometimes when you are clearly on a FLAT terrain and it says obstructed, it rarely happens but I've had that happen at least 3 times in the past 8-12 months of playing ranger in WvW.

    The most notorious place for me is near the outer rims of north camp on alpine border near the bench area near the dolly/supps. It's really nice to kite a ranger there lol. I can never use my axe/sbow in that area. [note: you don't actually have to be at the benches, just anywhere near the rim of the circle like between the bench and the hut near synthesizers].

  • lodjur.1284lodjur.1284 Member ✭✭✭

    @Dawdler.8521 said:

    @lodjur.1284 said:

    @Aeolus.3615 said:

    @aspirine.6852 said:
    I think scaling down the damage in WvW a bit would make for more longer lasting fights. But it would also be needed to cut back on the healing a lot.

    Imo single damage on this game is fine, theres alot of counter to it, they need to reduce the aoe and cleaves.. that's what unskilled players dont want tho.
    Some cleave skills actually need to be single target...

    But AoE skills are only good versus people who stack, otherwise they function just like single target ones...

    The things that make brainless zerging so effective are downstate and AoE caps, nerfing AoEs would make buff both stacking and the downstate.

    Something about the narrative you're trying to push just doesn't add up.

    You know the narrative is always all over the place right? Uncapped AoE is often brought up as the holy grail of "fight zergs" yet at the same time people complain that skills do too much damage and zerglings get instantly killed with little warning.

    Noone has whined about AoEs doing too much damage (except you I suppose), what they are whining about is the that zergfights suffer from visual bloating, due to there being more red circles than ever, TTK in a zerg when caught outside of your blob is 0.1 sec as it has always been lol.

    Damage is too high outside of zergs with soulbeast for example doing 5k+ autoattacks against people in trailblazer armor with protection on.

    Ögonen omges av vita och svarta penseldrag som gör att de ser större ut än vad de egentligen är. Baksidan av lodjurets öron kantas av svart päls som slutar i den karaktäristiska tofsen högst upp på örat. Lodjurets svans är kortare än de flesta andra kattdjurs.

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited January 8, 2019

    @Dawdler.8521 said:

    @lodjur.1284 said:

    @Aeolus.3615 said:

    @aspirine.6852 said:
    I think scaling down the damage in WvW a bit would make for more longer lasting fights. But it would also be needed to cut back on the healing a lot.

    Imo single damage on this game is fine, theres alot of counter to it, they need to reduce the aoe and cleaves.. that's what unskilled players dont want tho.
    Some cleave skills actually need to be single target...

    But AoE skills are only good versus people who stack, otherwise they function just like single target ones...

    The things that make brainless zerging so effective are downstate and AoE caps, nerfing AoEs would make buff both stacking and the downstate.

    Something about the narrative you're trying to push just doesn't add up.

    You know the narrative is always all over the place right? Uncapped AoE is often brought up as the holy grail of "fight zergs" yet at the same time people complain that skills do too much damage and zerglings get instantly killed with little warning.

    Well i think both could be achieved, IMO it is what i always defended, strong aoe classes but most reamin single to cleave damage designed, still with a mix of aoe depending on the skill logic itself.
    This is at most hilarious.....we can find a cleave skills list, but now aoe skills list on the wiki, game is so absurd broken on that, that even Anet try to hide it :}

    The point would be most skills become single target, like:
    Most autos would become single just a few could become cleaves.
    Mighty Blow, it would damage 1 target and still be blaster finisher, maybe would become a KD, and if target has stability would have another effect.
    Sword Arc, could still be a cleave
    Whirling, Wrath could maintain 5 targets
    Leap of Faith, single target only or at max cleave to 2 nearest enemies of the target we are leapign into, still only target would take damage.

    Now with alot of skills reduced from cleave to single and some aoe to single or cleave, some AOE classes could get it AOE cap increased, ill go for spells that go more logical (IMO) to get the aoe cap increased.
    Meteor storm cap (the anti zerg busting skills) 7 targets with a trait or some option that increases it to +2 or 3 targets but would cause skills exaustion (based on gw1 exaustion but skills casted would not enter in CD and would be grayed out for some time, getting out of combat would start a timer that would reduce(end) exaustion effect faster from skills bar.
    Healing Rain, increase cap to 10 and remove burn of affected targets(or at least would remove always this condi in first place if fire+extra condi is to strong) + condi removed.
    Unsteady Ground keep the 10 targets, add slow condi and players affected in UG move % slower as well, if vertical skills aplyed on affected target ,target is KD or looses stability.
    Necromancer wells could be increase to 7 players as well i believe, i believe scourge sand cleaving is accurate and balanced in a way, we tend to blame aoe lameness to scourges alone, but the real issue are all the range aoe classes and melee classes where most/alot stuff is aoe.

    Well i think this can explain a bit the logic im aplying, by removing lots of cleave/aoe but increasing on strong aoe skills, this is just some example out of the box.
    IMO the only problem with the balance is Anet was awafull in sspreading the AOE effect in the classes design, so they slacker solution for balance is make everything mostly aoe... well.. that's preciselly the oposite effect.

    With this changes i think GVG could be way more skilled than scourges aoe spam out of a mesmer stealth.. skill yeah right... that died in gw1 guys, maybe in future could actually something.
    On WvW game would be more about learn where is enemy aoe group, while melee could have more space and players could dedica more to pay atention to the targets doings and wereabout rather than lay aoe aoe aoe and hope to have way more aoe and players than adversaries.

    IMO it would increase player skills overtime, and game quality.

  • lodjur.1284lodjur.1284 Member ✭✭✭

    @Aeolus.3615 said:

    @Dawdler.8521 said:

    @lodjur.1284 said:

    @Aeolus.3615 said:

    @aspirine.6852 said:
    I think scaling down the damage in WvW a bit would make for more longer lasting fights. But it would also be needed to cut back on the healing a lot.

    Imo single damage on this game is fine, theres alot of counter to it, they need to reduce the aoe and cleaves.. that's what unskilled players dont want tho.
    Some cleave skills actually need to be single target...

    But AoE skills are only good versus people who stack, otherwise they function just like single target ones...

    The things that make brainless zerging so effective are downstate and AoE caps, nerfing AoEs would make buff both stacking and the downstate.

    Something about the narrative you're trying to push just doesn't add up.

    You know the narrative is always all over the place right? Uncapped AoE is often brought up as the holy grail of "fight zergs" yet at the same time people complain that skills do too much damage and zerglings get instantly killed with little warning.

    Well i think both could be achieved, IMO it is what i always defended, strong aoe classes but most reamin single to cleave damage designed, still with a mix of aoe depending on the skill logic itself.
    This is at most hilarious.....we can find a cleave skills list, but now aoe skills list on the wiki, game is so absurd broken on that, that even Anet try to hide it :}

    Anet doesn't run the wiki. Noone is trying to hide anything, noone just thought it was worth the effort to create a list of all AoE skills in the game.

    The point would be most skills become single target, like:
    Most autos would become single just a few could become cleaves.
    Mighty Blow, it would damage 1 target and still be blaster finisher, maybe would become a KD, and if target has stability would have another effect.
    Sword Arc, could still be a cleave
    Whirling, Wrath could maintain 5 targets
    Leap of Faith, single target only or at max cleave to 2 nearest enemies of the target we are leapign into, still only target would take damage.

    So add more CC to burst skills and buff downstate, ye no thanks.

    Now with alot of skills reduced from cleave to single and some aoe to single or cleave, some AOE classes could get it AOE cap increased, ill go for spells that go more logical (IMO) to get the aoe cap increased.
    Meteor storm cap (the anti zerg busting skills) 7 targets with a trait or some option that increases it to +2 or 3 targets but would cause skills exaustion (based on gw1 exaustion but skills casted would not enter in CD and would be grayed out for some time, getting out of combat would start a timer that would reduce(end) exaustion effect faster from skills bar.
    Healing Rain, increase cap to 10 and remove burn of affected targets(or at least would remove always this condi in first place if fire+extra condi is to strong) + condi removed.
    Unsteady Ground keep the 10 targets, add slow condi and players affected in UG move % slower as well, if vertical skills aplyed on affected target ,target is KD or looses stability.
    Necromancer wells could be increase to 7 players as well i believe, i believe scourge sand cleaving is accurate and balanced in a way, we tend to blame aoe lameness to scourges alone, but the real issue are all the range aoe classes and melee classes where most/alot stuff is aoe.

    Well i think this can explain a bit the logic im aplying, by removing lots of cleave/aoe but increasing on strong aoe skills, this is just some example out of the box.
    IMO the only problem with the balance is Anet was awafull in sspreading the AOE effect in the classes design, so they slacker solution for balance is make everything mostly aoe... well.. that's preciselly the oposite effect.

    There should be no AoE cap.

    AoE cap is why AoEs are dominant. If AoE caps didn't exist people would be forced to stack, therefore single target skills would be more useful.

    All changes you proposed would be a buff to zergs.

    The reason scourge gets blamed is cause it causes visual clutters when you stack 20 of the 300 radius shade, this is a zerg issue, not a balance one (fyi scourges do terrible damage in zergs).

    With this changes i think GVG could be way more skilled than scourges aoe spam out of a mesmer stealth.. skill yeah right... that died in gw1 guys, maybe in future could actually something.
    On WvW game would be more about learn where is enemy aoe group, while melee could have more space and players could dedica more to pay atention to the targets doings and wereabout rather than lay aoe aoe aoe and hope to have way more aoe and players than adversaries.

    IMO it would increase player skills overtime, and game quality.

    25-50 vs 25-50 will never have any amount of skill required it's just in the nature of things when you're that many players.

    Ögonen omges av vita och svarta penseldrag som gör att de ser större ut än vad de egentligen är. Baksidan av lodjurets öron kantas av svart päls som slutar i den karaktäristiska tofsen högst upp på örat. Lodjurets svans är kortare än de flesta andra kattdjurs.

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited January 12, 2019

    @lodjur.1284 said:
    (big snip)
    There should be no AoE cap.

    AoE cap is why AoEs are dominant. If AoE caps didn't exist people would be forced to stack, therefore single target skills would be more useful.

    All changes you proposed would be a buff to zergs.

    The reason scourge gets blamed is cause it causes visual clutters when you stack 20 of the 300 radius shade, this is a zerg issue, not a balance one (fyi scourges do >terrible damage in zergs).
    (snip)
    25-50 vs 25-50 will never have any amount of skill required it's just in the nature of things when you're that many players.

    Why would be a buff to zergs if aoe is increased with key skills, it would just involve more skill rather continuous aoe spam... in a way every class would have a few aoe+cleave skills rather than be everything or almost ev eryhing cleave+aoe, the increase of aoe in some skills acutally would put a smaller group in chance to wipe a much bigger one, the thing is balance and cleverness is needed, and that is aquired by making lesse really strong aoe spells, some cleave and more single target combat, not by give all aoes to most classes, some skills need to be "key pwners" on zerg busting, after that it would be most about player side skill and not more about well... keep the aoe spam.. that isnt skill...

    Oh yeah the visual clutter produced from scourges is a pain.., reason i said it was ok since is about visual clutter, the issue is the balance on alot of skills being designed to hit several mobs player dont need to think who he is atacking since most skills are cleave and aoe... wich creates the to much friendly/carry help about aoe issue in game, while some skill should actually should have its aoe targets alved.

    AOE cap is limited not because Anet wants but due server loads, so if u want aoe cap increased u to need to take it from somewhere else...
    Gw1 worked great with alot of single targets skils.

  • lodjur.1284lodjur.1284 Member ✭✭✭

    @Aeolus.3615 said:

    @lodjur.1284 said:
    (big snip)
    There should be no AoE cap.

    AoE cap is why AoEs are dominant. If AoE caps didn't exist people would be forced to stack, therefore single target skills would be more useful.

    All changes you proposed would be a buff to zergs.

    The reason scourge gets blamed is cause it causes visual clutters when you stack 20 of the 300 radius shade, this is a zerg issue, not a balance one (fyi scourges do >terrible damage in zergs).
    (snip)
    25-50 vs 25-50 will never have any amount of skill required it's just in the nature of things when you're that many players.

    Why would be a buff to zergs if aoe is increased with key skills, it would just involve more skill rather continuous aoe spam... in a way every class would have a few aoe+cleave skills rather than be everything or almost ev eryhing cleave+aoe, the increase of aoe in some skills acutally would put a smaller group in chance to wipe a much bigger one, the thing is balance and cleverness is needed, and that is aquired by making lesse really strong aoe spells, some cleave and more single target combat, not by give all aoes to most classes, some skills need to be "key pwners" on zerg busting, after that it would be most about player side skill and not more about well... keep the aoe spam.. that isnt skill...

    AoEs aren't any easier to use than a generic single target skill that tracks the enemy anyway...
    The counter to single targeting is stacking+healing, which zergs do.
    The counter to AoE capped skills is stacking+healing, which zergs do.

    The counter to AoEs without caps is to spread, the counter to spreading is single targeting.

    Oh yeah the visual clutter produced from scourges is a pain.., reason i said it was ok since is about visual clutter, the issue is the balance on alot of skills being designed to hit several mobs player dont need to think who he is atacking since most skills are cleave and aoe... wich creates the to much friendly/carry help about aoe issue in game, while some skill should actually should have its aoe targets alved.

    So you wanna buff stacking, got it.

    AOE cap is limited not because Anet wants but due server loads, so if u want aoe cap increased u to need to take it from somewhere else...
    Gw1 worked great with alot of single targets skils.

    AoE caps are negative for server performance. The game needs to calculate who gets hit and also zergs fights are longer and encourage stacking>more lag, without AoE caps the zerg fights would be over if people tried stacking and server performance would increase, fairly simple stuff.
    This isn't GW1.

    Ögonen omges av vita och svarta penseldrag som gör att de ser större ut än vad de egentligen är. Baksidan av lodjurets öron kantas av svart päls som slutar i den karaktäristiska tofsen högst upp på örat. Lodjurets svans är kortare än de flesta andra kattdjurs.

  • Burnfall.9573Burnfall.9573 Member ✭✭✭✭
    edited January 17, 2019

    (what is the point of this post? The point is, this is the direct impact of dedicate devoted passionate leaders who has made a difference in players lives-in game. These devoted teachers were inspiration to many present and to new players alike. They took the time to teach players in game, via steaming and by video outlets. Their passion, devotion, patience, motivation, willingfulness to listen to both positiveness and negativeness, to help strengthen players..inspirational.

    Teachers/Leaders plays important role in the game. Their professional efforts and caring hearts to educate, to inspire others

    'True Leaders servers people. Servers their best interests, and in doing so, will not always be popular, may not always impress.. Because True Leaders are motivated by loving concerns rather than a desire for personal glory, They are willing to pay the price'

    Leaders create new Leaders

    Continual refusal to fix the state of the game, will result leaders leaving...resulting their students-the players leaving soon after. Who will point the way when the state of the game drives them away?

    Tubby Two Ton-

    'want to again thank everyone for the overwhelming support you all have shown me, serious luv to everybody. There are many reasons why I am quitting this game that I will not get into but I will still continue to post new content here and there on whatever game I will be playing on stream.'

    'Thanks for being such an amazing content creator and friend! See you around <3 happy holidays!'

    'NOOOOOOO! You were the best rev steamer and most educational . Will miss ya !'

    'Sad to hear... You were one of the best players in the game and also one of the most educational in terms of trying to explain how to play Rev. I enjoyed both your YT videos and your streams inmensely, and my only regret was not being able to follow you more frequently due the huge hour disparity (Spain here). Anyway, thanx a lot for your invaluable contribution to the class and the game, best of lucks in your future endeavours and your days in the Earth...'

    'Sad to see you go man...always enjoyed the streams. Dueling you and chatting with you made me a much better rev main, and I’ll be playing rev till the end. Thought about starting to make some vids for revs and builds, but just not the same as you man! Best of luck to whatever you decide to do'

    's sad to know this news I loved watching you play it made me also dedicate myself to my rev and improve a lot I always follow your stream but I confess that I will miss seeing these plays of yours, but you know what's best for you I wish you good luck ! (and if I wanted to go back, I'd leave a lot more happy people) 😂😂

    'Another one bites the dust :( you were one of the best and will be remembered'

    'I just got back to GW2 after leaving 2 years ago. Sad to see the good ones going'

    'Hello, I just started playing the game and have all the extras and came across your video where you talk about the imbalance and because of this you leave the game? How do I understand the strong imbalance in pvp in this regard?'

    'im new to gw2 and now i see people leaving :( i only got to lvl 40 then i stop playing cuz i have no friends to play :( '

  • Kovu.7560Kovu.7560 Member ✭✭✭✭
    edited January 19, 2019

    @EremiteAngel.9765 said:

    @Brujeria.7536 said:
    Anet please fix the balance in your game. Things like this should not be possible under ANY circumstance. Getting critical hit for 10 k damage by an 1500 range AUTOATTACK is unaccaptable. Getting hit for 6 k damage by a 1200 RANGE CROWD CONTROL ABILITY is unacceptable.

    Regardless of the gamemode. Regardless of the cirumstance. Its a ranged weapon, requiring 0 skill or coordination, simple key spaming. Damage numbers like this might be acceptable if the base healthpool is 200k.

    This is just a isolated sample of the many cases of balance that are wrong in the game. Warriors critting for 6 k damage with a gapcloser and stun skill. Warriors critting for 6 k damage with a EVADE skill. Thief having a 4 SECOND EVADE THAT DEALS DAMAGE AND HAS NO COUNTERPLAY. Thiefs hitting you for 12 k damage out of stealth, with no counterplay. Engies with a 2 second CD gapcloser that crits for 5 k damage while spilling boons. Multiple, overlapping skilleffects and skills that are so overtuned, both in damage and effect. Your philosophy always where to not add mechanics that are unfun to play against. Why do these things exist? Why do they even get buffed? Why do classes like thief and mesmer exist in its current state? Its not fun to fight against a class that can disengage at will, or vs a class that has such a high evade / damage immunity uptime with NO counterplay.

    Balance like this is a disgrace to the entire game you built, it nullifies the great quick and very fluid combat system you crafted. It ruins all the combat mechanics you created and added. The powercreep simply devalues active play, it devalues strategy, tactics and timing in exchange for powercreep.

    https://imgur.com/a/Il3COBk

    It isn't just the high damage power creep that needs to be reviewed.
    There is also an issue with the mobility creep that has created an imbalance between long-range classes and melee classes.
    I posted this earlier for a discussion from a WvW perspective in mind but it was moved to the professions thread.

    In the past I used to think that mobility like leaps, dash, blinks etc. was mainly prioritized for melee builds/weapons.
    Hence we see many of the short-ranged melee weapons having mobility gap-closing skills (the only exception is Necro weapons having no mobility skills at all).
    Range weapons of 1200+ range and beyond generally had no mobility skill attached to it.
    Instead, Range weapons generally had a defensive mechanism to it that is not mobility related, like knockback, chill, push, immobilize etc.

    This allowed melee builds to close the gap on range builds.
    And it allowed Range builds to defend itself when the melee got close.

    Now, we have the longest range class with a Soulbeast spec that is also more mobile than every other classes' melee builds (except for thieves) due to the merge mechanics with Bird pets.
    And we have a long-range rifle wielding Deadeye with a spammable mobility skill on the weapon and also happens to already be one of the most mobile thief class.

    So I was wondering...like...

    • Why was Soulbeast given so much more mobility on like their 'Owl' pet when they also have the longest range attack? Shouldn't their mobility be kept at core-ranger levels because of their long-range attacks?
    • Why was Deadeye given a spammable mobility skill on a long-range weapon when they already are the most mobile class? Shouldn't there be no mobility skills attached to a long-range weapon?

    Do these classes not already have sufficient tools from their core skills/weapons to survive when a melee build gap-closes without being given even more mobility?

    Kiting the enemy is what the thief and ranger do well, neither do especially well while sitting in melee with a melee-oriented profession pounding on them. Moreover, a lot of those control effects are hardly effective when the biggest melee bruisers (warrior and engineer) have plenty of their own mobility, stab uptime, stunbreaks, cleansing, healing and traits that mitigate the effectiveness of soft CC and improve inherent tankiness.

    The coin has two sides.

    ~ Kovu

    Ranger main before it was viable.
    Fort Aspenwood.

  • EremiteAngel.9765EremiteAngel.9765 Member ✭✭✭✭

    @Kovu.7560 said:

    @EremiteAngel.9765 said:

    @Brujeria.7536 said:
    Anet please fix the balance in your game. Things like this should not be possible under ANY circumstance. Getting critical hit for 10 k damage by an 1500 range AUTOATTACK is unaccaptable. Getting hit for 6 k damage by a 1200 RANGE CROWD CONTROL ABILITY is unacceptable.

    Regardless of the gamemode. Regardless of the cirumstance. Its a ranged weapon, requiring 0 skill or coordination, simple key spaming. Damage numbers like this might be acceptable if the base healthpool is 200k.

    This is just a isolated sample of the many cases of balance that are wrong in the game. Warriors critting for 6 k damage with a gapcloser and stun skill. Warriors critting for 6 k damage with a EVADE skill. Thief having a 4 SECOND EVADE THAT DEALS DAMAGE AND HAS NO COUNTERPLAY. Thiefs hitting you for 12 k damage out of stealth, with no counterplay. Engies with a 2 second CD gapcloser that crits for 5 k damage while spilling boons. Multiple, overlapping skilleffects and skills that are so overtuned, both in damage and effect. Your philosophy always where to not add mechanics that are unfun to play against. Why do these things exist? Why do they even get buffed? Why do classes like thief and mesmer exist in its current state? Its not fun to fight against a class that can disengage at will, or vs a class that has such a high evade / damage immunity uptime with NO counterplay.

    Balance like this is a disgrace to the entire game you built, it nullifies the great quick and very fluid combat system you crafted. It ruins all the combat mechanics you created and added. The powercreep simply devalues active play, it devalues strategy, tactics and timing in exchange for powercreep.

    https://imgur.com/a/Il3COBk

    It isn't just the high damage power creep that needs to be reviewed.
    There is also an issue with the mobility creep that has created an imbalance between long-range classes and melee classes.
    I posted this earlier for a discussion from a WvW perspective in mind but it was moved to the professions thread.

    In the past I used to think that mobility like leaps, dash, blinks etc. was mainly prioritized for melee builds/weapons.
    Hence we see many of the short-ranged melee weapons having mobility gap-closing skills (the only exception is Necro weapons having no mobility skills at all).
    Range weapons of 1200+ range and beyond generally had no mobility skill attached to it.
    Instead, Range weapons generally had a defensive mechanism to it that is not mobility related, like knockback, chill, push, immobilize etc.

    This allowed melee builds to close the gap on range builds.
    And it allowed Range builds to defend itself when the melee got close.

    Now, we have the longest range class with a Soulbeast spec that is also more mobile than every other classes' melee builds (except for thieves) due to the merge mechanics with Bird pets.
    And we have a long-range rifle wielding Deadeye with a spammable mobility skill on the weapon and also happens to already be one of the most mobile thief class.

    So I was wondering...like...

    • Why was Soulbeast given so much more mobility on like their 'Owl' pet when they also have the longest range attack? Shouldn't their mobility be kept at core-ranger levels because of their long-range attacks?
    • Why was Deadeye given a spammable mobility skill on a long-range weapon when they already are the most mobile class? Shouldn't there be no mobility skills attached to a long-range weapon?

    Do these classes not already have sufficient tools from their core skills/weapons to survive when a melee build gap-closes without being given even more mobility?

    Kiting the enemy is what the thief and ranger do well, neither do especially well while sitting in melee with a melee-oriented profession pounding on them. Moreover, a lot of those control effects are hardly effective when the biggest melee bruisers (warrior and engineer) have plenty of their own mobility, stab uptime, stunbreaks, cleansing, healing and traits that mitigate the effectiveness of soft CC.

    The coin has two sides.

    ~ Kovu

    I agree that it is something that they excel at.
    My point is, their core versions of thief and ranger with their weapons/traits/skills already provide the tools for the elite counterparts to kite efficiently.
    So why give them even more mobility to the point where it has become imbalanced?
    And yes, warriors/engineers are also mobile.
    It used to be balanced where they can close the gap on a ranger/thief and a proper fight breaks out.
    Now? They can't catch an extreme kiting high DPS longrange ranger either.
    Just watch Glad's streams.
    They can't even touch him as he kites and blasts them from 1800 range.

  • Kovu.7560Kovu.7560 Member ✭✭✭✭

    I'm speaking super generally here.

    If a warrior or engineer closes the gap on a thief or ranger and the thief or ranger used all of their tools to create another gap, the thief or ranger kitten up their rotation. Lack of said tools was part of the reason rangers were the laughing stock pre HoT. Rangers and thieves can't tank on power builds like warriors and engineers can. That's why they have lots of tools to kite. Kiting is their defense.

    ~ Kovu

    Ranger main before it was viable.
    Fort Aspenwood.

  • EremiteAngel.9765EremiteAngel.9765 Member ✭✭✭✭

    @Kovu.7560 said:
    I'm speaking super generally here.

    If a warrior or engineer closes the gap on a thief or ranger and the thief or ranger used all of their tools to create another gap, the thief or ranger kitten up their rotation. Lack of said tools was part of the reason rangers were the laughing stock pre HoT. Rangers and thieves can't tank on power builds like warriors and engineers can. That's why they have lots of tools to kite. Kiting is their defense.

    ~ Kovu

    I'm not against reasonable amount of kiting tbh.
    But given the range of their longbows, soulbeasts have gotten too much through Swoop on the bird pet.

    • Pet bird Swoop - 1200 range (10 secs CD) (CD can be cut to 5 secs if you super-cancel the skill near the end of the leap)
    • Hornet sting/Monarch leap - 1000 range (8 secs CD) or
    • Great sword Swoop - 1000 range (12 secs CD)

    This is not even factoring the already existing defensive mechanisms on the class.
    Knockback on LB, Invis on LB, block on GS, Evades on S/D, invis on interactions with pet fields etc.

    I've even seen soulbeasts who run quickdraw/warrior runes for 66% skill CD reduction on swap and 8 seconds weapon swapping CD.
    This effectively makes Hornet sting/Monarch Leap 3 seconds and Greatsword swoop 4 seconds.
    My gosh you can't even begin to imagine the mobility that they have.

    Near 1200 range swoop on 5 seconds CD + 1000 range Hornet sting/Monarch Leap on 3 seconds CD

    It has gotten to a point where extreme kiting soulbeasts can only be caught by thief and mesmer/revs to some extent.

  • LetoII.3782LetoII.3782 Member ✭✭✭✭

    Soulbeast does pretty well in melee range too.

    [HUNT] the predatory instinct

  • Strider Pj.2193Strider Pj.2193 Member ✭✭✭✭
    edited January 19, 2019

    Winter’s bite and maul are slack.

  • EremiteAngel.9765EremiteAngel.9765 Member ✭✭✭✭

    Honestly I don't get why my threads that is more relevant to WvW gets moved out to all the profession forums while other people's roaming montages get to stay on this forum.

    Is it okay if I share this here?

    Please ignore that I was using a necro and instead look at what is broken on these classes that needs balancing.

    I'm showing why perma invis needs to be balanced...why quickness + death judgement from invis is undodgeable...why it is unhealthy for perma invis thief to contest keep and 1-shot backstab players running out of spawn with zero tells...why giving DE the ability to remove reveal is bad...why condi mirage has so much condi spike application that I had to run 8-9 anti-condi tools just to break even...why soulbeast has so much mobility for such a long range high spike DPS class...

  • Xtinct.7031Xtinct.7031 Member ✭✭✭

    @EremiteAngel.9765 said:

    @Brujeria.7536 said:
    Anet please fix the balance in your game. Things like this should not be possible under ANY circumstance. Getting critical hit for 10 k damage by an 1500 range AUTOATTACK is unaccaptable. Getting hit for 6 k damage by a 1200 RANGE CROWD CONTROL ABILITY is unacceptable.

    Regardless of the gamemode. Regardless of the cirumstance. Its a ranged weapon, requiring 0 skill or coordination, simple key spaming. Damage numbers like this might be acceptable if the base healthpool is 200k.

    This is just a isolated sample of the many cases of balance that are wrong in the game. Warriors critting for 6 k damage with a gapcloser and stun skill. Warriors critting for 6 k damage with a EVADE skill. Thief having a 4 SECOND EVADE THAT DEALS DAMAGE AND HAS NO COUNTERPLAY. Thiefs hitting you for 12 k damage out of stealth, with no counterplay. Engies with a 2 second CD gapcloser that crits for 5 k damage while spilling boons. Multiple, overlapping skilleffects and skills that are so overtuned, both in damage and effect. Your philosophy always where to not add mechanics that are unfun to play against. Why do these things exist? Why do they even get buffed? Why do classes like thief and mesmer exist in its current state? Its not fun to fight against a class that can disengage at will, or vs a class that has such a high evade / damage immunity uptime with NO counterplay.

    Balance like this is a disgrace to the entire game you built, it nullifies the great quick and very fluid combat system you crafted. It ruins all the combat mechanics you created and added. The powercreep simply devalues active play, it devalues strategy, tactics and timing in exchange for powercreep.

    https://imgur.com/a/Il3COBk

    It isn't just the high damage power creep that needs to be reviewed.
    There is also an issue with the mobility creep that has created an imbalance between long-range classes and melee classes.
    I posted this earlier for a discussion from a WvW perspective in mind but it was moved to the professions thread.

    In the past I used to think that mobility like leaps, dash, blinks etc. was mainly prioritized for melee builds/weapons.
    Hence we see many of the short-ranged melee weapons having mobility gap-closing skills (the only exception is Necro weapons having no mobility skills at all).
    Range weapons of 1200+ range and beyond generally had no mobility skill attached to it.
    Instead, Range weapons generally had a defensive mechanism to it that is not mobility related, like knockback, chill, push, immobilize etc.

    This allowed melee builds to close the gap on range builds.
    And it allowed Range builds to defend itself when the melee got close.
    At this stage, a proper fight will happen where skills mattered more.

    Now, we have the longest range class with a Soulbeast spec that is also more mobile than every other classes' melee builds (except for thieves) due to the merge mechanics with Bird pets.
    And we have a long-range rifle wielding Deadeye with a spammable mobility skill on the weapon and also happens to already be one of the most mobile thief class.
    Now, these classes are just out-kiting and out-ranging almost every other class/build that it is more about whether you can even catch them.

    So I was wondering...like...

    • Why was Soulbeast given so much more mobility on like their 'Owl' pet when they also have the longest range attack? Shouldn't their mobility be kept at core-ranger levels because of their long-range attacks?
    • Why was Deadeye given a spammable mobility skill on a long-range weapon when they already are the most mobile class? Shouldn't there be no mobility skills attached to a long-range weapon?

    Do these classes not already have sufficient tools from their core skills/weapons to survive when a melee build gap-closes without being given even more mobility?

    Exactly, it isnt just power damage that is creating broken classes but the combination of it along with mobility skills. When a class is capable of disengaging and reengaging into combat with weapon and utility abilities on low cooldowns it put them at a huge advantage in the situation. This is why, soulbeast and mirage are so broken at the moment.

  • Burnfall.9573Burnfall.9573 Member ✭✭✭✭
    edited January 28, 2019

    @EremiteAngel.9765 said:
    Honestly I don't get why my threads that is more relevant to WvW gets moved out to all the profession forums while other people's roaming montages get to stay on this forum.

    Is it okay if I share this here?

    Please ignore that I was using a necro and instead look at what is broken on these classes that needs balancing.

    I'm showing why perma invis needs to be balanced...why quickness + death judgement from invis is undodgeable...why it is unhealthy for perma invis thief to contest keep and 1-shot backstab players running out of spawn with zero tells...why giving DE the ability to remove reveal is bad...why condi mirage has so much condi spike application that I had to run 8-9 anti-condi tools just to break even...why soulbeast has so much mobility for such a long range high spike DPS class...

    +1 Great Job!!

    name another game company who put with this trash during its 6 years in the industry? ?

    Seriously, as;k yourself... how does this toxicity benefit a health of a competitive game?? How much more sufficient evidence of truth needed for all players and non players to not clearly see the direction of the the game balance? Should 6 more years convit you? will it be enough?

    (it's no brainer that gw2 toxic game balance is giving the industry + (gw2 competitors) more reasons to celebrate)
    --we don't need to tell them anything, 'Actions Speak Louder Than Words'> the toxic game balance speaks for itself---

    They read the balance patch notes too, they watch the aftermath of videos after balance patch releases too, they take note and witness long term unresolved and ignore matters too, they read and take notes of years of neglect by the balance team and game designers to turn this game into a healthy competitive learning game by its players.

    Yes, they are watching and learning carefully, closely to not make the same mistakes in their game. Afterall,, players needing a healthy competitive fun gaming scene with having risk+reward design and mechanics, should be embraced and welcomed wholeheartedly with open arms

    ---keep the videos coming

    (have a good day everyone)

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