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Balance Update


Acheron.4731

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You better be placing them shades correctly because if you dont and the enemy gets around it your about to get splatted.

Don't they still have an aoe attached to their ankles?

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You better be placing them shades correctly because if you dont and the enemy gets around it your about to get splatted.

Don't they still have an aoe attached to their ankles?

I believe it is meant to be one or the other nowEither effect where shade is placed or effect around the scourge itself but not both anymore.I could be wrong...that is just how I read it

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And my warrior will still play dragon banner or else "battles" are going to be BOOOOOOOOOOOOOOOOOOOOOOOORING.When will Anet address the pirate ship BS?If you play warrrior, you are forced to play along side the pirate ship BS. Why?

  • Because people don't push, as simple as that!

Why don't they push? because they instantly die to the insane RANGE DAMAGE!Anet needs to:

  • reduce range damage
  • Reduce target cap on range skills from 5 to 2

This will force people to fight melee once again like in the GLORIOUS DAYS when GW2 was released.

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So glass scourge bomb is going from:

(Range-current)1.5-2k per f1-4, 10k f5, per 5 targets= 16-20k each, 80-100k total5x 1 corrupt= 5 corrupts5x 1s fear2.5k barrier per 5 allies= 12.5k barrier2 condi cleanse and 2 might per 5 allies= 10 cleanses and might

(Melee-current)1.5-2k per f1-4, 10k f5, per 10 target= 16-20k each, 160-200k total10x 1 corrupt= 10 corrupts10x 1s fear2.5k barrier per 10 allies= 25k barrier2 condi cleanse and 2 might per 10 allies=20 cleanses and might

To:

(Range-new)1.5-2k per f1-4, 8k f5, per 10 targets= 14k-16k each, 140k-160k total (160% current)10x 1 corrupt= 10 corrupts (200% current)10x 1s fear (200% current)

OR

(Melee-new)1.5-2k per f1-4, 8k f5, per 10 targets= 14k-16k each, 140k-160k total (80% current)10x 1 corrupt= 10 corrupts (100% current)10x 1s fear (100% current)1.75k barrier per 10 allies= 17.5k barrier (70% current)2 condi cleanses and 2 might per 10 allies= 20 cleanses and might (100% current)

.....Who on earth thought that was what the players wanted when we asked for sand savant nerfs? Sand savant does too much because it is 10 target. The solution to that is not 'make it vastly easier to land 10 target hits'.

Sure, the melee bomb from scourge is now 20-30% less effective than it was but you made it significantly easier to do. At the tradeoff of making it 60-100% more effective at range? This change just forces groups to never enter >900 range, because if you do you instantly lose. Way to shake it up!

As for having to choose whether to bomb at range or in melee, instead every party will have 2 scourges. 1 that bombs at range and 1 that saves the bomb for a melee push/2nd range bomb. And they'll be even stronger bombs than they were since now you only need half as many scourges to bomb in the same place, making it easier to concentrate a spike.

Or they can cast f3 first, so the shade bomb becomes f3, f1, f5, f2, f4. That way you lose a 1.5-2k damage tick and now provide barrier to 10 people around you instead of 5. While still doing more damage than the current iteration.

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@Justine.6351 said:Nerfing hammer Rev again and people still saying pirate ship. Well I guess we all can agree it wasn't hammer Rev.

Pirate Ship meta existed before Scourge did. CoR is and was OP because it's basically impossible to deny with it having next to no tell (especially DUE to Scourge) on a cleaving ranged AoE with an overtuned ratio and cooldown thanks to only two skills on hammer being actually good.

Scourge just keeps it that way regardless of what they do to rev, because fundamentally the Scourge is busted in WvW by its design.

Ultimately, the changes here just miss the mark. The AoE coverage, boon spam/corruption, and free sustain need to go, and need to go pretty much in their entirety. That's the bottom line. Anything else is dancing around the issue and won't actually resolve anything.

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@Justine.6351 said:Nerfing hammer Rev again and people still saying pirate ship. Well I guess we all can agree it wasn't hammer Rev.

They buffed the dwarf stab.They buffed scourge shade range shrouding capability. Sure, in a way they nerf melee splash but their range capability greatly improved. They can now range do 900 range shade while hitting 10 targets.With just these two changes alone, you can easily go with 2 rev, 2 scourge, 1 support combo.The rev will replace firebrand for your stab while doing more dps than having firebrand in your comp. Your scourge 900 range gonna be so deadly with 10 target hits.Now you have stab, powerful range dps/strip and heal. What's more do you need?

You then make this a 50-men blob. Omfg. Broken, totally broken.

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@"Justine.6351" said:Rofl yeah pretty much going to be the same old complaints a few months after this patch comes out,

"Nerf cor it hit too hard and invisible!".

They might as well replace the skill as its trash anyhow with the only thing propping it up is the low recharge and energy cost.

Wait! Cor is trash? Why is it used so much to melt zergs then?

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