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  • @Navoe.4283 said:
    After patch I went into WVW same build same toon as before patch I attacked an NPC I done so little damage she would not stay agro'd she just turned and walked away LOL

    Veteran Guard doesn't think you are worth the time lol

  • Hashberry.4510Hashberry.4510 Member ✭✭✭✭

    Better pay attention next time an NPC waves you over =) .

  • @cpts.9182 said:
    We asked for Anet to address balance for a long time and we finally got it. How about we take it and continue to provide feed back that is constructive and to the point
    And not whines and cries about how our favorite class is not exactly what it what before.
    All your criticism is half baked and I pity the Anet employee that had to read through it wasting their time.

    I was naive enough to offer some idea of ​​balance.. but as a result
    as an simple example, the elementalist removed all skills in 5 focus, to turn into stone for 4 seconds unable to do anything, even use treatment anyway however, classes can still attack from invisibility however, and some stay in it indefinitely, what to oppose them?
    where is the nerf of blocks, I won’t tell which class?
    the truth is that there is no feedback, they do it to justify salaries, and they don't care what kind of balance..
    the good news is that maybe someone received an award for this work

  • This game feels umm different , but in a not so fun bad way today .

  • Mesmer

    Mirage

    • We don't know how to rework this elite spec so we are temporarily removing it from competitive play until further notice if not indefinitely.

    FTFY

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited February 26, 2020

    @Navoe.4283 said:
    After patch I went into WVW same build same toon as before patch I attacked an NPC I done so little damage she would not stay agro'd she just turned and walked away LOL

    Play harder, damage can’t play the game for you :)

    Game just got harder, more coms and call are needed, I have to adapt as well.

    We even rented a pvp room due testing been needed until something with synergy m8 come out.

    Mirage one dodge, isn’t that bad as well, decent players rarely use dodge... thief and mirage feel more towards troll target hit n run/change positioning.

    Slayers [XD] NSP Guild
    Yao Chen Herald/Ventari
    Ying Wuxian Renegade/Demon

  • Jski.6180Jski.6180 Member ✭✭✭✭

    The .01 for hard cc was a bit too much i though they where just going to make the hard cc do a very set amount of dmg and you could not mod it that much but it looks like the base dmg of the hard cc skills where tide right to the coefficient so they are doing dmg on the lines of 9. Some hard cc are ok at this amount as they are fast cast and low cd but a lot of hard cc in the game are very long cast time and on massive cd. This update was way too generalized with the nerf with out thinking about the skill it self.

    See ELE forms and you will get my views.

  • Navoe.4283Navoe.4283 Member ✭✭
    edited February 26, 2020

    @Aeolus.3615 I was making a point of how much the so called "balance" affected my build. Doesn't matter how hard you play low damage = no kill. I am Not actually sure what I can do with this at the moment . If I have to change weapons or class it leaves me very low on options

  • ANET, you have made Guardian a class I will no longer play in WVW and you probably did the same for spellbreaker.
    Ill probablly make a thief and join the pew pew rage since thief stealth is broken and remains broken and pew pew is seemingly limitless. I hate this mode of play but it seems the only mode you incourage.
    Your balance patch is more accurately an imbalance augmentation.
    Your ruining guild wars for me.
    Thank you very litttle.

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited February 26, 2020

    @Navoe.4283 said:
    @Aeolus.3615 I was making a point of how much the so called "balance" affected my build. Doesn't matter how hard you play low damage = no kill. I am Not actually sure what I can do with this at the moment . If I have to change weapons or class it leaves me very low on options

    Team and call targets :) that what we have to do for now.

    What were/are you playing if i may ask??

    Slayers [XD] NSP Guild
    Yao Chen Herald/Ventari
    Ying Wuxian Renegade/Demon

  • Savach.7219Savach.7219 Member ✭✭
    edited February 26, 2020

    the dodge was cut near the mirage while the dsredevil had 3? excellent finger made balance :3

  • Navoe.4283Navoe.4283 Member ✭✭
    edited February 26, 2020

    @Aeolus.3615 I am/was playing a sustain heavy hammer warrior. I play solo and scout. team play doesn't work for me. I have 2 seizure dissorders most class weapons and skills have to much bright light colors ect. with skill activations the more players together the worse it is. My graphics are set low to med. and I have special type lens in my glasses. PVE is the same from in game events and what not. But all games are that way. I will figure something out. When I get done being sad about changing the build. :)

  • First off I thought the balances were to be for PvP and WvW content, not Pve. Guess I read wrong.

    For Pve it is totally uncalled for. I myself as a Soulbeast concerning the pet swap now "need" to swap pets to survive certain situations. Some of the new maps the mobs have extremely high aggro range and not just a couple mobs, a blob of them. Needing to change pets like to a bird for "swoop" so I can get the heck out of there when over whelmed with aggro for instance. I really don't understand this for Pve at all. No one is crying over Pve builds.

    Now for PvP and WvW I do understand some things needed to be toned down, my profession included. But you kind of knocked down a little to hard. You have taken away what makes each profession unique in some cases. You might as well just have only 1 profession with multi builds the way it stands now. I was hopeful, not sure why as history has not changed in making things right, it seems to be only getting worse.

    Kind of like all the new content and new store items as such. They are just ....blah really. Thrown together or remade copies of other past gem store items. I don't mean to sound down about all the changes, but GW2 is a wonderful game, best out there right now. Shame to let it keep sliding instead of making it "Great" again. Unless that is the point that staff is tired of it and slowly letting it die?: I don't know.....just my 2 cents.

  • Josiah.2967Josiah.2967 Member ✭✭✭✭
    edited February 26, 2020

    RIP Reaper. Seriously...against players that know how to play...you are just a sitting duck.

    Stunlock if old...

  • Kodama.6453Kodama.6453 Member ✭✭✭✭

    @Jski.6180 said:
    The .01 for hard cc was a bit too much i though they where just going to make the hard cc do a very set amount of dmg and you could not mod it that much but it looks like the base dmg of the hard cc skills where tide right to the coefficient so they are doing dmg on the lines of 9. Some hard cc are ok at this amount as they are fast cast and low cd but a lot of hard cc in the game are very long cast time and on massive cd. This update was way too generalized with the nerf with out thinking about the skill it self.

    This game doesn't work like League of Legends, for example. Skills don't have a "base damage", the damage is just determined by the coefficient and your power. If something has 0.01 coefficient, then the skill will virtually not deal any damage at all.

  • Kodama.6453Kodama.6453 Member ✭✭✭✭

    @Shabari.1504 said:
    First off I thought the balances were to be for PvP and WvW content, not Pve. Guess I read wrong.

    For Pve it is totally uncalled for. I myself as a Soulbeast concerning the pet swap now "need" to swap pets to survive certain situations. Some of the new maps the mobs have extremely high aggro range and not just a couple mobs, a blob of them. Needing to change pets like to a bird for "swoop" so I can get the heck out of there when over whelmed with aggro for instance. I really don't understand this for Pve at all. No one is crying over Pve builds.

    Now for PvP and WvW I do understand some things needed to be toned down, my profession included. But you kind of knocked down a little to hard. You have taken away what makes each profession unique in some cases. You might as well just have only 1 profession with multi builds the way it stands now. I was hopeful, not sure why as history has not changed in making things right, it seems to be only getting worse.

    Kind of like all the new content and new store items as such. They are just ....blah really. Thrown together or remade copies of other past gem store items. I don't mean to sound down about all the changes, but GW2 is a wonderful game, best out there right now. Shame to let it keep sliding instead of making it "Great" again. Unless that is the point that staff is tired of it and slowly letting it die?: I don't know.....just my 2 cents.

    I actually care about elite spec design. It never really made sense that other classes have to replace something in their kit to get the benefit of their elite spec (Necromancer replaces his shroud, Engineer replaces his elite toolbelt spell, Guardian replaces his virtues, etc.), while Soulbeast was not giving up anything to get their additional mechanic to fuse with the pet.

    I think it is just fair that every class has to give up something to get their additional elite spec mechanic. And I like that Anet is introducing these trade offs to elite specs which didn't have any to this point. Fair is fair.

  • Jski.6180Jski.6180 Member ✭✭✭✭

    @Kodama.6453 said:

    @Jski.6180 said:
    The .01 for hard cc was a bit too much i though they where just going to make the hard cc do a very set amount of dmg and you could not mod it that much but it looks like the base dmg of the hard cc skills where tide right to the coefficient so they are doing dmg on the lines of 9. Some hard cc are ok at this amount as they are fast cast and low cd but a lot of hard cc in the game are very long cast time and on massive cd. This update was way too generalized with the nerf with out thinking about the skill it self.

    This game doesn't work like League of Legends, for example. Skills don't have a "base damage", the damage is just determined by the coefficient and your power. If something has 0.01 coefficient, then the skill will virtually not deal any damage at all.

    I understand that but only in a pvp / wvw environment would something like that work as if they pushed these balance updates for hard cc to pve eve level you get would make your hard cc worst because the mobs get more hp / def. Its trying to mix two systems that are now more and more incompatible. Its just as bad as the old hp / def system with out trait giving hp / def / healing power etc.. its an out dated system that is getting put on-top of other out dated systems.

    See ELE forms and you will get my views.

  • Jski.6180Jski.6180 Member ✭✭✭✭

    Added note there still skills that apply hard cc that there dmg was not nerfed like thunderclap why has anet not fixed this? The game meta has become what anet happen to forget to nerfed at this point and errors is no means of balancing well.

    See ELE forms and you will get my views.

  • Kodama.6453Kodama.6453 Member ✭✭✭✭

    @Jski.6180 said:
    Added note there still skills that apply hard cc that there dmg was not nerfed like thunderclap why has anet not fixed this? The game meta has become what anet happen to forget to nerfed at this point and errors is no means of balancing well.

    If you are talking about the Scrapper hammer 5 thunderclap here, then I think it is totally intended that it deals damage. The initial impact, which also applies the stun, never dealt any damage to begin with and this didn't change. But the lingering field deals damage over time afterwards and I think this is how it is supposed to work.

    Other skills still work in a similar way. The Holosmith elite skill Prime Light Beam launches the enemy. The damage on impact got reduced, but the lingering field when you use the skill above 50 heat still deals damage. Same for Pistol Whip (sw/p combined skill 3) from the Thief. Just the initial hit, which applies the stun, got the damage completely removed.

    Basically, if a skill has more than 1 instance of damage, then just the instance of damage that applies the CC will get reduced to a 0.01 coefficient, but all the other hits of the skill still deal damage.

  • lare.5129lare.5129 Member ✭✭✭✭

    I should we should ask give some boost for necro, to prevent any toxication for players who try find issue on balance but not on them hands.

    want solid balance ? - play chess.

  • Jski.6180Jski.6180 Member ✭✭✭✭

    @Kodama.6453 said:

    @Jski.6180 said:
    Added note there still skills that apply hard cc that there dmg was not nerfed like thunderclap why has anet not fixed this? The game meta has become what anet happen to forget to nerfed at this point and errors is no means of balancing well.

    If you are talking about the Scrapper hammer 5 thunderclap here, then I think it is totally intended that it deals damage. The initial impact, which also applies the stun, never dealt any damage to begin with and this didn't change. But the lingering field deals damage over time afterwards and I think this is how it is supposed to work.

    Other skills still work in a similar way. The Holosmith elite skill Prime Light Beam launches the enemy. The damage on impact got reduced, but the lingering field when you use the skill above 50 heat still deals damage. Same for Pistol Whip (sw/p combined skill 3) from the Thief. Just the initial hit, which applies the stun, got the damage completely removed.

    Basically, if a skill has more than 1 instance of damage, then just the instance of damage that applies the CC will get reduced to a 0.01 coefficient, but all the other hits of the skill still deal damage.

    I think you maybe over thinking what anet can and cant do they are still very much humans and will make errors. If thunderclap was a dmg skill it would be a .1 sec daze you DO have old high end dmg on hard cc making the skill more made for dmg and not for cc who was nerfed as if it was a cc bull rush comes to mind or even headbutt.

    See ELE forms and you will get my views.

  • Kodama.6453Kodama.6453 Member ✭✭✭✭

    @Jski.6180 said:

    @Kodama.6453 said:

    @Jski.6180 said:
    Added note there still skills that apply hard cc that there dmg was not nerfed like thunderclap why has anet not fixed this? The game meta has become what anet happen to forget to nerfed at this point and errors is no means of balancing well.

    If you are talking about the Scrapper hammer 5 thunderclap here, then I think it is totally intended that it deals damage. The initial impact, which also applies the stun, never dealt any damage to begin with and this didn't change. But the lingering field deals damage over time afterwards and I think this is how it is supposed to work.

    Other skills still work in a similar way. The Holosmith elite skill Prime Light Beam launches the enemy. The damage on impact got reduced, but the lingering field when you use the skill above 50 heat still deals damage. Same for Pistol Whip (sw/p combined skill 3) from the Thief. Just the initial hit, which applies the stun, got the damage completely removed.

    Basically, if a skill has more than 1 instance of damage, then just the instance of damage that applies the CC will get reduced to a 0.01 coefficient, but all the other hits of the skill still deal damage.

    I think you maybe over thinking what anet can and cant do they are still very much humans and will make errors. If thunderclap was a dmg skill it would be a .1 sec daze you DO have old high end dmg on hard cc making the skill more made for dmg and not for cc who was nerfed as if it was a cc bull rush comes to mind or even headbutt.

    Look at Bull Rush and Headbutt. Both just deal one instance of damage and it is the same instance they are applying the hard CC.

    Every skill that works like thunderclap (hard CC on first hit, then dealing damage with other hits afterwards) works the same way like thunderclap. I even named examples. Prime Light Beam, Pistol Whip. Impact Strike is another example, the first 2 strikes deal no damage (both have hard CC), but the third without CC still deals alot of damage and this damage actually got buffed.

    I think it is unlikely that they simply "forgot" every single skill that works in that way. It is most likely intended that the lingering damage after the CC still applies. Just the strike that applies the hard CC gets the damage reduction, that is consistent through all the nerfs.

  • janbo.6320janbo.6320 Member
    edited March 6, 2020

    Hi!
    Patch killed roaming and entire wvw. Skill not needed anymore, just create a condi tank and u ll rule! The Balance needed wasnt done and thiefes can still perma stealth and flee from every fight. Condi is > Power and Condi Rev (God-Mode) is the new OP with best of all survival and highest dmg! A game of 2012 will win less players than lose old veterans by this patch. If u want to earn money repatch and then: fix Thiefs, reduce stealth abilitys at all, max range to 900, delete the ability to kill an enemy in 1 sec (example: Mesmer) and so on..... Use 2 Devs with equal skill and let them do 24h duells to get some DD balance! This patch kills WvW, half WvW guild quit game after this path and wait for the next "usefull" balance patch! WvW mode in GW2 is brilliant, balance got broken more with every patch. We dont want new stuff in WvW, we just want balance! U gave us anti balance........ Condi and Thiefes and Mirages are for the unskilled, good roamers used power before the patch and did not abuse an invisible refugee class. Enlarge Cooldowns and nerv all dmg for every class is not a solution, its a disaster. New Game Name could be War of Tanks or Neverdie or Grandpas Battle. I will not miss any items if u repatch, i would be happy like every WvW Veteran u have here!
    The new Players in the game were hopefully about the patch, the rest allready knew this will be a disaster ;)
    Waiting for the RE-DO patch,
    bye Weste, WvW Gamer since 2013-03.2020 with all classes

  • Jski.6180Jski.6180 Member ✭✭✭✭

    @Kodama.6453 said:

    @Jski.6180 said:

    @Kodama.6453 said:

    @Jski.6180 said:
    Added note there still skills that apply hard cc that there dmg was not nerfed like thunderclap why has anet not fixed this? The game meta has become what anet happen to forget to nerfed at this point and errors is no means of balancing well.

    If you are talking about the Scrapper hammer 5 thunderclap here, then I think it is totally intended that it deals damage. The initial impact, which also applies the stun, never dealt any damage to begin with and this didn't change. But the lingering field deals damage over time afterwards and I think this is how it is supposed to work.

    Other skills still work in a similar way. The Holosmith elite skill Prime Light Beam launches the enemy. The damage on impact got reduced, but the lingering field when you use the skill above 50 heat still deals damage. Same for Pistol Whip (sw/p combined skill 3) from the Thief. Just the initial hit, which applies the stun, got the damage completely removed.

    Basically, if a skill has more than 1 instance of damage, then just the instance of damage that applies the CC will get reduced to a 0.01 coefficient, but all the other hits of the skill still deal damage.

    I think you maybe over thinking what anet can and cant do they are still very much humans and will make errors. If thunderclap was a dmg skill it would be a .1 sec daze you DO have old high end dmg on hard cc making the skill more made for dmg and not for cc who was nerfed as if it was a cc bull rush comes to mind or even headbutt.

    Look at Bull Rush and Headbutt. Both just deal one instance of damage and it is the same instance they are applying the hard CC.

    Every skill that works like thunderclap (hard CC on first hit, then dealing damage with other hits afterwards) works the same way like thunderclap. I even named examples. Prime Light Beam, Pistol Whip. Impact Strike is another example, the first 2 strikes deal no damage (both have hard CC), but the third without CC still deals alot of damage and this damage actually got buffed.

    I think it is unlikely that they simply "forgot" every single skill that works in that way. It is most likely intended that the lingering damage after the CC still applies. Just the strike that applies the hard CC gets the damage reduction, that is consistent through all the nerfs.

    So why not have the hit that dose hard cc hit for less and have the other hits do more as they dont cc. It seems like a very silly thing to say some cc skills should do what comes to 0 dmg but other cc skill can out dmg pure dmg skills. When a Thunderclap can out dmg a metor shower there is something wrong with the games balancing.

    See ELE forms and you will get my views.

  • Nimon.7840Nimon.7840 Member ✭✭✭✭
    edited March 9, 2020

    @lare.5129 said:
    I should we should ask give some boost for necro, to prevent any toxication for players who try find issue on balance but not on them hands.

    Just rework deathly chill into: going into shroud won't protect your health anymore. Deal 25% increased damage.

    Would be a perfect trait. High damage boost with a trade-off.
    And people wouldn't be able to complain that necro is so tanky anymore (even though that's such a dumb justification. Believing that you just can take all the dmg with your shroud. LoL. Damage wise that's like cutting your arms off)

    And necro being damage wise 5k behind every other class, while also not contributing anything else than dmg and cc (even that is locked behind a rotation) to the group, seems a bit harsh

    Well the more proper way to do it would be to rework a lot of necro's kit.

  • Savach.7219Savach.7219 Member ✭✭

    @Nimon.7840 said:
    Well the more proper way to do it would be to rework a lot of necro's kit.

    I agree. It is foolish to see the necromancer party in the LFG. make sure they don’t drive without full support, unlike other classes

  • PvE Soulbeast feels so sad now without that second pet. I don't feel like it was an unfair advantage, just more of a quality-of-life thing. It's a bummer to have to decide before entering combat which pet to leave behind. In Dry Top and Krait areas and such, getting out of combat can be quite an ordeal. I'm always hobbling around with 45 seconds of Cripple. As a Soulbeast I have to change my entire build to be able to re-mount within half a minute, because good ol' Brown Bear is stuck in the cage.

  • Savach.7219Savach.7219 Member ✭✭
    edited March 15, 2020

    support response to balance complaint:
    "Members of the Development Team read the forums daily, and while they usually cannot respond to individual suggestions, the fact that team members can review those suggestions in a public forum helps them gauge the level of interest in a particular idea, and also allows other players to discuss and offer feedback of their own."

    if my grandmother would read the forums at my leisure there would be more sense. since it’s corny to read reviews by excluding offers and having no idea about the game, it becomes clear that those who do balancing do not have competence :/

  • Burnfall.9573Burnfall.9573 Member ✭✭✭✭
    edited April 28, 2020

    Someone had asked me what i would do if i imagine being a dev and being charge of the balance and design team.

    • Here goes.....my opinion

    i imagine myself being a Dev for a year and turning the game around in less than 6 months-1 Year.

    My first task would be to immediately put Thief and Mesmer Profession in the drawing board to redesign them. Secondly, i would put an end to Condi., Power and Bunker meta's and give power back to the players to create their own builds which best suits them. Thirdly, i would enforce to reinstating roles to each Professions to their individual core roots.

    Example; no more everyone Professions having same access to conditions, runes, sigils and to each other mechanics and skills. Perplex. Rune-Confusion will only be accessible to Mesmer Profession, with a complete redesign of a healthy competitive Stealth Mechanic rework to be only accessible to Thief Profession, Conditions will be accessible only to Necromancer with limited accessibility to Thief, Revenant and Ranger Profession.

    Healing Runes and its Sigils will accessible to Guardian Profession and limited to the remaining Professions. No more an Elementalist Profession behaving playing a role of a Healer and out perming Guardian Profession heals

    Food, Ingredients will continue be accessible by all Professions

    Only Professions who will have restricted access to pets are Ranger and Necromancer Profession...end of clones to Mesmer and Thief Professions.

    Power roles will be reinstated and restricted to Warrior, Rangers, Thief and Engineer Profession.

    I would immediately put an end to Bunker Specs, no more unkillable specs. Than, i would put an end to Pulling and Reflecting skills, Enough of this clown theatrical gimmick!!

    The point is to fight, not to deflect attacks and win with no effort and to pull for instant wins, to be unkillable, invulnerable!!

    Than i would limit range distance to each appropriate Profession roles including weapons, accessories etc...

    1200-1500 range including Pets will be restricted only to Ranger, Elementalist and Necromancer Profession.

    300-600 range will be restricted only to Thief, Warrior, Revenant and Engineer Profession

    600-800 range will only be restricted to Guardian Profession including Warrior and Guardian bow.

    and so forth.......

    The point to this is to return roles to their respected Professions including but not limited to their runes, sigils, etc...

    -End To Every Professions Playing Each Other Roles And Outperforming Their Roles-

    -It Is Time To Put Profession Roles Back In Order!!-

    'Situations that are present are there because you allow and tolerate them to continue'

  • Burnfall.9573Burnfall.9573 Member ✭✭✭✭
    edited April 28, 2020

    @Burnfall.9573 said:
    Someone had asked me what i would do if i imagine being a dev and being charge of the balance and design team.

    • Here goes.....my opinion

    i imagine myself being a Dev for a year and turning the game around in less than 6 months-1 Year.

    My first task would be to immediately put Thief and Mesmer Profession in the drawing board to redesign them. Secondly, i would put an end to Condi., Power and Bunker meta's and give power back to the players to create their own builds which best suits them. Thirdly, i would enforce to reinstating roles to each Professions to their individual core roots.

    Example; no more everyone Professions having same access to conditions, runes, sigils and to each other mechanics and skills. Perplex. Rune-Confusion will only be accessible to Mesmer Profession, with a complete redesign of a healthy competitive Stealth Mechanic rework to be only accessible to Thief Profession, Conditions will be accessible only to Necromancer with limited accessibility to Thief, Revenant and Ranger Profession.

    Healing Runes and its Sigils will accessible to Guardian Profession and limited to the remaining Professions. No more an Elementalist Profession behaving playing a role of a Healer and out perming Guardian Profession heals

    Food, Ingredients will continue be accessible by all Professions

    Only Professions who will have restricted access to pets are Ranger and Necromancer Profession...end of clones to Mesmer and Thief Professions.

    Power roles will be reinstated and restricted to Warrior, Rangers, Thief and Engineer Profession.

    I would immediately put an end to Bunker Specs, no more unkillable specs. Than, i would put an end to Pulling and Reflecting skills, Enough of this clown theatrical gimmick!!

    The point is to fight, not to deflect attacks and win with no effort and to pull for instant wins, to be unkillable, invulnerable!!

    Than i would limit range distance to each appropriate Profession roles including weapons, accessories etc...

    1200-1500 range including Pets will be restricted only to Ranger, Elementalist and Necromancer Profession.

    300-600 range will be restricted only to Thief, Warrior, Revenant and Engineer Profession

    600-800 range will only be restricted to Guardian Profession including Warrior and Guardian bow.

    and so forth.......

    The point to this is to return roles to their respected Professions including but not limited to their runes, sigils, etc...

    -End To Every Professions Playing Each Other Roles And Outperforming Their Roles-

    -It Is Time To Put Profession Roles Back In Order!!-

    I also would like to include this interesting thread by EremiteAngel as an another addition and reasoning

    https://en-forum.guildwars2.com/discussion/80258/should-each-profession-have-a-more-unique-role-identity

    'Situations that are present are there because you allow and tolerate them to continue'

  • @Burnfall.9573 said:
    Someone had asked me what i would do if i imagine being a dev and being charge of the balance and design team.

    • Here goes.....my opinion

    i imagine myself being a Dev for a year and turning the game around in less than 6 months-1 Year.

    My first task would be to immediately put Thief and Mesmer Profession in the drawing board to redesign them. Secondly, i would put an end to Condi., Power and Bunker meta's and give power back to the players to create their own builds which best suits them. Thirdly, i would enforce to reinstating roles to each Professions to their individual core roots.

    Example; no more everyone Professions having same access to conditions, runes, sigils and to each other mechanics and skills. Perplex. Rune-Confusion will only be accessible to Mesmer Profession, with a complete redesign of a healthy competitive Stealth Mechanic rework to be only accessible to Thief Profession, Conditions will be accessible only to Necromancer with limited accessibility to Thief, Revenant and Ranger Profession.

    Healing Runes and its Sigils will accessible to Guardian Profession and limited to the remaining Professions. No more an Elementalist Profession behaving playing a role of a Healer and out perming Guardian Profession heals

    Food, Ingredients will continue be accessible by all Professions

    Only Professions who will have restricted access to pets are Ranger and Necromancer Profession...end of clones to Mesmer and Thief Professions.

    Power roles will be reinstated and restricted to Warrior, Rangers, Thief and Engineer Profession.

    I would immediately put an end to Bunker Specs, no more unkillable specs. Than, i would put an end to Pulling and Reflecting skills, Enough of this clown theatrical gimmick!!

    The point is to fight, not to deflect attacks and win with no effort and to pull for instant wins, to be unkillable, invulnerable!!

    Than i would limit range distance to each appropriate Profession roles including weapons, accessories etc...

    1200-1500 range including Pets will be restricted only to Ranger, Elementalist and Necromancer Profession.

    300-600 range will be restricted only to Thief, Warrior, Revenant and Engineer Profession

    600-800 range will only be restricted to Guardian Profession including Warrior and Guardian bow.

    and so forth.......

    The point to this is to return roles to their respected Professions including but not limited to their runes, sigils, etc...

    -End To Every Professions Playing Each Other Roles And Outperforming Their Roles-

    -It Is Time To Put Profession Roles Back In Order!!-

    I think your plan is much better than the development team

  • Sobx.1758Sobx.1758 Member ✭✭✭✭
    edited April 30, 2020

    @Burnfall.9573 said:
    Someone had asked me what i would do if i imagine being a dev and being charge of the balance and design team.

    ...who? And why didn't you answer to that same person, but instead started typing it in this thread?
    Not overly important, just basic curiosity regarding your truthfulness.

    My first task would be to immediately put Thief and Mesmer Profession in the drawing board to redesign them.

    That tells us nothing. And seeing how you're so adamant about turning the whole game around in 6-12 months, you must have some ideas already, right? Please share.

    Secondly, i would put an end to Condi., Power and Bunker meta's and give power back to the players to create their own builds which best suits them.

    How? How would you "put and end to x meta"? That's an equivalent of saying "if I was the president, I'd end the hunger, poverty and reinstate the world peace". No, you wouldn't -at least not if all you have are general expectation of the outcome without actual clear ways to fulfill them.
    Also you claim you'd "give power back to the players to create their own builds which best suits them", but below, in the very same post you want to restrict mechanics, ranges and even damage types each class would be able to use/deal. You're already contradicting yourself in this rather short and vague(!) post, while at the same time claiming you'd solve the meta. oof.

    Thirdly, i would enforce to reinstating roles to each Professions to their individual core roots.

    Not only that would go against anets idea of gw2 where the professions aren't restricted like they are in many other games, but it would also go against what you've said in your previous sentence ("give power back to the players to create their own builds which best suits them"). 2 sentences next to each other and you already broke your promises to the players. Is this the type of "dev" you imagine yourself to be? :D
    I sure don't like that idea already.

    Example; no more everyone Professions having same access to conditions, runes, sigils and to each other mechanics and skills. Perplex. Rune-Confusion will only be accessible to Mesmer Profession, with a complete redesign of a healthy competitive Stealth Mechanic rework to be only accessible to Thief Profession, Conditions will be accessible only to Necromancer with limited accessibility to Thief, Revenant and Ranger Profession.

    Healing Runes and its Sigils will accessible to Guardian Profession and limited to the remaining Professions. No more an Elementalist Profession behaving playing a role of a Healer and out perming Guardian Profession heals

    Only Professions who will have restricted access to pets are Ranger and Necromancer Profession...end of clones to Mesmer and Thief Professions.

    Power roles will be reinstated and restricted to Warrior, Rangers, Thief and Engineer Profession.

    Again, that's against your "give power back to the players to create their own builds which best suits them" claim. Also maybe you think that restricting power/condi to certain classes would magically solve the power/condi/x meta, but it wouldn't -all it would do is further limit the classes that could participate in said meta.

    I would immediately put an end to Bunker Specs, no more unkillable specs.

    Cool. How exactly?

    Than, i would put an end to Pulling and Reflecting skills, Enough of this clown theatrical gimmick!!

    Ah, limiting 1200 range weapons to profession you like playing and then killing potential counterplay options while calling them "clown theatrical gimmick" for no apparent reason. I think I get the idea of your balancing choices now :grimace:

    The point is to fight, not to deflect attacks and win with no effort and to pull for instant wins, to be unkillable, invulnerable!!

    Reflecting, pulling, dodging and generally using other combat effects is part of "fighting", not sure why you'd think otherwise, but feel free to explain.

    ...then watch a boxing match, complain to the referee about the professional fighters dodging and blocking even with their limited attacking possibilities (compared to the game) and then come back to walk me through your pseudo-point again. No, really, I'd like to understand why you'd think you're not fighting unless you're hitting someone with a stick, while also being hit by one.

    Than i would limit range distance to each appropriate Profession roles including weapons, accessories etc...

    1200-1500 range including Pets will be restricted only to Ranger, Elementalist and Necromancer Profession.

    300-600 range will be restricted only to Thief, Warrior, Revenant and Engineer Profession

    600-800 range will only be restricted to Guardian Profession including Warrior and Guardian bow.

    and so forth.......

    The point to this is to return roles to their respected Professions including but not limited to their runes, sigils, etc...

    -End To Every Professions Playing Each Other Roles And Outperforming Their Roles-

    -It Is Time To Put Profession Roles Back In Order!!-

    Again, that's not what anet had in mind while creating gw2 (based on what they shared with everyone, it's not like I'm sitting in their heads) and -againagain- that's already against what you've promised in this very post.

  • Burnfall.9573Burnfall.9573 Member ✭✭✭✭
    edited April 30, 2020

    @Sobx.1758 said:

    @Burnfall.9573 said:
    Someone had asked me what i would do if i imagine being a dev and being charge of the balance and design team.

    ...who? And why didn't you answer to that same person, but instead started typing it in this thread?
    Not overly important, just basic curiosity regarding your truthfulness.

    My first task would be to immediately put Thief and Mesmer Profession in the drawing board to redesign them.

    That tells us nothing. And seeing how you're so adamant about turning the whole game around in 6-12 months, you must have some ideas already, right? Please share.

    Secondly, i would put an end to Condi., Power and Bunker meta's and give power back to the players to create their own builds which best suits them.

    How? How would you "put and end to x meta"? That's an equivalent of saying "if I was the president, I'd end the hunger, poverty and reinstate the world peace". No, you wouldn't -at least not if all you have are general expectation of the outcome without actual clear ways to fulfill them.
    Also you claim you'd "give power back to the players to create their own builds which best suits them", but below, in the very same post you want to restrict mechanics, ranges and even damage types each class would be able to use/deal. You're already contradicting yourself in this rather short and vague(!) post, while at the same time claiming you'd solve the meta. oof.

    Thirdly, i would enforce to reinstating roles to each Professions to their individual core roots.

    Not only that would go against anets idea of gw2 where the professions aren't restricted like they are in many other games, but it would also go against what you've said in your previous sentence ("give power back to the players to create their own builds which best suits them"). 2 sentences next to each other and you already broke your promises to the players. Is this the type of "dev" you imagine yourself to be? :D
    I sure don't like that idea already.

    Example; no more everyone Professions having same access to conditions, runes, sigils and to each other mechanics and skills. Perplex. Rune-Confusion will only be accessible to Mesmer Profession, with a complete redesign of a healthy competitive Stealth Mechanic rework to be only accessible to Thief Profession, Conditions will be accessible only to Necromancer with limited accessibility to Thief, Revenant and Ranger Profession.

    Healing Runes and its Sigils will accessible to Guardian Profession and limited to the remaining Professions. No more an Elementalist Profession behaving playing a role of a Healer and out perming Guardian Profession heals

    Only Professions who will have restricted access to pets are Ranger and Necromancer Profession...end of clones to Mesmer and Thief Professions.

    Power roles will be reinstated and restricted to Warrior, Rangers, Thief and Engineer Profession.

    Again, that's against your "give power back to the players to create their own builds which best suits them" claim. Also maybe you think that restricting power/condi to certain classes would magically solve the power/condi/x meta, but it wouldn't -all it would do is further limit the classes that could participate in said meta.

    I would immediately put an end to Bunker Specs, no more unkillable specs.

    Cool. How exactly?

    Than, i would put an end to Pulling and Reflecting skills, Enough of this clown theatrical gimmick!!

    Ah, limiting 1200 range weapons to profession you like playing and then killing potential counterplay options while calling them "clown theatrical gimmick" for no apparent reason. I think I get the idea of your balancing choices now :grimace:

    The point is to fight, not to deflect attacks and win with no effort and to pull for instant wins, to be unkillable, invulnerable!!

    Reflecting, pulling, dodging and generally using other combat effects is part of "fighting", not sure why you'd think otherwise, but feel free to explain.

    ...then watch a boxing match, complain to the referee about the professional fighters dodging and blocking even with their limited attacking possibilities (compared to the game) and then come back to walk me through your pseudo-point again. No, really, I'd like to understand why you'd think you're not fighting unless you're hitting someone with a stick, while also being hit by one.

    Than i would limit range distance to each appropriate Profession roles including weapons, accessories etc...

    1200-1500 range including Pets will be restricted only to Ranger, Elementalist and Necromancer Profession.

    300-600 range will be restricted only to Thief, Warrior, Revenant and Engineer Profession

    600-800 range will only be restricted to Guardian Profession including Warrior and Guardian bow.

    and so forth.......

    The point to this is to return roles to their respected Professions including but not limited to their runes, sigils, etc...

    -End To Every Professions Playing Each Other Roles And Outperforming Their Roles-

    -It Is Time To Put Profession Roles Back In Order!!-

    Again, that's not what anet had in mind while creating gw2 (based on what they shared with everyone, it's not like I'm sitting in their heads) and -againagain- that's already against what you've promised in this very post.

    /wave

    I was expecting you as always to come and find me and you did.

    how are you and how is the game is treating you?

    (by the way, you missed this part)

    'Here goes.....my opinion'

    /wave good bye

    -i'll see you at my usual posts-

    'Situations that are present are there because you allow and tolerate them to continue'

  • Sobx.1758Sobx.1758 Member ✭✭✭✭
    edited April 30, 2020

    @Burnfall.9573 said:

    @Sobx.1758 said:

    @Burnfall.9573 said:
    Someone had asked me what i would do if i imagine being a dev and being charge of the balance and design team.

    ...who? And why didn't you answer to that same person, but instead started typing it in this thread?
    Not overly important, just basic curiosity regarding your truthfulness.

    My first task would be to immediately put Thief and Mesmer Profession in the drawing board to redesign them.

    That tells us nothing. And seeing how you're so adamant about turning the whole game around in 6-12 months, you must have some ideas already, right? Please share.

    Secondly, i would put an end to Condi., Power and Bunker meta's and give power back to the players to create their own builds which best suits them.

    How? How would you "put and end to x meta"? That's an equivalent of saying "if I was the president, I'd end the hunger, poverty and reinstate the world peace". No, you wouldn't -at least not if all you have are general expectation of the outcome without actual clear ways to fulfill them.
    Also you claim you'd "give power back to the players to create their own builds which best suits them", but below, in the very same post you want to restrict mechanics, ranges and even damage types each class would be able to use/deal. You're already contradicting yourself in this rather short and vague(!) post, while at the same time claiming you'd solve the meta. oof.

    Thirdly, i would enforce to reinstating roles to each Professions to their individual core roots.

    Not only that would go against anets idea of gw2 where the professions aren't restricted like they are in many other games, but it would also go against what you've said in your previous sentence ("give power back to the players to create their own builds which best suits them"). 2 sentences next to each other and you already broke your promises to the players. Is this the type of "dev" you imagine yourself to be? :D
    I sure don't like that idea already.

    Example; no more everyone Professions having same access to conditions, runes, sigils and to each other mechanics and skills. Perplex. Rune-Confusion will only be accessible to Mesmer Profession, with a complete redesign of a healthy competitive Stealth Mechanic rework to be only accessible to Thief Profession, Conditions will be accessible only to Necromancer with limited accessibility to Thief, Revenant and Ranger Profession.

    Healing Runes and its Sigils will accessible to Guardian Profession and limited to the remaining Professions. No more an Elementalist Profession behaving playing a role of a Healer and out perming Guardian Profession heals

    Only Professions who will have restricted access to pets are Ranger and Necromancer Profession...end of clones to Mesmer and Thief Professions.

    Power roles will be reinstated and restricted to Warrior, Rangers, Thief and Engineer Profession.

    Again, that's against your "give power back to the players to create their own builds which best suits them" claim. Also maybe you think that restricting power/condi to certain classes would magically solve the power/condi/x meta, but it wouldn't -all it would do is further limit the classes that could participate in said meta.

    I would immediately put an end to Bunker Specs, no more unkillable specs.

    Cool. How exactly?

    Than, i would put an end to Pulling and Reflecting skills, Enough of this clown theatrical gimmick!!

    Ah, limiting 1200 range weapons to profession you like playing and then killing potential counterplay options while calling them "clown theatrical gimmick" for no apparent reason. I think I get the idea of your balancing choices now :grimace:

    The point is to fight, not to deflect attacks and win with no effort and to pull for instant wins, to be unkillable, invulnerable!!

    Reflecting, pulling, dodging and generally using other combat effects is part of "fighting", not sure why you'd think otherwise, but feel free to explain.

    ...then watch a boxing match, complain to the referee about the professional fighters dodging and blocking even with their limited attacking possibilities (compared to the game) and then come back to walk me through your pseudo-point again. No, really, I'd like to understand why you'd think you're not fighting unless you're hitting someone with a stick, while also being hit by one.

    Than i would limit range distance to each appropriate Profession roles including weapons, accessories etc...

    1200-1500 range including Pets will be restricted only to Ranger, Elementalist and Necromancer Profession.

    300-600 range will be restricted only to Thief, Warrior, Revenant and Engineer Profession

    600-800 range will only be restricted to Guardian Profession including Warrior and Guardian bow.

    and so forth.......

    The point to this is to return roles to their respected Professions including but not limited to their runes, sigils, etc...

    -End To Every Professions Playing Each Other Roles And Outperforming Their Roles-

    -It Is Time To Put Profession Roles Back In Order!!-

    Again, that's not what anet had in mind while creating gw2 (based on what they shared with everyone, it's not like I'm sitting in their heads) and -againagain- that's already against what you've promised in this very post.

    /wave

    I was expecting you as always to come and find me and you did.

    ?
    When was even the last time I responded to anything you said? Get back on earth, buddy.

    how are you and how is the game is treating you?

    (by the way, you missed this part)

    'Here goes.....my opinion'

    Are you suggesting an opinion can't be wrong? That's... wrong.

    Also I've just asked you to elaborate, by that answer we can only conclude you have nothing more to say than what you wrote above. Which is... nothing. Empty promises and highlighted "great goals" without a valid road to actually achieve them. Good job "turning the game around in 6-12 month", mr. "dev for a year". o/

    @Burnfall.9573 said:
    -i'll see you at my usual posts-

    Again, when was the last time I answered to anything you wrote? Stop lying. :)
    btw next time you answer to my post, make sure you actually answer to my post instead of taking cheap made up personal jabs at me. Thanks.