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sPvP Balance/QoL Suggestions


Vombs.5917

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Balance:-Eliminate decap builds by granting prevent capture-point contribution debuff for 2 seconds upon knocking back & launching.

-Reduce non-targeted mobility of thief fixing unhealthy decap interaction with Conquest.Infiltrator’s Arrow- Requires target. Grants stealth (3s) on successful hit. Range increased to 1200.

-Convert all resurrection skills into healing abilities that only affect allies.(Signet of Mercy, Battle Standard, Illusion of Life, Signet of Undeath, Glyph of Renewal)("Search and Rescue!", Glyph of the Stars, Function Gyro, Toss Elixir R, Transfusion)(Arcane Resurrection, Ritual of Life, Medic’s Feedback)

-Rework instant cast damage & CC abilities that immediately hit the target.Lightning Strike - Next attack inflicts a lightning strike with 1 second delay.Bewildering Ambush - Now procs off interrupt instead of steal. [10sICD]Mantra of Pain & Arcane Wave - Damage removed. Now inflicts blind (3s).Mantra of Distraction, Sleight of Hand & Primal Echoes - Daze removed. Now breaks enemy targeting.

-Convert all damage & weakness/immobilize application on CC traits to on interrupt.(Lightning Rod, Body Blow, Dwarven Battle Training, No Escape, Expert Examination)

-Applying transform ability to yourself or foe will prevent capture-point contribution for their duration.(Lich Form, Tornado, Rampage, Signet of Humility, Toss Elixir X)

QoL:-Convert all line abilities into rings/circles/domes.Rings: (Unsteady Ground[180], Line of Warding[180])Circles: (Flamewall[180], Napalm[180])Domes: (Wall of Reflection[360], Sublime Conversion[360], Temporal Curtain[360], Veil[360])

-Make must have traits for warrior & thief baseline to match other profession’s elite specs 2 trait line choice variety.(Fast Hands & Preparedness)

-Rework all multi-projectile melee fanning abilities to work from range like Sevenshot.(Dragon’s Claw, Fan of Fire, Splitblade, Poison Volley)

-Improve combo finisher effects.(Whirl produces 2x the bolts, Projectile effects & duration doubled, Leap/Blast aura duration & healing doubled)

-Grant movement to immobile while casting abilities.(Meteor Shower, Barrage, True Shot, Kill Shot, Pile Driver, Death's Judgment, Hundred Blades, Pistol Whip, Blurred Frenzy, Earthen Vortex, Zealot's Defense)(Holographic Shockwave, Ring of Warding, Static Field, Hunter's Ward, Prime Light Beam)(Crystal Hibernation, Whirling Defense, Empower, Natural Convergence, Fortify)

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@"Vombs.5917" said:Balance:-Eliminate decap builds by granting prevent capture-point contribution debuff for 2 seconds upon knocking back & launching.

Eh, don't like this idea.

-Reduce non-targeted mobility of thief fixing unhealthy decap interaction with Conquest.Infiltrator’s Arrow- Requires target. Grants stealth (3s) on successful hit. Range increased to 1200.

This would ruin the thief class 100% completely, and bring in a plethora of other synergetic balance issues within the intra-class dynamic. Bad idea.

That's too much of a conversion in year 9. I'm a fan of simply increasing the animation times of revive skills. <- That would solve 9/10 of the problems.

-Rework instant cast damage & CC abilities that immediately hit the target.Lightning Strike - Next attack inflicts a lightning strike with 1 second delay.Bewildering Ambush - Now procs off interrupt instead of steal. [10sICD]Mantra of Pain & Arcane Wave - Damage removed. Now inflicts blind (3s).Mantra of Distraction, Sleight of Hand & Primal Echoes - Daze removed. Now breaks enemy targeting.

Tbh the problems are really within 3 things: Shock Aura, Flashbang, Mantra of Distract. These 3 things are notorious cheese. Everything else is fine imo.

-Convert all damage & weakness/immobilize application on CC traits to on interrupt.(Lightning Rod, Body Blow, Dwarven Battle Training, No Escape, Expert Examination)

Too many change suggestions. It's just immob spam. There are too many sources of random immob in the game right now. It's not even to say that these things are necessarily OP, but they are very obnoxious gameplay to deal with. When matches have too much immob & chill & cripples being tossed around, even too much passive CC, it makes the game bogged down and it feels like you're in a traffic jam. The game loses its fluid dynamic when this happens and is less fun to play.

Arenanet can start by significantly reducing the durations of immobs/chills/cripples. Not only are these movement impeding effects creating a traffic jam effect on the play dynamic, but they also serve as too strong of cover condis for things like burn.

-Applying transform ability to yourself or foe will prevent capture-point contribution for their duration.(Lich Form, Tornado, Rampage, Signet of Humility, Toss Elixir X)

I dunno about that one. Not sure how I feel about it.

QoL:-Convert all line abilities into rings/circles/domes.Rings: (Unsteady Ground[180], Line of Warding[180])Circles: (Flamewall[180], Napalm[180])Domes: (Wall of Reflection[360], Sublime Conversion[360], Temporal Curtain[360])

This would be an enormous buff to certain class/build structures. I think this would create more problems than it would solve.

-Make must have traits for warrior & thief baseline to match other profession’s elite specs 2 trait line choice variety.(Fast Hands & Preparedness)

This would be an enormous buff. Depending on the traits they added in place of the baselines, it could be balanced or create imbalance.

-Rework all multi-projectile melee fanning abilities to work from range like Sevenshot.(Dragon’s Claw, Fan of Fire, Splitblade, Poison Volley)

I think these skills work fine, outside of Poison Volley which is just a wonky skill that has never worked correctly.

-Improve combo finisher effects.(Whirl produces 2x the bolts, Projectile effects & duration doubled, Leap/Blast aura duration & healing doubled)

I'd take a step further than that even. I personally think the finisher/field effects need a real rework, to make these effects more important to learn to utilize. It would add skill gap to the game again, between players who did not understand how to well utilize the effects and players who had mastered them.

Agreed. There are many skills that should be fixed so that they can be used while remaining mobile.

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@"Vombs.5917" said:Balance:-Eliminate decap builds by granting prevent capture-point contribution debuff for 2 seconds upon knocking back & launching.

-Reduce non-targeted mobility of thief fixing unhealthy decap interaction with Conquest.Infiltrator’s Arrow- Requires target. Grants stealth (3s) on successful hit. Range increased to 1200.

-Convert all resurrection skills into healing abilities that only affect allies.(Signet of Mercy, Battle Standard, Illusion of Life, Signet of Undeath, Glyph of Renewal)("Search and Rescue!", Glyph of the Stars, Function Gyro, Toss Elixir R, Transfusion)(Arcane Resurrection, Ritual of Life, Medic’s Feedback)

-Rework instant cast damage & CC abilities that immediately hit the target.Lightning Strike - Next attack inflicts a lightning strike with 1 second delay.Bewildering Ambush - Now procs off interrupt instead of steal. [10sICD]Mantra of Pain & Arcane Wave - Damage removed. Now inflicts blind (3s).Mantra of Distraction, Sleight of Hand & Primal Echoes - Daze removed. Now breaks enemy targeting.

-Convert all damage & weakness/immobilize application on CC traits to on interrupt.(Lightning Rod, Body Blow, Dwarven Battle Training, No Escape, Expert Examination)

-Applying transform ability to yourself or foe will prevent capture-point contribution for their duration.(Lich Form, Tornado, Rampage, Signet of Humility, Toss Elixir X)

QoL:-Convert all line abilities into rings/circles/domes.Rings: (Unsteady Ground[180], Line of Warding[180])Circles: (Flamewall[180], Napalm[180])Domes: (Wall of Reflection[360], Sublime Conversion[360], Temporal Curtain[360])

-Make must have traits for warrior & thief baseline to match other profession’s elite specs 2 trait line choice variety.(Fast Hands & Preparedness)

-Rework all multi-projectile melee fanning abilities to work from range like Sevenshot.(Dragon’s Claw, Fan of Fire, Splitblade, Poison Volley)

-Improve combo finisher effects.(Whirl produces 2x the bolts, Projectile effects & duration doubled, Leap/Blast aura duration & healing doubled)

-Grant movement to immobile while casting abilities.(Meteor Shower, Barrage, True Shot, Kill Shot, Pile Driver, Holographic Shockwave, Ring of Warding, Static Field)(Crystal Hibernation, Whirling Defense, Empower, Natural Convergence, Fortify)

So u severely nerf thiefs mobility and disengage potential with no significant buffs to it's in fight sustain or damage, so essentially deleting class, good balance suggestion lol.

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I object to all of this. Ridiculous. You want them to remove all the mechanics these classes work on because you're salty you don't have the skill level to counter them yet?Trust me, this stuff you're complaining about is all counter-able, as long as you get good enough. I've hard countered this stuff, I've been hard countered playing this stuff. Ridiculous.

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@Psycoprophet.8107 said:

@"Vombs.5917" said:
Balance:
-Eliminate decap builds by granting
prevent capture-point contribution
debuff for
2
seconds upon knocking back & launching.

-Reduce non-targeted mobility of thief fixing unhealthy decap interaction with Conquest.
- Requires target. Grants stealth
(3s)
on successful hit. Range increased to
1200
.

-Convert all resurrection skills into healing abilities that only affect allies.(
,
,
,
,
)(
,
,
,
,
)(
,
,
)

-Rework instant cast damage &
CC
abilities that
immediately
hit the target.
- Next attack inflicts a lightning strike with
1
second delay.
- Now procs off
interrupt
instead of steal.
[10sICD]
&
- Damage removed. Now inflicts blind
(3s)
.
,
&
- Daze removed. Now
breaks enemy targeting
.

-Convert all damage & weakness/immobilize application on
CC
traits to on
interrupt
.(
,
,
,
,
)

-Applying transform ability to yourself or foe will
prevent capture-point contribution
for their duration.(
,
,
,
,
)

QoL:
-Convert all line abilities into
rings/circles/domes
.
Rings:
(
[180]
,
[180]
)
Circles:
(
[180]
,
[180]
)
Domes:
(
[360]
,
[360]
,
[360]
)

-Make must have traits for warrior & thief
baseline
to match other profession’s elite specs 2 trait line choice variety.(
&
)

-Rework all multi-projectile melee fanning abilities to work from range like
.(
,
,
,
)

-Improve combo finisher effects.(
Whirl
produces 2x the bolts,
Projectile
effects & duration doubled,
Leap/Blast
aura duration & healing doubled)

-Grant movement to immobile while casting abilities.(
,
,
,
,
,
,
,
)(
,
,
,
,
)

So u severely nerf thiefs mobility and disengage potential with no significant buffs to it's in fight sustain or damage, so essentially deleting class, good balance suggestion lol.

Giving preparedness baseline is a massive buff, what do you mean lol

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@Math.5123 said:

@"Vombs.5917" said:
Balance:
-Eliminate decap builds by granting
prevent capture-point contribution
debuff for
2
seconds upon knocking back & launching.

-Reduce non-targeted mobility of thief fixing unhealthy decap interaction with Conquest.
- Requires target. Grants stealth
(3s)
on successful hit. Range increased to
1200
.

-Convert all resurrection skills into healing abilities that only affect allies.(
,
,
,
,
)(
,
,
,
,
)(
,
,
)

-Rework instant cast damage &
CC
abilities that
immediately
hit the target.
- Next attack inflicts a lightning strike with
1
second delay.
- Now procs off
interrupt
instead of steal.
[10sICD]
&
- Damage removed. Now inflicts blind
(3s)
.
,
&
- Daze removed. Now
breaks enemy targeting
.

-Convert all damage & weakness/immobilize application on
CC
traits to on
interrupt
.(
,
,
,
,
)

-Applying transform ability to yourself or foe will
prevent capture-point contribution
for their duration.(
,
,
,
,
)

QoL:
-Convert all line abilities into
rings/circles/domes
.
Rings:
(
[180]
,
[180]
)
Circles:
(
[180]
,
[180]
)
Domes:
(
[360]
,
[360]
,
[360]
)

-Make must have traits for warrior & thief
baseline
to match other profession’s elite specs 2 trait line choice variety.(
&
)

-Rework all multi-projectile melee fanning abilities to work from range like
.(
,
,
,
)

-Improve combo finisher effects.(
Whirl
produces 2x the bolts,
Projectile
effects & duration doubled,
Leap/Blast
aura duration & healing doubled)

-Grant movement to immobile while casting abilities.(
,
,
,
,
,
,
,
)(
,
,
,
,
)

So u severely nerf thiefs mobility and disengage potential with no significant buffs to it's in fight sustain or damage, so essentially deleting class, good balance suggestion lol.

Giving preparedness baseline is a massive buff, what do you mean lol

Yes it is but its a buff thief will never see and still wouldn't counter balance those nerfs. Unless cs and da get a damage buff trickery would always be taken as it is now due to the 3 in,damage and utility the traitline gives. If Preparedness stayed as a trait giving thief 18 ini anet would just increase the cost of skills over time again as its the easiest and laziest way to nerf thief so that will be the path taken by anet.

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@Psycoprophet.8107 said:

@"Vombs.5917" said:
Balance:
-Eliminate decap builds by granting
prevent capture-point contribution
debuff for
2
seconds upon knocking back & launching.

-Reduce non-targeted mobility of thief fixing unhealthy decap interaction with Conquest.
- Requires target. Grants stealth
(3s)
on successful hit. Range increased to
1200
.

-Convert all resurrection skills into healing abilities that only affect allies.(
,
,
,
,
)(
,
,
,
,
)(
,
,
)

-Rework instant cast damage &
CC
abilities that
immediately
hit the target.
- Next attack inflicts a lightning strike with
1
second delay.
- Now procs off
interrupt
instead of steal.
[10sICD]
&
- Damage removed. Now inflicts blind
(3s)
.
,
&
- Daze removed. Now
breaks enemy targeting
.

-Convert all damage & weakness/immobilize application on
CC
traits to on
interrupt
.(
,
,
,
,
)

-Applying transform ability to yourself or foe will
prevent capture-point contribution
for their duration.(
,
,
,
,
)

QoL:
-Convert all line abilities into
rings/circles/domes
.
Rings:
(
[180]
,
[180]
)
Circles:
(
[180]
,
[180]
)
Domes:
(
[360]
,
[360]
,
[360]
)

-Make must have traits for warrior & thief
baseline
to match other profession’s elite specs 2 trait line choice variety.(
&
)

-Rework all multi-projectile melee fanning abilities to work from range like
.(
,
,
,
)

-Improve combo finisher effects.(
Whirl
produces 2x the bolts,
Projectile
effects & duration doubled,
Leap/Blast
aura duration & healing doubled)

-Grant movement to immobile while casting abilities.(
,
,
,
,
,
,
,
)(
,
,
,
,
)

So u severely nerf thiefs mobility and disengage potential with no significant buffs to it's in fight sustain or damage, so essentially deleting class, good balance suggestion lol.

Giving preparedness baseline is a massive buff, what do you mean lol

Yes it is but its a buff thief will never see and still wouldn't counter balance those nerfs. Unless cs and da get a damage buff trickery would always be taken as it is now due to the 3 in,damage and utility the traitline gives. If Preparedness stayed as a trait giving thief 18 ini anet would just increase the cost of skills over time again as its the easiest and laziest way to nerf thief so that will be the path taken by anet.

If Preparedness was made baseline, cs DA DD would be insane burst. Could probably be played with SD as a duelist at that point. Or sd rifle DE, if you want more mobility

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@Math.5123 said:

@"Vombs.5917" said:
Balance:
-Eliminate decap builds by granting
prevent capture-point contribution
debuff for
2
seconds upon knocking back & launching.

-Reduce non-targeted mobility of thief fixing unhealthy decap interaction with Conquest.
- Requires target. Grants stealth
(3s)
on successful hit. Range increased to
1200
.

-Convert all resurrection skills into healing abilities that only affect allies.(
,
,
,
,
)(
,
,
,
,
)(
,
,
)

-Rework instant cast damage &
CC
abilities that
immediately
hit the target.
- Next attack inflicts a lightning strike with
1
second delay.
- Now procs off
interrupt
instead of steal.
[10sICD]
&
- Damage removed. Now inflicts blind
(3s)
.
,
&
- Daze removed. Now
breaks enemy targeting
.

-Convert all damage & weakness/immobilize application on
CC
traits to on
interrupt
.(
,
,
,
,
)

-Applying transform ability to yourself or foe will
prevent capture-point contribution
for their duration.(
,
,
,
,
)

QoL:
-Convert all line abilities into
rings/circles/domes
.
Rings:
(
[180]
,
[180]
)
Circles:
(
[180]
,
[180]
)
Domes:
(
[360]
,
[360]
,
[360]
)

-Make must have traits for warrior & thief
baseline
to match other profession’s elite specs 2 trait line choice variety.(
&
)

-Rework all multi-projectile melee fanning abilities to work from range like
.(
,
,
,
)

-Improve combo finisher effects.(
Whirl
produces 2x the bolts,
Projectile
effects & duration doubled,
Leap/Blast
aura duration & healing doubled)

-Grant movement to immobile while casting abilities.(
,
,
,
,
,
,
,
)(
,
,
,
,
)

So u severely nerf thiefs mobility and disengage potential with no significant buffs to it's in fight sustain or damage, so essentially deleting class, good balance suggestion lol.

Giving preparedness baseline is a massive buff, what do you mean lol

Yes it is but its a buff thief will never see and still wouldn't counter balance those nerfs. Unless cs and da get a damage buff trickery would always be taken as it is now due to the 3 in,damage and utility the traitline gives. If Preparedness stayed as a trait giving thief 18 ini anet would just increase the cost of skills over time again as its the easiest and laziest way to nerf thief so that will be the path taken by anet.

If Preparedness was made baseline, cs DA DD would be insane burst. Could probably be played with SD as a duelist at that point. Or sd rifle DE, if you want more mobility

Honestly da doesn't give a huge damage over trickery, nor does cs. A da/cs/dd would more often than not give u only a slight discount increase over a build with trickery but maybe ur right tho it may be worth it.

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are thiefs still pretending they go trickery for preparedness?totally not for 15% and 20% steal cd reductions? nor is it the daze that is unblockable due to swipe that hard counters half the classes?totally not for unblockable theft that will remove all important boons first nor is it for lead attacks massive 15% dmg boost.its definitely taken for that 3 fucking ini increase.

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@"Leonidrex.5649" said:are thiefs still pretending they go trickery for preparedness?totally not for 15% and 20% steal cd reductions? nor is it the daze that is unblockable due to swipe that hard counters half the classes?totally not for unblockable theft that will remove all important boons first nor is it for lead attacks massive 15% dmg boost.its definitely taken for that 3 kitten ini increase.

If youre not being facetious, yeah, it kinda is. Lead attacks basically doesnt add any damage in thieves most used scenarios because it only works on spent initiative while already in combat. Your initial burst gets 0 damage, and after that you might get 5% damage on your one shadowshot, but that does bugger all. Lead attack isnt a "massive damage boost" its a trait that got nerfed into irrelevancy. The daze and steal cd reductions are very good too, but if preparedness was baseline, and if acrobatics and CS werent thoroughly unplayable, then yeah, with preparedness being baseline, there could be situations in which you switch off of Trickery. DE in particular would love to drop trickery.

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So you want to delete roamers, especially thieves? You forgot portal btw :P
Why not just remove capture points all together, delete all classes but 1, which would be mix of warrior and guard and just have death match. Yeah, that sounds entertaining. Not.

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@Leonidrex.5649 said:are thiefs still pretending they go trickery for preparedness?totally not for 15% and 20% steal cd reductions? nor is it the daze that is unblockable due to swipe that hard counters half the classes?totally not for unblockable theft that will remove all important boons first nor is it for lead attacks massive 15% dmg boost.its definitely taken for that 3 kitten ini increase.

Please show on this doll where the thief hurt you

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