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Nugatory.8920

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  1. 1. Balance for large-scale fights is terrible. There is way too much support and easy access to boons. All the meta picks - support or damage - are dull as dishwater to play. It promotes the lamest playstyle I think I've ever seen in WvW. 2. Celestial stats ruin small-scale. Proffesions that can make use of all the stats celestial offers are way too tanky for the damage they can put out. It is also boring to play. If you can jump on a proffession you do not know, mash buttons, and still get results then something is wrong. Nuke it from orbit, burn it with fire, get it out of WvW. 3. World Restructuring will not fix population imbalance. At least not the way some people think it will. Some think that after World Restructuring there will be balanced populations, and maybe there will be on paper. But the same issues that cause the actual imbalance we see today will still be present, perhaps even worse. The real reason you won't see enemies when you are steamrolling them or allies when you are being steamrolled isn't because your sever has no players, it is because it isn't fun and the players you do have have logged off. After World Restructuring there will still be a skill imbalance among players and as the system ages- and the worlds are broken and remade - the best guilds will recruit the best players (free from transfer costs) and they'll end up fighting empty towers because everyone else will have logged off. 4. Dune rollers. Not a big problem or a common one, or really a problem at all to be honest, but I dislike them and the smug bastards driving them. 5. The queue bug. It seems to be much better now, so maybe it is fixed. But there's nothing more frustrating than sitting through a lengthy queue, only to be spat back out at the end of it again.
  2. In my opinion this is a fair post that adresses the topic and after reading it I tend to agree with it for the most part. This one not so much. It's rambling and for the most part off topic. However, you do redeem it in the end by referencing the superior comment you made, that I quoted initially.
  3. You seem to be getting frustrated that people aren't getting the point you're trying to make. But to be polite your responses so far have been a bit muddled. Please don't take this as a personal attack; like you, I often struggle to make my points clearly. As far as I can tell the point you are trying to make is: Cele having more stats isn't over powered because it's not the strongest choice in small and large scenarios. That might be the case, perhaps it would be worthy of a thread of its own to discuss the topic. This particular thread was about fixing Cele and Ministrel. I can't read minds but I imagine the original poster chose those two because of their relative strengths and prevalence in the respective types of WvW gameplay where many believe they overperfom. I mean, I can't imagine anybody making the argument that Minstrel should be addressed because of its strengths in 1v1s. However, the argument that Ministrel should be addressed because of its overprevelance in zerg gameplay, is in my opinion a valid one. A similar argument can be made for Cele, although it doesn't see much play in zergs, it's too oppressive in small-scale and should be addressed.
  4. Maybe the simpler solution would be to remove concentration and expertise from the game entirely and then reevaluate boon and condition strengths from there forward.
  5. So what would you're solution be to builds that can abuse celestial? Go through each build skill by skill and trait by trait trying to balance them for all scales of combat, whilst maintaining their viability with three and four stat combos, but reducing their strength with Celestial? Seems a convoluted solution to me, when tackling the root cause of the problem - celestial stats - would be much simpler.
  6. They nerfed damage and strips too much, whilst at the same time trying to create viable support builds for all proffessions. The natural consequence of this was a bunker meta. There is very little skill involved anymore. The results of fights are almost always dictated by numbers. Stack supports, throw in the odd damage dealer, stand on one spot occasionally moving and spamming until one side runs out of cooldowns. I've been in boonblobs that lose and boonblobs that win, neither is particularly satisfying.
  7. Possible. I mean it's going to have to be broken good for Willbenders to swap Absolute Resolve for Glacial Heart, and Renewed Focus for Heaven's Palm.
  8. Fantastic News! This'll make attacking SMC even more fun than it already is against certain circus orientated servers. What a healthy and positive change to be planning to make. 👍
  9. If Thieves were as tanky, and could produce as high a PBAOE burst as Willbender, we would never hear the end of it on the forums. And rightfully so. The balance adjustments I suggested above would still leave Willbender in good shape.
  10. Well I hope you like gigantic blobs because as far as I can tell that is exactly what World Restructuring will encourage. If the system is implemented my prediction is that as time progresses what we will end up with is massive community guild blobs. Instead of being limited by available players on their server, guilds will be free to recruit players each time worlds are reshuffled, free from the burden of transfer costs. Like a snowball rolling down a mountain until they become an avalanche. Enjoy!
  11. A charitable interpretation of why the balance team aren't addressing Willbender could be that they're finding it hard to think of solutions that make the spec more reasonable without hurting all other Guardian specs. Or that they are unwilling to nerf the mobility because mobility was the unique factor in mind when designing the spec. However, the combination of damage, mitigation and disengage ability Willbender has make it obnoxious to fight it in WvW, where it is far too easy for Willbenders to hit and run. In my opinion this stems from the bloaded nature of Willbender's virtues and their interaction with Renewed Focus, the difficulty in balancing them comes from not wanting to inadvertently nerf other Guardian specs by nerfing traits or the elite. I can appreciate what the balance team are trying to do with Heaven' Palm, trying to make a competitive alternative to Renewed Focus. However, outside of a handful of good Willbenders who can manage fine without refreshing their virtues, none of the vast majority of Willbenders will take Heaven's Palm because refreshing their virtues is a get out of jail free card that provides way too much value. The most obvious way to balance Willbender, without hurting other Guardian specs, is to address Willbender virtues. Here is what I would do: Flowing Resolve reduced to one charge. I could never understand why this was a pvp exclusive change. Crashing Courage should have the damage reduced to a negligible amount. This way it could still be used to clear blind on yourself and aegis on the enemy but it would no longer do meaningful damage. It should be defensive in nature. Rushing Justice should require a target. They could even increase the distance travelled slightly. This way it would still give Willbenders mobility through a gap close, but it wouldn't be abused as part of the evade and mobility string Willbenders currently use to escape.
  12. There's always been blob content in WvW. I enjoy blob fights. However, like all balance, large-scale fights exist on a spectrum. For instance during the pirates ship meta blobs had to keep a distance because strips and damage were so abundant that blobs would explode on contact. Now we are in a bunker meta where boons and heals are so abundant that blobs can stand still 600-900 units away from one another spamming skills waiting for the other side to run out of support. Just like the pirate ship meta was boring this current bunker meta is boring, in my opinion.
  13. https://youtu.be/ZG15oP7q4fI?feature=shared
  14. The previous threads were about why willbender should be balanced, this thread is about why Anet aren't balancing Willbender.
  15. Totally agree about the relic and celestial. Willbender being squishy? Not so much. I mean if he decided not to use any skills and stand still, sure. Otherwise he has plenty options to mitigate, evade and prevent damage. He'll be fine until he chooses to leave or his opponent is in downstate. Edit: be confused all you want. I've changed my mind anyway. Rather than wait for Anet to balance willbender, I think it'd be quicker if everyone just rerolls one for small-scale content. Boring as crackers with a side order of room temperature tap water, but it is what it is.
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