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Ragnar.4257

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  1. You do know that your example of trapper-DH exactly disproves your point, right? It's been repeatedly nerfed, and nerfed, and nerfed again over the years, despite having not been competitive at top level for nearly a decade at this point. Why does it keep getting nerfed? Is it to benefit the top 100 players? No, it's to try and benefit the newbies who keep getting farmed by it. And yet they keep on getting farmed by it, because it turns out nerfs can't fix stupid players.
  2. Imagine using Willbender as your example of an excessively survivable class. Ya know, the class that has been dead at tournament level for the past year due to its inability to sustain.
  3. Bazsi, I expected better from you than crappy logic and strawmanning like this. You seem to have completely missed my point about how there is more to staying alive than facetanking hits. Counter-dps helps you stay alive. Stealth and mobility help you stay alive. So how does a support stay alive? Pre-amulet nerf, supports were not "squishy". Guards, Tempests, pre-nerf FBs, none could be described as squishy. Even with a harrier amulet, because, there's more to being tanky than simply equipping vit/toughness. And no, I did not define facetanking hits as some fundamental aspect of supports. My point was, if you can't evade/stealth, and you can't counter-dps, then you are a sitting target. A sitting target is either tank or it insta-dies. That's why FB sucks. If you say a support cannot be tanky, then you are effectively saying that supports should insta-die. And as we can see in the case of FB, it just doesn't work. Or are you suggesting that supports should have dps/stealth/mobility ? It's very simple, for a class to be viable it has to be somewhat survivable. If you're constantly dying, you're of no value. That survivability does not necessarily have to come in the form of "tankiness", it can also come in the form of mobility, stealth, counter-dps, lots of CC etc. But you gotta have something. Otherwise you're a Firebrand. And nobody wants a Firebrand. So, pick one from the list above. Which one do you think supports should have? Or, if I ask it another way, how would you go about making FB viable? Because it already provides good support, its just lacking in survivability. How would you make FB viable without making it more tanky? I'm all ears.
  4. Doesn't disprove the point. The point being, that a "squishy" support is not viable. Because that's what FB is, it's as good a support as core-guard, except way squishier. Other "squishy" dps/roamer builds have other tools in their arsenal other than tankiness to stop themselves from insta-dying. They're only "squishy" if they don't use those tools and facetank hits. But a support won't have those tools, it has to facetank hits. So how does a support not insta-die without having some tankiness? Thief is squishy, but it has stealth and teleports to stay alive. If a support were squishy like thief, but without the stealth/teleports, how would that be viable?
  5. Absolutely disagree. If core-guard and tempest were deleted, people wouldn't start putting FBs on their tournament teams instead. They'd just stack another bruiser/dps.
  6. So how do all of you "support is fine, they just too tanky" people explain Firebrand? FB right now can provide just as much, even more, support to allies than core-guard, or tempest for that matter. But the reason nobody plays it and nobody wants one on their team is that it will fold VERY fast to even the lightest of pressure. If all supports became like FB, would anyone play support? Or would we just have a support-less meta?
  7. Something nobody's really talked about is the important difference between PRE-damage mitigation and POST-damage recovery. The reason something like Druid sucks is because while it has amazing post-damage recovery, it offers very little pre-damage mitigation. When players die in PvP, it's not typically due to attrition. It's more usually to a sudden spike. In PvP, >>if<< players are getting hit, they die VERY fast. It's no good being able to provide 10k healing over the next 5 seconds, you need to be able to provide relief to your team-mate NOW, not in 5 seconds, NOW. And to be able to provide relief instantly, you really want it to be instant-cast and AoE. If you have to spend time targetting an ability, one which might miss, then it just makes it harder to reliably provide instant relief. It is also vastly better to prevent damage before it happens, than to take the hits and try and recover it. Even if you can recover it, if your team-mate gets put down to 1k HP, they're going to start poppinig their own defensivev CD's and start running/kiting, killing your momentum. Whereas if they never drop below 50% HP in the first place, then they won't burn CD's and will keep pumping damage. This is why Tempest with auras/protection and Guard with aegis/stability are always the strongest performing supports. Druid can out-heal them both, but it can't do the pre-damage mitigation. Same with Scrapper, and various others. Druid also can't reliably do its stuff NOW, it is often locked out. The other major way to prevent damage before it happens is with CC-spam, and this is what can allow Spellbreaker to also have a place.
  8. I look forward to your explanation of the series of skills a guardian would use to stack 29 burns "that hard, that fast" (i.e not racked up over time, which is the same qualifier you used for warrior, no special treatment). Because the alternative would be that this is mis-information. You wouldn't be posting that, would you? What's actually happening here is that OP is making the classic mistake of reading the DeathBreakdown tab like its actually what happened. Where Conditions are concerned, the Death Breakdown is basically a random assortment of numbers that dont' mean anything or have any connection to reality. The Combat Log is the only thing you can trust to tell you what happened. Th Combat Log and Death Breakdown are not the same thing. In all likelihood there never was any 29-stack of burning and the series of events that actually occurred are not how OP is describing them.
  9. Again, the fact that you can cherry-pick some skills in the game that are bad, doesn't mean that guardian GS is too strong and needs nerfs. The only thing that would is if guardian GS as a build is overperforming. Do you think GS guardian is overperforming? Really? Really really?
  10. But that's exactly my point. You can't assess a skill just by looking at it on its own. You have to look at how the class performs as a whole. The relative power of Ele and Warrior is not what this is about, I don't care. The fact that you can cherry-pick some skills in the game that are bad, doesn't mean that guardian GS is too strong and needs nerfs. The only thing that would is if guardian GS as a build is overperforming.
  11. Utterly moronic to take a single skill and try and analyse it on its own and directly comparing it to single skills on other classes. You need to consider a whole array of other parameters about how that skill functions within the context of that specific class. If you go down the route of "every skill must be exactly equal to every other skill" then you'll end up with everyone all just having a single weapon skill, identical across all classes. The only question that actually matters is: Is GS guardian overperforming? If the answer to that question is "No", then what are you even doing here? Berserkers, Virtuosos, etc. squabbling amongst themselves about which one sucks the most, meanwhile CATALYST Hmmm, I wonder if its because it has half the cooldown and is on a class with nearly twice as much HP? Hmmm, I wonder if thats because Swoop is also an evade, travels further, has a lower cooldown, and is on a weapon that is already overloaded with great skills? Hmmm, I wonder if thats because its a 1200 range skill with 33% lower cooldown and basically no telegraph? And if you're comparing something to Ele Staff, that's a pretty big sign that something isn't that strong. Hmmm, I wonder if thats because its a 1200 range skill with big chill that is also one of the best boonrips in the game and on the class with the highest effective HP? Hmmm, I wonder if thats because it also allows you to teleport back again, and is on a spec utterly overloaded with defensive utility? It hits 3x harder than Infiltrators Strike (the most similar skill I can think of), maaaaaaaaybe the range and the cooldown are factors that have to be considered when making that comparison?
  12. Nobody ever liked bunker builds when they were good. They literally killed the competitive scene back when it had some semblance of actually being competitive. And now you're here bemoaning that you can't bunker? What? Yes, of course bunkering has been made difficult, borderline impossible. It was for a very good reason.
  13. S/D thief is the only one that ever feels good to fight against. Also the only one I really enjoy playing, but the damage/initiative ratio right now just isn't right on it.
  14. Meanwhile, me that exclusively plays PvP and occasionally WvW (and have been doing so since launch), very much in favour of this change. The prime use-case for using the final mantra charge is to secure a kill in a 1v1 or 2v2 scenario, where securing the kill makes having to re-cast worth the investment, or to clutch a 1v1 that is going down to the wire, or to make it through an all-or-nothing push in WvW, or to get out of an "oh kitten" moment where you get focused by 4 people and buy enough time for your team to peel. Honestly its PvE where the benefits of final-charge are questionable, really weird take to think that this is more for PvE than PvP. As far as I can see its the opposite, its mostly the casual PvErs who don't like this, the people who don't want to have to keep track of multiple things and just want to press button every 10s with no thought required. The whole reason they removed final-charge in the first place was to support casual PvErs who complained about having to re-cast when moving maps. FB basically doesn't exist in PvP since 2020, and part of the reason for that is that instant-cast mantras with zero counterplay are impossible to balance to make them both useful and not obnoxious. As long as mantras had zero-counterplay there was no way they could allow FB to be good in PvP. Now there is actually a viable pathway to re-introduce FB to PvP in such a way that everyone playing against the FB doesn't hate it.
  15. Only if you play content which never challenges you. And how do you figure that, when the recharge rate is exactly the same? You use a charge every 12s and you'll never run out. Same as before. Only way you run out now is if you spam all 3 instantly, which was never a good move anyway.
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