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thancock.6307

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  1. The idea of the patch was that Transfusion was supposed to replace healing stats, since bunkers were using healing stats to remain bunker-y. Outgoing healing doesn't effect yourself, and so that was the whole point...to just get rid of bunky playstyle without killing support viability by granting us a sigil that would replace the healing stats we would lose. duh? Bro u really want to start with me on math? You're dealing with one of the few people on this forum that applies mathematics and complex physics to the game to talk about balance changes. I'll make this short and sweet and just show u a picture if you think I'm lying. Again, everything is the same as what I said in the previous comment. 45% Healing Modifiers, with a Menders amulet stat of 1200. With Menders With Zerkers Now do the math yourself. just add up how much of a healing loss it will be given an extra 20% Transfusion sigil, and compare it to menders right now. it's in the realm of a 40ish% nerf. If you are forced to run Avatar yes, the impact of the nerf would be less (half of 40% which is 20% nerf) so you said 7%...but a decrease from 1300 healing to 1100 healing is in order of a 20% nerf... The impact of the nerf wouldn't be half of 40% because healing modifiers are applied after healing power is taken into account (you take no healing power in zerker so the modifiers don't have as big an effect). That's where you are messing up your math. The base healing of arrow with mendors and monk runes is 849. Add the 45% modifiers and it becomes 1231. The base healing with avatar and monk runes is 699. Add the 65% modifier and it becomes 1153 which is a 7% difference. The patch drops tomorrow so there isn't much point in debating it. Feel free to test it tomorrow with the same build running avatar with transfusion. The outgoing healing will be a 7% decrease on that particular build you are referencing. The personal healing will be what is drastically affected.
  2. As a side note, while the removal of an amulet is by default reducing the set of feasible (not necessarily viable) alternatives a player can choose, the addition of the sigil makes the napkin math a little unclear as well, previously there were 18 amulets and 25 sigils, leading to 450 feasible (again not necessarily viable) combinations, now there are 416 feasible combinations of amulets and sigils, so even though the set of feasible choices got reduced the effect on the set of viable alternatives is not clear to me. I was curious about the math on that too because that didn't sound right... so real quick I put together a build: http://gw2skills.net/editor/?PGgAg2lRwCZOsFWJe2SrtfA-z5AXG9WAdnA+OA With that build, I can get water arrow healing an ally for 1241 assuming I have 2 stacks of water arrows (thanks to coefficients from water arrow, monk rune, and 3rd minor in water). When I equip avatar instead of mendors and add an additional coefficient of 0.2, I get 1153 on an ally which is a loss of about 7.1%.
  3. I generally disagree with this post. Yes my favorite meta was early vanilla... but this meta is still 10x better than HoT was. Anyone whos calling this meta boon ball must not have been around for HoT when they introduced boon spam without any strong aoe boon rip (at least scourges and Spellbreakers exist now). In general I don't think this meta is that bad. A concentrated bomb is still gonna down people and if its not, then your group is just bad tbh or your builds suck. Also for the first time probably ever, every class has a viable build in large scale combat. If we remove all support options in the game, we are just gonna revert back to extreme pirate shipping... Is that really better? This meta is far better than both pirate ship during late vanilla and its better than toilet bowl during HoT. I really have seen any of these unkillable blobs running around. Yes the damage classes like scourges and revs get "carried" by the support classes. THATS THE POINT OF HAVING SUPPORT, so your damage dealing classes don't have to sacrifice damage output for personal survivability. I think reducing protection uptime in general would be good for the game as well as removing purity of purpose, but otherwise, I personally don't see the need for drastic changes to the meta. I much prefer the current meta over anything we've had over the last 5 years. Its a good balance between groups being able to sustain without them being anywhere near unkillable. A good spike in Winds should be more than enough to down people. Again if its not, then there's coordination issues within your group.
  4. Yea I'm pretty aware I'd probably be better off running a cheesy condi mesmer, but as I mentioned, power shatter has always been my favorite build in the game going back to vanilla. Which is why the current damage on blurred frenzy is somewhat frustrating and why not too many people have really mentioned its a problem because I don't think that many other people are playing it. You used to be able to punish over-aggressive play with it and it also used to be one of your best counters to thieves (power shatter's hard counter) as you could predict the backstab and basically reverse the damage back on them. Now its purely a defensive skill. I'm not asking for a crazy buff to blurred, really just something like a 20% base damage increase so that it has some offensive use again.
  5. Hey guys, one thing I had not considered was the windup time of unrelenting assault which is a fair point. The only reason I was comparing it was because blurred frenzy truly hits like a wet noodle. Even running full zerk, I'm maybe critting for 3.5k with it against other glass targets, and thats assuming I land each hit. My hydro/leeching swap has more offensive presence than blurred frenzy. Only reason I started comparing it was because the damage felt really off. If sword is just destined to be a purely defensive weapon, I can live with that. It just really feels like its holding back power builds at the moment.
  6. First paragraph is background info, feel free to skip right to the 2nd paragraphSo I took a pretty extended break from the game and just recently started playing again the last week. I play all classes but power shatter mes has always been my favorite build in the game. I've done some roaming in wvw the last few days on power shatter and for the most part, it actually felt pretty solid running dom/duel/insp (I wish insp wasn't necessary to run but with all the condi roaming builds out there, its absolutely necessary). I was aware of the major damage rework they did a while ago where they toned down pretty much all damage and healing as well as basically did away with skills that CC'd and did damage at the same time. It was definitely noticeable with the GS 2 burst but overall, it feels healthy for the game. The one biggest thing I noticed that seemed off was the damage from blurred frenzy. Even running full zerk, it just seems to be extremely underwhelming. When looking at the skills on main hand sword, sword is clearly meant to be an offensive weapon. The auto attack applies vuln and strips boons, and the 3 skill is a great single target immob. But the damage blurred frenzy does at the moment makes it feel exclusively defensive. So what I did was compare it to an extremely similar skill, unrelenting assault on revenant. Both skills are offensive skills with defensive utility, both skills hit multiple times, both skills evade all attacks during their duration. So I compared their base powers and there is a significant difference: (These numbers are when both are at 1000 power just to keep things simple)Mesmer (sword 2): http://gw2skills.net/editor/?PigAw+OAKAJAA-wRev (sword 3): http://gw2skills.net/editor/?PmQAwA-w Blurred Frenzy base power: 360Unrelenting assault base power: 135*5= 675 So why is there such a drastic difference? What am I missing here? Obviously blurred frenzy only lasts 1 second as opposed to unrelenting assualt lasting 1.5 seconds but even if you take 360*1.5=540, its still significantly less base power/second. Not to mention unrelenting assault is significantly easier to land than blurred frenzy AND grants might on each hit. The only other reason I could think of is that mesmers can shatter while performing blurred frenzy so the base power should be lower but revenants do the same exact thing with legend swaps while using unrelenting assault. It would be nice to see blurred frenzy base power match unrelenting assault considering they're pretty much identical skills in terms of their use. I know ArenaNet has always been hesitant to do any kind of mesmer buffs because its very easy for condition mesmer builds to get out of hand very quickly, but a slight base power increase for blurred frenzy is desperately needed for power builds and doing so wouldn't affect condition builds at all. Curious what others think
  7. I'm 100% for this as long as you guys are confident that your changes to conditions will bring their power level down to where physical damage is going to be. If these changes to conditions aren't as drastic as the changes to power and healing power, conditions in wvw are going to be brutal.
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