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Rickster.8752

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Everything posted by Rickster.8752

  1. Swiss is terrible because when you lose 1 game everyone leaves and you get no rewards. I can see swiss killing ATs completely pretty quickly. It should be single elim.
  2. Long term sustain is too high. They need to nerf healing and mobility skills which allows too much kiting now the damage is lower.
  3. Hard to punish in a small area made for reveals and AoE damage that hits everyone, including in stealth? Yeah, let’s pretend that thief is OP in 2v2. Lol, how small? You can do the same play style as core thief. Stealth, burst, heal, stealth burst again. Sword thief, can port all over the place. The maps are pretty tiny. Necro and rev (both popular have AoE reveal. Necro and Rev aren’t going to be one shot either for that matter. If the thief tries to permastealth they also won’t have the resources to do huge damage to you. Just wait until they come out of stealth and pressure them. Rinse and repeat. Can thief be a threat in 2v2? Sure, but not unfairly so. Talking about 5v5 not 2v2. Ah, so why is thief over performing in 5v5? Damage? Mobility/Sustain? On what weapons? Mobility and stealth. If stealth isn't fixed then shortbow 5 should cost 8 initiative and break stealth Lol, so basically thief should be deleted? Mobility and stealth are how thief remains most relevant in terms of decap and survivability/+1 ability. Thief is by far the best hero in 5v5. I am sure they could take some minor nerfs
  4. Hard to punish in a small area made for reveals and AoE damage that hits everyone, including in stealth? Yeah, let’s pretend that thief is OP in 2v2. Lol, how small? You can do the same play style as core thief. Stealth, burst, heal, stealth burst again. Sword thief, can port all over the place. The maps are pretty tiny. Necro and rev (both popular have AoE reveal. Necro and Rev aren’t going to be one shot either for that matter. If the thief tries to permastealth they also won’t have the resources to do huge damage to you. Just wait until they come out of stealth and pressure them. Rinse and repeat. Can thief be a threat in 2v2? Sure, but not unfairly so. Talking about 5v5 not 2v2. Ah, so why is thief over performing in 5v5? Damage? Mobility/Sustain? On what weapons? Mobility and stealth. If stealth isn't fixed then shortbow 5 should cost 8 initiative and break stealth
  5. Hard to punish in a small area made for reveals and AoE damage that hits everyone, including in stealth? Yeah, let’s pretend that thief is OP in 2v2. Lol, how small? You can do the same play style as core thief. Stealth, burst, heal, stealth burst again. Sword thief, can port all over the place. The maps are pretty tiny. Necro and rev (both popular have AoE reveal. Necro and Rev aren’t going to be one shot either for that matter. If the thief tries to permastealth they also won’t have the resources to do huge damage to you. Just wait until they come out of stealth and pressure them. Rinse and repeat. Can thief be a threat in 2v2? Sure, but not unfairly so. Talking about 5v5 not 2v2.
  6. It is the source of a lot of sustain problems in the game. Now damage and corrupts are lower its time to nerf sustain a little more, in particular things like regen.
  7. Here is your tradeoff: you have to invest in skills/traits to maintain it, losing damage potential for your burst. Also cannot contest/defend points. The game literally has traits going the opposite way. Also there are no more stealth 1-shots. Even on the lowest base health classes, equip an amulet with any vitality on it and no opener can kill you. I'm starting to think you're just trolling and I got baited hard. I'm just going to leave this here...https://wiki.guildwars2.com/wiki/Backstab You cannot be serious. Please tell me I got baited, noone who played this game for more then 20 minutes can type something like this with a straight face.... RIGHT? Stealth counter: reveal. General cleave/channeled skills still hit targets in stealth. On the off chance you're not trolling, I'd advise to go try the stealth heavy classes before wanting to balance them. (Ranger, mesmer and thief) This Stealth has a learning curve, but it's not broke There is no counter play to stealth spikes, in particular at the start of the game. That is terrible game design.
  8. Thief is fine. You just need to be good at rifle or good at s/d thief. In conquest thief is the best class, so once 5v5 starts they need to significantly nerf thief again. Necro life steal healing should probably be toned down a tiny bit though I agree. Rev needs pretty hefty nerfs, its very good in 5v5
  9. They need to stop the "stealth at start and get a 1 shot" because it ruins the game. Something needs to be done. I like the idea of people in stealth being visible but not target-able.
  10. Its not unrealistic to do this much damage though. It wouldn't be a problem if it wasn't for stealth though probably. I accept that.
  11. Most classes have outliers. Shadowstep for thief. Life steal in blood magic for necro. Sic Em for Ranger. Magic bullet for mesmer. They all need addressing as they are all too good
  12. This. Do you really think ANET has the resources or motivation to completely rework classes with stealth access to compensate for a change/removal of stealth? Not gonna happen lol. We can argue that it SHOULD happen, but it's not going to. Thief would still be fine if they didn't regain endurance in stealth or are slightly slower.
  13. Good idea. That also solves the super lame thing of having to stay close till a thief pops up on the map, which again has no counter play. So much about the thief class just lacks counter play in conquest honestly.
  14. make it -50% at least, like in other mmorpgs where stealth isnt so op(and no reveal-cleansing for deadeyes lol) I think 30% movement AND just 50% lower endurance gain would be good. Could just make endurance never recharge in stealth
  15. Stealth is oppressive to the game and needs some sort of trade off. Ideas: Movement and endurance-gain is 30% slower in stealthPower is reduced by 400-500 when in stealth and for 3 seconds after coming out of stealth (to stop stealth 1-shots)Once you come out of stealth you cannot re-stealth for another 20 secondsPlayers are removed from stealth when another player is within 600 range of themSkills do not recharge whilst stealthedI am sure others have ideas. Stealth needs to come with trade offs and there needs to be counter-play available to stealth-ed characters.
  16. That was from today lol. Not sure why you would not see how that is possible
  17. Maul: Reduced power coefficient from 1.75 to 1.5.14,3% nerf :) Should have been 30%. It needs to be 1.25
  18. A few thoughts:1, Signet of undeath is unplayable now. Like totally worthless2, Unholy martyr is also really bad now for chaining death shroud however this only matters if you already have a bit of death shroud because eternal life will bump you up anyway, so this nerf isn't as bad as it looks.3, Death magic line was all about carapace and now its effectiveness has been cut in half. This is pretty devastating to the death magic line. THIS NERFED 7 TRAITS BY 50% in a single swoop. Do not underestimate how huge this nerf is. They destroyed an entire trait line with this single change.4, Lich nerf is huge. 10 seconds is very little time and swirling winds/absorb/reflect type effects are more effective against this now5, Vampirism signet is now worthless. Totally worthless. So yeh, these are big nerfs. The signets are just totally dumpstered and not playable. The martyr nerf doesn't matter much. And carapace is now A LOT worse which means the whole death magic line is now a lot worse. Life siphon is untouched though. Blood magic is probably better than death magic now.
  19. Agreed, they actually hit the problem for once instead of firing everywhere like they usually do. And the best part is that the answer came faster than waiting months for another patch. Yeh it was good. I think unholy sanctuary would be a good target though, probably instead of the carapace nerfs. I was also expecting unholy sanctuary nerfs, heavy ones. But I'll also take this instead since it works just fine to kill that kitten build and send the fotm back somewhere else lolThe carapace nerfs are very significant so that reduces how good unholy sanctuary is and also reduces the power of going into death magic in general seen as the whole trait line is death carapace which got a 50% nerf (huge nerf). Necro got hit by far the hardest in this patch, rev is identical almost and firebrand will be fine although slightly worse.
  20. Agreed, they actually hit the problem for once instead of firing everywhere like they usually do. And the best part is that the answer came faster than waiting months for another patch. Yeh it was good. I think unholy sanctuary would be a good target though, probably instead of the carapace nerfs.
  21. They nerfed necro in a good way tbh. Doesn't effect the non-OP builds They only need to nerf unholy sancturary now and its perfect for necro.
  22. I say this as someone who has played mesmer. Energy sigils cancel out the 1 dodge thing. And the build have too much evasion. My suggestion: Make axes of symmetry less busted. It breaks targetting, evades, is a leap finisher, has a short cd (15s) and applies a ton of confusion. An insane skill.Make signet of illusions have a longer cooldownIncrease blurred frenzy cooldownMake magic bullet give less confusion (it is overloaded) Condi spam and evasion spam needs to end now.
  23. 2v2/deathmatch has always sucked because of ultimates. The game-mode doesnt work with the ultimate concept.
  24. 20icd? That's just nuts. Demonic Defiance is only usable with Mallyx and before Fiendish Tendencies was one of only 2 sources of resistance outside spamming Pain Absorption. Anet is finally giving us back the Mallyx that wants condi on him and he's still got his counters, Anet just nerfed them way too hard (Hard CC pressure). All these no-skill traits need nerfing in pvp. Every class would receive them in an ideal world.
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