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Valelutra.9128

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Everything posted by Valelutra.9128

  1. They kind of did and kind of didn’t. The Jalis legend has access to retal/now resolution with their heal. But beyond that you have to take a trait line (Retribution) that is not very suited to condi-rev builds if you want access to resolution.
  2. yeah I think they were responding to the changes in resistance and how specifically pain absorption and herald’s f2 function. Most specs that take conditions from friendlies typically had either a quick way to cleanse or resistance to keep them from kittenmaging until either a cleanse or transfer. But with resistance no longer providing the immunity from kittenmage if you run mallyx on rev in a group context you basically can’t use your stunbreak unless you want to risk dying to condi overload. Even if you take traits to give you resolution, it’s still not going to stop 24+ stacks of burning if any of your allies are standing in mortar fire. The changes to to torment also makes it very difficult to use any spec that depended on torment for kittenmage in pvp/wvw contexts without an additional set of skills or an additional person devoted to immobs/stuns because even point bunkers are constantly moving. So mallyx Rev which has mostly access to torment and limited access to burning/poison is hit very hard in competitive formats. This also applies to other specs like scourge that use torment, as they may not have the kit to guarantee the lockdown after applying torment.
  3. Pain absorption seems like it is now a detrimental skill to even use, as it pulls all of the conditions to you but doesn’t allow you to prevent their kittenmage. In WvW that can mean you pull max stacks of burning if people nearby are in mortar fire. Great if you can push it off in time, but all it takes is one tic to get through and you’re dead.
  4. Hmmmm, maybe when they start releasing previews of EoD we'll get some communication surrounding wvw. Doubt it, but hope springs eternal?
  5. Boring? We dont have the same feeling about it. Any other NA servers are as challenging as them and challenge isnt boring, its absolutely exciting for me! You want to get better, fight the best not the worst! You'll lose, and lose, and lose until u get mad and find some solutions. Dont try to fool me kids, your pale excuses doesnt hide the thruth, you need to grow some balls and fight with honor! For Ascalon! :p TBH, I've fought with both servers and recently been linked to one of them, and they are boring to fight. It's not about skill for either server, it's about numbers. Both servers have plenty of off hour support which inflates their points when few people play, and I don't feel like getting up at all hours of the night/early morning just to find their real groups to fight. During NA both servers have very few groups to actually fight outside of large blobs. As a result, if you see an objective being contested and try to defend you don't really get a fight and you run over with your guild group, the pug attacking force sees your group and scatters. You might get one or maybe two stragglers, but no real fight. You try to take an objective? All those pugs you just ran off build a ton of siege and you have to sit there and wait until they run out of supply and try to not die under the siege that was never balanced down to loss of damage and sustain in last year's balance patches. It's incredibly boring for NA. Very few groups 20-30 people in size to fight. So, if you're in a server with several guild groups of 15-25 people in squad, it gets very boring to either be run over by the 50-60 man pug tag that just target caps all your skills making sure no one ever takes full damage, or you drag your group of 20 to every contested objective only to watch what you thought was a decent size group run away. It's not very engaging, as you rarely kill many enemies and objectives don't change hands all that often so in both PPK and PPT facing BG or SoS in NA is really boring.
  6. Tomorrow is a content patch right? Or at least that's what thatshaman is predicting. Any ideas if any balancing will occur?
  7. Unless you mean the happiness of the PvP players who departed towards games with better PvP,I don't think there is anything to celebrate. Also wasn't the goal to increase time to kill in both PvP and WvW? In WvW it just caused group size to go up by 10 to accomplish the same thing as before, which feels like its lead to more blobs and makes it harder for groups of 15 to zergbust groups they previously could beat with enough clever play.
  8. another tuesday comes, and likely just gemstore updates, maybe a week from tomorrow?
  9. Good communication about upcoming features when?
  10. I think there was also a power struggle between competitive balance and QA/systems team where the competitive balance team was told to shove it and stop requesting changes.
  11. I wonder if Anet even reads the forums anymore. I feel like they don’t much care to communicate on many avenues.
  12. Wow it’s been a while since we’ve heard anything about alliances huh...
  13. Maybe I’m misremembering but weren’t there frequent balance patches in GW1? Like frequent patches to fix things and bigger patches every couple smaller patches to adjust the meta as a whole?
  14. I personally don't like the MOBA design for an RPG. Gatekeeping classes to one specific role only works when you have a lot of different classes. GW2 has 9 which is not many for a MOBA game play. I think all classes should be able to fill different roles, it's not all classes can do the same but different combinations. For example: If you would be using Druids to replace some scourges you would still desire boon rips. Thus you would bring more chronomancers.Then if you bring Druid and Chronomancers and an Herald maybe Firebrand is not needed. So you are fulfilling 3 spots with 3 no-meta builds: Druid (heals,cleanses, ranged AoE), Chrono (boon rips, ranged CC, reflects ), hybrid Herald ( ranged DPS, Boons support) . You get the same final result but with different synergies. What kind of hybrid herald are you talking about? Plain hammer Herald is definitely meta and it adds more than enough boon support if you’ve got 1 per 5 people as it adds might, fury, swiftness and then protection during pushes. During dwarf times you get a small amount of stab and damage reduction. I don’t think you need to go hybrid to get that, just go marauders/scholar and pump out the damage.
  15. So the main group using this rune also like to run fake guild tags. And they’re running a pretty melee heavy comp. So they back up enough to bait you into chasing while their golems eat some of the damage. Then they reverse and yeet you as the golems spin to cause extra cc. The other movement they typically make involves charging into melee and then reversing as you try to push all the way through. Typically you push through them and into the waiting golems and the players follow, leading to more yeeting with the spins. Tbh it’s kinda like they’re using the golems just like how a pugmander uses pugs. They’re good for soaking damage while your good players do damage. Big difference is the golems have more HP and don’t rally the enemy. Main weakness of the comp seems to be at range and that they have a tough time stealthing if they’ve got golems out.
  16. Why do you think that? T_T Because I have a feeling they’ve cannibalized the balance team to make elite specs. So no meaningful balance will happen until elite specs are further in development or public outcry gets bad. It’s a guess but I put one of those two things are happening around Februaryish
  17. We might well be at largish patches twice a year now.
  18. I wonder if they’re gonna go back to a format where they don’t discuss when or what is in balance patches and just drop them randomly. Sure seems like we’re overdue to some communication about when the next one will be. But idk if we’re gonna get that going forward anymore.
  19. I don’t think we’re getting a balance patch for a while, or at least not a meaningful one. But I do think there are some classes/traits that need to be looked at. Scrapper - purity of purpose is hard to ever beat. Same for stealth access. In a group of 20 you’re likely going to have 3-4 scrappers and maybe 1 tempest for overflow condi clear. There’s no reason to every not take another class because why remove condis when you can replace them with boons no matter how short lived those boons are. Stealth is also difficult to do away with, but access to it is still seen on a couple of other classes, so its less egregious. Just bring a daredevil or two who are on duty deleting enemy domes and another smoke field and get your blasts in order. Revenant - damage modifiers stacking. If you’ve got a good rev, they will stack their damage modifiers and still burst out a ton of damage in a tiny space of time. Swift termination, forceful persistence, rising tide, ferocious aggression, unsuspecting strikes, destructive impulses, targeted destruction, reinforced potency, scholar runes, and force sigils are all somewhat passive damage modifiers you can add into the rev’s damage. Tack that onto how you can stack that on top of burst of strength into dwarf’s vengeful hammers which bumps your forceful persistence into overdrive. Then road, CoR, PS? One rev can easily create multiple instant downs. It’s good that damage went down in February, but what it mostly did separate the good revs from the meh revs. And it forced them to take all the damage modifiers they can in order to not hit like a wet noodle, preventing potential build diversity. And that’s on top of them contributing to the boon overload. Also give back the stunbreak on legend swap and some stab on centaur to make a support spec viable pls (jk, idk if it’d be worth it, tablet still janky) Necro - damage wise they seem to be in a good place, as anyone who stands on wells should probably be punished. Same for strips/corrupts. But if purity of purpose is reworked and other boons are toned down this may need to be lowered as well in order to not become unbalanced. I do hear core necro needs to be nerfed some for roaming, so maybe there’s some offending traits that could be touched there. Unending corruption is a bit strong too, but it’s normally the strongest against blobby groups of pugs where you’re most likely to get a ton of strips without as much direct return pressure or strips. Tempest - 10 man shouts are really strong. I get that this class is overshadowed by engies, but still 10 man anything is too strong as a general rule. Guard - still the only reliable access to stab. Rev roads are okay but you have to stand on them. Engi light dome stab is okay but has a long cooldown. If cc’s aren’t going to be touched then maybe spread some stability sharing around? Warrior - still in a weird spot. Some groups try to get some damage from it, some try to make it support. It doesn’t seem to have enough to make it shine either way. The cleanses are bursty, but not sustained. And the healing isn’t really in the same league as engi or ele. The damage is pretty much only melee. (Berserker can do good damage but why not bring rev which can burst almost as good but from further away). But groups are kinda forced to bring spellbreakers for the dome/break enchantments. Which is fine, but unless you’re melee balling all the time, their utility kinda suffers. I’d like to see a better balance into one of the two roles, more healing/better sustain or some damage options that help the group during non-melee times. Thief, ranger, Mesmer - all of these have specific tech style builds where you wouldn’t really want to bring more than one or two of, which is fine but means that they aren’t going to make up a significant portion of a group comp. It’d be nice to see if there were changes that could make them a bit more commonplace. Things to help with their individual weaknesses to bring them into competition with the current meta would be good.
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