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DeadlySynz.3471

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  1. Power damage needs to be increased. How many of us said there would be an issue once all power damage across the board was lowered? Condition would suddenly be a problem because it makes it nearly impossible for the average person to match or outperform a condition user, especially if they are bunker condition. But people need to realize they can't lower or even tinker with conditions. Cleanses still exist, as does resistance. With the right rotation (and it's not hard to maintain), complete immunity to conditions can be upheld. So what's the real solution? Reverse the power damage chan
  2. institute downstate runes with the 6th bonus enabling downstate. Aside from that, remove it as a regular mechanic from all classes. If players really want downstate, invest in the runes. People seem to forget, WvW is built around large group play or blobbing. It's not built around small group play, one shot builds or roaming, and thus cannot be balanced or even thought of around those. Balance has been slowly stripped away because of these very things and the players that continue to voice over the game mode with those in mind. If one doesn't like being blown up by a ranger or thief, then
  3. Maybe the solution is to bring back damage instead of gutting it in the first place. Reduce damage across the board on almost every skill only to make condition damage absolutely required. How many of us voiced this issue before it happened.. How many of us said that condition damage was going to become problematic.. How many of us said that they were going to have to revert the Necro changes back... and they did. How does this get fixed? Leave them as they are and buff classes back up, and bring the damage back.
  4. The mode isn't built around small scale fights and thus balance cannot be directed at it. In no way shape or form for any reason, whatsoever, ever should Anet balance around solo to 5 man fights (and I'd even wager up to 10 man fights). People who are using trailblazer are also doing it wrong. Conditions don't stay up long enough in a normal fight (lets call it 25+) to ever warrant using trailblazer. This post is an example of why Anet cannot listen to anything to do with small scale content when it comes to WvW. But of course, if they didn't bugger around with power the way that they did,
  5. Except a necro and guardian bring far more to the table than a warrior, so why would someone now bring a warrior to the fight, especially a hammer wielding one? Unless we have people looking at small group roaming (because they shouldn't as this is a large scale battle mode), there is no point. People mine as well bring their bearbow rangers to the fight because at least they can kill a necro from afar. But why brother bringing a ranger when one can bring another guardian or necro?
  6. Okay then if 1v1 doesn't matter then why the kitten is mesmer being nerfed, ranger??? These classes got nerfs despite having NO ROLE in large scale. Explain that to me, thanks. People always say "oh it doesn't matter cus 1v1 doesn't need balance" but AS SOON AS rangers can actually kill scourges and necros EVERYONE LOSES THEIR KITTEN and wants soulbeast nerfed into the ground. Stop being a hypocrite. The EXACT same thing has happened to mirages.The argument is stupid. Edit: holos got nerfed too. Why? They didn't have any role in large scale. So why nerf them? Clearly, 1v1 and 2v2 DOES matter
  7. Yes because WvW is littered with thieves. Zergs carry to many of them so there is never any room for my firebrand or scourge.............. While we’re at it, Scourge and Firebrands need buffs because clearly they are underpowered because we rarely see them roaming. Seeing as WvW is built around roaming; thieves, rangers, mesmers, and warriors need massive nerfs across the board because that’s all we see in zergs... This is why this forum needs to have a roaming/small group forum completely separate from WvW. Too many changes are being made based on a play style the mode isn’t built around.
  8. In all fairness, NA seems to be a bit behind in the meta. But yes, this pretty much sums up EU currently. Not only that, it seems that primarily the posters are coming from a small group/roaming point of view. This is why it makes me think that there needs to be a separate forum all together for roaming and small scale completely absent from medium to large scale which WvW is primarily about. If there was new player to the game or someone that hasn't even played Gw2 at all but was interested in large scale PvP and they came to these forums, they'd be under the impression that WvW is dominate
  9. Who says antitoxin saves them? It only increases incoming condi cleanses by 1. Anyone running those runes is trolling. Scrapper still cleanses a ton, tempest cleanses a lot, scourge cleanses even more. It isn't a condi meta, just your party members aren't cleansing you. Just run trooper runes on tempests (10 man cleanse shouts), maybe some warhorns on spellbreakers (more 10 man cleanse!). Most condi builds are a joke against resistance. As a condi blob you will lose headon clash to powerblob running "shake it off!" instantly. Condi isn't a problem, just it exists now on smaller/unorganized sca
  10. Broken is an understatement.. Try dropping traps as a DH and watch what happens when the group runs over them, instantly vaporized, regardless of how far you are away. I remember dropping traps in front of QL's door on EBG, then teleported back to the keep to grab supply. The zerg ran over my traps and I was downed in the keep which had to have been a good 15,000 to 20,000 units away. I'd love to hear Anet's rationale behind this. This isn't even a problem when compared to ranged classes who deal big AoE damage. Easy fix would be to scale retal down to work in a 400 range around the perso
  11. This can't happen as long as any type of condition cleans exists. If they cut the damage by that much, they need to remove most if not all cleanses in the game otherwise condition damage will be nowhere even remotely close to power. Condition damage can't be tinkered with, it would have to be completely reworked from the ground up. This is part of the reason why nerf to damage should never have gone through because they can't simply do the same to condition without pushing some classes out of WvW all together. Trailerblazer isn't even a problem either; people who used that gear were doing i
  12. Who does this in WvW exactly in any type of group or zerg? Rangers or thieves?? Yes zergs are infested with them... You know how many videos people have posted over time that should small, medium, and large group clashes along with roaming videos? Far too many to count. How many large hits have we seen, or a 15K hit that weren't from one trick builds? Virtually 0. Reminds me of video someone posted a few months ago about how broke rangers were and their rapid fire hits weren't cracking 2500 and their auto-attacks wouldn't crack 1500. But apparently to some people on here the autos are hi
  13. It doesn't need to be removed, it just need to be altered to only effect targets in melee range. Targets outside of say 400 range should not be affected by retal. More-so, retal needs to be completely removed from Guardian and given to another class to spam it on their party. Give it to one of the lesser played group/zerg classes like thief. Let them dump it on their party.
  14. There is also a 4th reason - Only a small audience asked for them (which is another reason why they shouldn't have come to fruition). With regards to the toxicity, long before the raids even came out hoards of players already foretold what was going to happen. Even those who never said a peep about them knew what was going to happen.. so again, why did they ever even bother coming to fruition. Raids implementation is one of the biggest reasons why we have such a "balance" problem.
  15. Power creep is a fallacy. Players simply cannot differentiate between being hit by 1 player vs 5-10 players at once. The amount of damage one does in a 1v1 scenario for the most part against a typical target in WvW with 'x' amount of toughness is quite pitiful. Hitting someone on average from 500-1500 damage is anything but power creep.This is where we then here "what about ranger?" or "what about thief?". Well seeing as that most zergs seem to consist of an overabundance of thieves and rangers... oh wait..... Looking at it from a roaming or small group perspective shouldn't even be a tho
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