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Jekkt.6045

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Everything posted by Jekkt.6045

  1. i do. just not stealth oneshot mesmer or condi fall asleep mirage. problem for me is much more the design of mesmer. gw2 mesmer feels terrible compared to gw1 mesmer.
  2. Such buff would probably stack on the druid itself which would bring us to step 1 where he got to much sustain. Nope, I don't think it's the proper way to handle the druid.it's actually really simple. druid heals heal allies for double the amount of what they heal the druid for.
  3. How can I delete someone elses post? You just gave me flashbacks to 4 d/d ele+1 thief mirrors fighting each other. You deserve punishment! that was after the pre hot patch where you suddenly could pick 3 whole traitlines and ele used fire water arcane with a bugged ring of fire that could instantly kill you with 9+ burn stacks and perm blind. i'm talking about the time before that, when ele ran water arcane + 1 adept in earth. comps back then were dd ele, hambow, s/d thief, shatter mesmer, core guard support, rifle engi.
  4. gw is the most casual and friendly pvp game that exists. If you cant handle gw then stay away from the internet. i'm getting way more death threats in this game compared to heroes of the storm, i wouldn't exactly call it friendly... me and my friends got 2week ban in hots, for being reported. Yes the report system used to be so kitten that you got auto baned if you got reported X amount of times.whats toxic, insulting people in chat ( they can mute you ) or reporting others in a bug system knowing full well they will get banned even if they did nothing wrong.Personally I got wronged by hots system and its players way more then gw2, 2 sides of the story.yeah same happened to me too. people report you if you give advice during the draft for verbal abuse lol. not even stuff like your hero is bad, but just, i think hero x fits really well in our comp. but look at it this way, at least reports do something in that game :P
  5. gw is the most casual and friendly pvp game that exists. If you cant handle gw then stay away from the internet. i'm getting way more death threats in this game compared to heroes of the storm, i wouldn't exactly call it friendly...
  6. hey man, celestial meta was one of the best metas ever where using skills with brain and counting dodges actually made a difference. they only ruined that with the stupid pre hot patch. i'll tell you something, back then basically everyone hated each other and egos where so big that nobody would ever admit that somebody else other than their team members had skill. most veteran players probably still think that way. and now where player quality is really at its lowest it's really frustrating. how many times a day do you think some random gold/plat player says dumb stuff to me just because my name's not rom or helseth? it's even more frustrating for players that played in and won tournaments but don't get recognized anymore.
  7. the only way support can hardcarry is if it's so busted nothing dies like HoT chrono did. firebrand + scourge could do it to some degree too because both builds were really strong. it's your opinion if you don't like supports. i think the game is much better with them around and there should be more than just 2. druid and chrono could definitely be buffed to be on par with tempest and firebrand if each of them brings their own niche.
  8. Correct me if I'm wrong but are there even any tempests in top20 on NA or EU?how's that relevant. supports shine in controlled environments like tournaments, not ladder. doesn't mean supports can't be too strong. is tempest too strong? i don't think so, but it definitely has some stuff that could use some adjustments.
  9. power rev damage. it's too high. compare any damage build to this and it's apparent how strong it is. holo damage/sustain. pick one anet. is holo a bruiser? nerf the damage. is holo a dps? nerf the sustain. nades f skill hitting up to 10k is not balanced. condi herald sustain. if damage of other builds is brought down i feel like they should nerf the healing from resistance. condi thief. something that people don't seem to talk about much. they nerfed s/d condi because the damage was too fast, yet p/d bursts even harder, granted its defense is weaker because it relies so much on stealth and range. lightning aura on hit stun. make it a daze or shorten the duration. res glyph should have a more visible animation. renegade spirits. i don't think it's broken by any means, just terrible design and the whole elite spec should get reworked because of how boring and lazy it is. lich form. didn't we learn from rampage? i feel like balance has reached a point where only nerfs are not enough anymore so i'll add what i think should get buffed. thief: buff sword auto attack. it's bad. mesmer: make core mesmer the dps spec and buff it without turning it into a stupid stealth oneshot build. mirage needs a rework and chrono support should be heavily buffed because it's laughable and can't even compete with support druid which speaks volumes about how bad it is. warrior: traits are a mess and half the weapons too. discipline is always mandatory because of weapon swap trait and burst mastery.arms is absolute garbage.hammer gm trait in strength should really not be there. ever since you shuffled it around hammer has been unplayable. put it into tactics and make it a master trait.longbow needs buffs, f1 needs longer burning or more stacks, 3 could use a damage increase or apply burning on hit.berserker is way too gimmicky. give back burst skills for berserker with max lvl2 burst.spellbreaker should get a buff for dagger f1 damage with a more obvious animation. give it some yellow shiny stuff. ele: air is dead and the only way to deal even some amount of damage is through burning. fresh air and lightning rod were never any good yet both were nerfed into nothingness. i told you years ago fresh air procs and scepter air 2 should have a delay with an obvious animation, yet all you did was nerf the damage because it was easy.staff is garbage. too slow, half the skills are bad. core ele is unplayable because it deals no damage and has no survivability. trait wise ele is probably one of the worst designed classes. necro: scourge. make it a support spec if you don't want it to be condi necro 2.0 engi: scrapper. it needs at least some damage if you want it to be useful. it can't kill anything, it's just somewhat tanky, probably less than holo.. you could also try to make core engi the go to condi engi spec so holo can be dps, scrapper bruiser and core condi. ranger: druid healing is sad. you could double the numbers and i'm not sure if it would be enough. revenant: can you finally buff ventari? the healing is low and the range around the tablet is too small.
  10. that's not condi rev. you're not allowed to talk about balance if it's not about condi rev. on a more serious note: yes power rev damage is broken and people don't want to hear it. btw nade damage on holo is broken too.
  11. turret engi, spirit ranger and minion necro were never oppressive, and only one of those builds was strong. people just hated those builds with a passion. if you play a build with aoe you can nuke the spirits. if you have blocks, block them out, otherwise go offpoint. some spirit attacks can be reflected. if you can't deal with it on whatever build you play then just leave it.
  12. sorry to break it to you, condi rev is a bunker. and the only other "bunker" getting played a lot is holo. ranger and renegade are few. if you nerf condi rev you need to nerf power rev too, because it's the only thing keeping it in check somewhat. News to me. Condi rev kitten on power rev so how exactly are they keeping em in check?? i don' really understand what you mean with your sentence. condi rev is strong vs power? if you mean that, then doesn't that mean condi rev keeps power rev in check?
  13. Condi rev is "op" because it's good against an even stronger build, power rev. Why do people think condi rev is op? it's always the same, everything that is tanky must be op, right? its damage is worse than holo and ranger but it's more tanky.
  14. only use of scrapper is mender scrapper "support" because it deals extremely well with conditions for the whole team. pala scrapper can annoy far node all game long too and most people are eager enough to fight you 1v2 while you just troll them around. source: played scrapper to top 20 like 3 seasons ago (that was before the big balance patch).
  15. sorry to break it for you, condi rev is a bunker If so, you should advocate to specifically nerf the bunker part.The Condi Herald I enjoy playing (at least more than other builds in this garbage CC-Bunker-META) is not a bunker. out of curiosity, what are the other bunkers beside condi herald? because other than herald, none of them are really that tanky right now. any type of necro,rangers and any support tempestthose are not bunkers. necro is a tf dps and why would you ever take death magic, tempest is a support and ranger can be somewhat tanky but not to the extent of condi rev.
  16. sorry to break it for you, condi rev is a bunker If so, you should advocate to specifically nerf the bunker part.The Condi Herald I enjoy playing (at least more than other builds in this garbage CC-Bunker-META) is not a bunker. out of curiosity, what are the other bunkers beside condi herald? because other than herald, none of them are really that tanky right now.
  17. sorry to break it to you, condi rev is a bunker. and the only other "bunker" getting played a lot is holo. ranger and renegade are few. if you nerf condi rev you need to nerf power rev too, because it's the only thing keeping it in check somewhat.
  18. the problem with conditions is the stacking. before they stacked conditions worked the way they were intended to work, as damage over time. nowadays you can burst people with 10 burn or 10+ poison stacks which is just completely besides the point of what condition damage should be. now for your idea, this would never work because it's just not transparent enough. how would you be supposed to know if the poison on you reduced your healing by 33% or for an increased amount. let's say the baseline is 33% and the maximum is 66%, how do i know that it's 33, 66 or something in between? stuff like that works as special traits for elite specs, not for stats.
  19. no matter which build is stronger, easy or hard, if the disparity is too big there is an imbalance. the goal would be for them to be around the same strength, because complete balance is impossible to achieve - for things to be completely equal they need to be the same. depending on the meta, the comp you play or the comp the enemy plays, some builds will always be favoured. if we look at the current bruiser/bunker/whatever you want to call them builds we have valk ranger, condi rev and explosive holo.holo probably has the highest damage output but is the least tanky, ranger is quite tanky but also deals good damage with good mobility, rev is the slowest and tankiest with the best teamfight. you have 3 viable specs, but condi rev deals best against conditions and +1 from stuff like condi thief.
  20. i think we have different views on what a fotm build is. for me, it's the build which is believed to be the best right now. it doesn't have to be the best, people just need to think that and many will play it. if it's overrated, people will stop and the fotm build will change. sometimes it's possible for a fun or easy build to become the fotm build too. what you want is not easily achievable. for a fotm build to change it either needs to get nerfed, something better is discovered or people play counters to it. take condi rev as an example right now: it deals well with condition damage because of resistance, it counters power rev which is one of the best direct damage builds, it does well against condi thief, it is tanky and quite good in teamfights aswell because of the aoe damage it brings. is it overperforming? i dont know, maybe it is because of the aoe size, but i don't think because of the damage it deals. now for new builds to be theorycrafted you actually need changes. let's assume all viable builds have been discovered. what do you do now? i think it's time for anet to start buffing and reworking skills and traits. take ele staff for example, that weapon feels like an ancient relic with how slow it is. staff used to work to a certain degree in the celestial meta because the damage was slow. nowadays? no way. even moreso, these days ele just can't deal any damage without burning tbh. all air gm damage traits are garbage now, so the only thing left is either go burn or go support. also, i don't think side noders carry much to begin with, roamers and team fight builds do. obvious skills can be used too if you know how to do it. with warrior it was always kind of a pinball game where you had to bait dodges and stunbreaks and then go for the kill. idk about now, but back in the days you baited dodges by stowing your weapon on pin down and hammer 4/5. now when it comes to options, the reality is, some skills are just bloated and do way too much.
  21. There will always be outcries from some people, even if everything was perfectly balanced. That's just normal. Some people have different outlooks and might argue the exact opposite way and say roamers should always be able to kill bunkers. What's the right thing to do in the end? I don't know, I merely presented what I think is best. What it ultimately comes down to though is what arenanet thinks is the best way to balance the game, and I'm not sure if they know themselves. I feel like for the longest time now, ever since HoT, arenanet does not have any design philosophy for pvp. I think dealing with outliers is what's currently being done by the balance team, and that's fine, even though sometimes they seem a bit like kneejerk reactions like with lightning rod. And while decreasing the power disparity between the bottom and the top is certainly a good thing, it does not solve the problem that certain classes currently have. Let's take warrior and mesmer as examples. Warrior used to have a bruiser spec in hambow, semi-support in shoutbow and later condi dps berserker and dps-ish spellbreaker. Currently, none of those builds work and the question is, what does arenanet want the warrior to be? or, what do they want the elite specs to be. Same goes for mesmer, core was dps, chrono support and mirage condi. Yet, mesmer aren't allowed to be dps, chrono support is probably worse than a druid, and you know what happened to mirage. Another problem in my opinion is the constant nerfing of the current fotm spec, which seems to be condi rev right now. Before that it was ranger, and before ranger was other stuff. And yes, while nerfing outliers is justified, it leads to a different problem. There are cases where you have a build performing at, let's say, 60% winrate compared to similar roles. That should absolutely be nerfed. Then you have builds that maybe perform at 53%, which is not grossly over the top but still the highest winrate at a given time. Those builds should not be nerfed. If you do, all that happens is another build will take the same spot and it becomes a circle of nerfing what's currently best. There will always be a build that is statistically the strongest. About diversity. If we ingore that warrior and mesmer are quite bad right now, I think this is the best diversity we ever had, ever. I watched the community funded pvp tournament and there were many different builds for all the classes that got played, which were 7/9 of the classes. I think the problem with warrior is the way it's designed, it's too easy to play to be overly effective with. Give them enough damage and sustain and...what can stop them? There should be no correlation between how easy/hard a build is to play and how effective it should be. the easiest build should be as strong as the hardest build in the game, that's balance. otherwise you would condemn easy builds to be bad forever. now as far as warrior goes, i always like to bring up the old hambow warrior. it was such a joy to play against it after it wasn't overtuned anymore. it had good and readable animations on strong skills, as it should be. the best skill in the game in regards to cast time, animation and power is probably pin down. this is good game design and should imo be used with every class. now for the current warrior; i feel like the class and elite specs have no diversity and identity at all. core warrior is a dude with a greatsword who smacks you. berserker is a dude with a greatsword trying to smack you harder and spellbreaker is a dude with a greatsword and a parry. they basically all do the same. i dont even know if warrior should be categorized as a dps or a bruiser tbh. if you look at warrior builds of the past it was a lot different. hambow was a really tanky bruiser with a lot of cc and aoe damage. axe/sword hybrid warrior was an extremely potent duelist. shoutbow was a great bruiser with team support in the form of cleanse, battleres and healing. right before HoT there was a hammer/gs warrior build that played a lot better than the current spellbreaker. berserker used to be a strong condition based duelist until they ruined the elite spec. spellbreaker is imo the most boring warrior build, but that's my personal taste. nowadays, all warrior builds just feel the same. warrior traits are a mess and should honestly be reworked and reshuffeled. If you say that easy=difficult when it comes to reward...why play the difficult one?because you want to play it. not everybody likes easy builds, some people don't like hard builds. easy or hard has nothing to do with how well a build should be able to perform. and honestly, it doesn't even matter. it always comes down to the following, if you want to compete earnestly, you play what's good, no matter if easy or hard. if you want to have diversity you can't say easy builds should not be as effective just because they are easy. at the top level it's irrelevant to begin with because easy and hard are on the same level.
  22. There will always be outcries from some people, even if everything was perfectly balanced. That's just normal. Some people have different outlooks and might argue the exact opposite way and say roamers should always be able to kill bunkers. What's the right thing to do in the end? I don't know, I merely presented what I think is best. What it ultimately comes down to though is what arenanet thinks is the best way to balance the game, and I'm not sure if they know themselves. I feel like for the longest time now, ever since HoT, arenanet does not have any design philosophy for pvp. I think dealing with outliers is what's currently being done by the balance team, and that's fine, even though sometimes they seem a bit like kneejerk reactions like with lightning rod. And while decreasing the power disparity between the bottom and the top is certainly a good thing, it does not solve the problem that certain classes currently have. Let's take warrior and mesmer as examples. Warrior used to have a bruiser spec in hambow, semi-support in shoutbow and later condi dps berserker and dps-ish spellbreaker. Currently, none of those builds work and the question is, what does arenanet want the warrior to be? or, what do they want the elite specs to be. Same goes for mesmer, core was dps, chrono support and mirage condi. Yet, mesmer aren't allowed to be dps, chrono support is probably worse than a druid, and you know what happened to mirage. Another problem in my opinion is the constant nerfing of the current fotm spec, which seems to be condi rev right now. Before that it was ranger, and before ranger was other stuff. And yes, while nerfing outliers is justified, it leads to a different problem. There are cases where you have a build performing at, let's say, 60% winrate compared to similar roles. That should absolutely be nerfed. Then you have builds that maybe perform at 53%, which is not grossly over the top but still the highest winrate at a given time. Those builds should not be nerfed. If you do, all that happens is another build will take the same spot and it becomes a circle of nerfing what's currently best. There will always be a build that is statistically the strongest. About diversity. If we ingore that warrior and mesmer are quite bad right now, I think this is the best diversity we ever had, ever. I watched the community funded pvp tournament and there were many different builds for all the classes that got played, which were 7/9 of the classes. I think the problem with warrior is the way it's designed, it's too easy to play to be overly effective with. Give them enough damage and sustain and...what can stop them?There should be no correlation between how easy/hard a build is to play and how effective it should be. the easiest build should be as strong as the hardest build in the game, that's balance. otherwise you would condemn easy builds to be bad forever. now as far as warrior goes, i always like to bring up the old hambow warrior. it was such a joy to play against it after it wasn't overtuned anymore. it had good and readable animations on strong skills, as it should be. the best skill in the game in regards to cast time, animation and power is probably pin down. this is good game design and should imo be used with every class. now for the current warrior; i feel like the class and elite specs have no diversity and identity at all. core warrior is a dude with a greatsword who smacks you. berserker is a dude with a greatsword trying to smack you harder and spellbreaker is a dude with a greatsword and a parry. they basically all do the same. i dont even know if warrior should be categorized as a dps or a bruiser tbh. if you look at warrior builds of the past it was a lot different. hambow was a really tanky bruiser with a lot of cc and aoe damage. axe/sword hybrid warrior was an extremely potent duelist. shoutbow was a great bruiser with team support in the form of cleanse, battleres and healing. right before HoT there was a hammer/gs warrior build that played a lot better than the current spellbreaker. berserker used to be a strong condition based duelist until they ruined the elite spec. spellbreaker is imo the most boring warrior build, but that's my personal taste. nowadays, all warrior builds just feel the same. warrior traits are a mess and should honestly be reworked and reshuffeled.
  23. mind telling me what you dislike about that game? is it the scrappers not getting anywhere at all? or the 4 bunker 1 dps comps on both sides? The game even ended after 13mins so it's not like it was a time over either. scrapper vs scrapper now is no different than in the video because scrapper just has abysmal damage even with berserker amulet. there is barely anything you can kill as a scrapper. now for the comps, that's something they decided to run themselves and honestly, i don't think the comp was even any good and would have profited a lot more from additional dps builds. you say 1v1 builds should be able to kill each other. they are able to kill each other (well, not the scrappers...) but they decide not to die, that's the difference. it has been that way forever, even back in celestial meta. ele war and engi all could kill each other, but they decided not to die so they kited for healing, leaving the node and giving up ticks or even the cap because dying was just worse. you might not see this as a win, but it is. getting the node in a 1v1 because you pressured your opponent off node, allowing you to cap the node, is a big win. also, i'm not in favour of anything overpowered, no matter what type of build it is. if you can't reliably kill a bunker even 1v3 while landing all your stuns and dealing a lot of damage then that build is too tanky. you should however be able to survive a 1v2 for some time if you kite well or if you run away. you should not be able to tank a 1v2 on node though. it's basically the same reason why you pick bruisers in moba solo lanes, because they can survive a gank if they play well.
  24. There will always be outcries from some people, even if everything was perfectly balanced. That's just normal. Some people have different outlooks and might argue the exact opposite way and say roamers should always be able to kill bunkers. What's the right thing to do in the end? I don't know, I merely presented what I think is best. What it ultimately comes down to though is what arenanet thinks is the best way to balance the game, and I'm not sure if they know themselves. I feel like for the longest time now, ever since HoT, arenanet does not have any design philosophy for pvp. I think dealing with outliers is what's currently being done by the balance team, and that's fine, even though sometimes they seem a bit like kneejerk reactions like with lightning rod. And while decreasing the power disparity between the bottom and the top is certainly a good thing, it does not solve the problem that certain classes currently have. Let's take warrior and mesmer as examples. Warrior used to have a bruiser spec in hambow, semi-support in shoutbow and later condi dps berserker and dps-ish spellbreaker. Currently, none of those builds work and the question is, what does arenanet want the warrior to be? or, what do they want the elite specs to be. Same goes for mesmer, core was dps, chrono support and mirage condi. Yet, mesmer aren't allowed to be dps, chrono support is probably worse than a druid, and you know what happened to mirage. Another problem in my opinion is the constant nerfing of the current fotm spec, which seems to be condi rev right now. Before that it was ranger, and before ranger was other stuff. And yes, while nerfing outliers is justified, it leads to a different problem. There are cases where you have a build performing at, let's say, 60% winrate compared to similar roles. That should absolutely be nerfed. Then you have builds that maybe perform at 53%, which is not grossly over the top but still the highest winrate at a given time. Those builds should not be nerfed. If you do, all that happens is another build will take the same spot and it becomes a circle of nerfing what's currently best. There will always be a build that is statistically the strongest. About diversity. If we ingore that warrior and mesmer are quite bad right now, I think this is the best diversity we ever had, ever. I watched the community funded pvp tournament and there were many different builds for all the classes that got played, which were 7/9 of the classes.
  25. First and foremost, through out this post, keep in mind that conquest is ultimately about getting points from capped nodes. You can win a game with zero kills. Inherently, this makes conquest a defensive heavy game mode. You might dislike this, but that's the way it is. I see it time and time again, people complain about "build X" being too tanky. Most of the time the target of such complaints are side node builds. Having said that, you need to understand what is required of a side node build. A side node holder needs to have good sustain to defend a node, moderately good mobility to rotate and contest and some form of crowd control would be great. As a side noder, optimally, you should never die in a 1v1 as long as you are not hard countered or completely outplayed. That does not mean it is impossible to win a node. You can win a node by pressuring your opponent off node and eventually cap it or by getting a +1 and a kill. Let's look at the required weakness of a side noder. They should underperform in team fights, their damage should be mediocre and they should not have a lot of stability uptime so that they can be killed in a 1v2 in an acceptable amount of time.This ensures that a side node build is not a jack of all trades, but a build that protects nodes in smaller fights (1v1, 2v2). Balancing side node builds is a delicate matter. If you nerf their sustain they will just be replaced by dps builds. If their damage is too high, they will replace dps builds. This is my opinion on how the balance should look like: Side node builds should be equal to each other, they should not lose to other side node builds (assuming equal skill level, not making grave mistakes, not getting countered). Dps builds should lose in a 1v1 to a side node build because dps builds (should) have low sustain and low stability. That way, side node builds can win against dps builds because they outsustain them and have enough damage to kill the dps build that has low sustain. This is where a third type of build enters the equation, one that is rarely played, heavily nerfed by anet each time one pops up, but one that is extremely valuable and important in my opinion. Decap builds. These type of builds should counter "bunker" builds. As I stated above, side node builds should have low stability. Enough to counter 1-2 cc chains, but once those are used, that's it. The most important thing decap builds absolutely need, a lot of cc, especially knockbacks. Decap builds should have a moderate amount of damage, equal or a bit less to that of a side noder. They should have a moderate amount of sustain, enough to not be killed by a bunker, but not enough to survive against a dps build. That way, decap builds win the node against a bunker by decapping them, but lose to a dps build because they get killed. Assuming that the balance of those three types of builds is good enough, it would achieve the following triangle: Tanky side noder: Loses to decap but wins against dps.Decap: Loses to dps but wins against tanky side noder.DPS: Loses to tanky side noder but wins against decap. Obviously, balance is a lot more complex than just that. These are scenarios in which builds compete on a node in a 1v1. Let's talk about fights with more people, and where builds should be best used in. Side noder and decap builds should be good in a 1v1 and in 2v2. Assuming side A has a side noder and a dps while side B has a decap and a dps. The side noder on side A should be able to support the dps with healing (less than a healer spec), boons and some cc to be viable in a 2v2The decap build on side B should be able to support the dps with peel and crowd control to be viable in a 2v2.Ultimately, this is all hypothetical. But I hope people will be able to understand where I'm coming from. Conquest favours defensive builds because of the nature of the game mode. That does not mean you need to remove the sustain of tanky builds. Those builds are needed, and you have to face that fact. That does not mean that tanky builds should not be countered by other builds. Those builds exist, but they usually get nerfed into oblivion by arenanet, even though they would be a good solution. Cheers
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