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Julius Seizure.4985

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Posts posted by Julius Seizure.4985

  1. At the very least, this skill should no longer consume 8 energy. It really should be normalized at 6 with all the other toggles.

  2. Might Makes Right is only granting 12 might stacks to yourself and 24 to allies. It is also only healing you for 1.5 k base and 1.4k per ally buffed when properly traited. If might were truly right, these numbers would reflect such. I am not sure where the buffs should go exactly, but am open to suggestions. Maybe we need 3-4 charges instead of just 2?

    Also, another problem is this skill works when facing left.

  3. I voted no, as dodge/active mitigation is far too important of a mechanic to remove. However, I agree with the sentiment of this post that there are FAR too many skills and classes in this game that apply pressure while evading/immune to damage.

    I would vote yes, perhaps, to this change:

    Damage on dodge traits change your dodge into a capped (not affected by outside sources) -90% damage and -90% Condition damage window. This means you still take damage but it is drastically reduced. This does have a problem with balance versus condition application though. If such a mechanic is feasible, some skills could be changed from evade frames to a capped -damage value as well.

    Regardless, this can also be addressed by doing a further balance to the damage values on all of the dodge traits and skills that evade+damage.

  4. Well timed immobilize with follow up CC is already an option to force overheat on probably 80%+ of the builds people run (Thermal Release Valve / Vent Exhaust). This is also pretty much an instant kill too, given how punishing overheat is now.

    I guess the problem here is you have to actively counter-play against a class weakness, rather than just spam burn stacks the same way and receive a massive free bonus...

  5. The thief changes look very unbalanced for competitive game modes. I just can’t even begin to see how this made it through testing. This is gonna get salty.

    Elementalist changes are interesting, but a good chance the class and certain builds were over-buffed.

    Scrapper and Holo changes initially appear poorly implemented.

    Revenant was hammered in the name of plat 2 + PvP balance.

    Ranger changes seem to hit the mark overall.

    Some nice buffs were made to DH and guardian. They seem like good changes.

    Rampage is currently a crutch for War in all competitive modes, and only stacking DR% addressed.

    Necro needs to heal is Shroud from all sources at 10% to 20% effectiveness. Traits and team heals should not be locked out and completely ineffective. The cost for Shroud is already paid in losing access to all utilities and elites while in Shroud.

    Mesmer balance regime that dominated since HoT has been fully overthrown.

  6. @ProverbsofHell.2307 said:Hear me out. Mounts will severely disrupt the balance of mobility in WvW. They will completely change the capture/defense game speed. They will cause drastically increased lag and fps issues in a game mode already plagued by them. They were dreaded being implemented by the community and many feel betrayed by the announcement.

    It's not too late to put the community's wishes first and simply make the Warclaw a 2000 gem Jackal skin instead to save some investment funds.

    It's not too late to renege on mounts in WvW.

    Firstly, we don’t know what the mount speed will be and whether this Beast will even have movement skills.

    Secondly, the mount will introduce more balance for mobility as all classes may potentially at least have Swiftness speed levels baseline even when roaming. This is not a problem, unless having all classes balanced with an equal baseline OOC land speed is not “balance.”

    I am really glad for any and all additions to this game mode. Anything that needs to be nerfed or buffed with regards to this mount will hopefully have a prompt schedule in place (1 week hotfix, one month balance, 3 month revamp, etc).

  7. @"Trevor Boyer.6524" said:Just when you thought Mirage was a problem in spvp, then you read the OP statement of this thread, and realize this is happening in wvw ->https://en-forum.guildwars2.com/discussion/66370/it-is-time-to-remove-40-endurance-food/p1

    Condi Mirage in WvW is a terror.

    • Dire + Trailblazers is available to augment Viper’s and Carrion
    • 50% endurance regen on weapon swap.
    • 40% passive regeneration.

    The end result is a class that starts a fight with 8-9 mirage cloaks in the first 20 seconds. It’s beyond broken there...

  8. @phokus.8934 said:

    @Caine.8204 said:Nerf Distortion by 1s, have it only grant distortion when you shatter an illusion.

    Trait that gives blind on Shatter: ICD of 3 seconds (per target)

    Have mirage cloak count as a block instead of an evade, so unblockable attacks can still hit the Mesmer.

    Balanced.

    It’s a good thing you’re not working for ANet. I’ve read some bad ideas but this is near the top.

    They have a 70% chance to evade or avoid an attack, while having some of the highest single target damage in the game. They also have access to permanent regen, and then protection through chaos armor/chaos storms.

    If anything, having the dodge count as a block rather than a complete evade would bring them into balanced territory.

    Having a blind on every shatter is also a root cause of their invulnerability. Either nerf this, nerf the distortion, nerf the dodge, or all 3.

    Mirage Cloak isn’t being changed to a block, so let’s take that off the board right away.

    I agree, Mirage Cloak needs to lock out actions during it’s animation and then provide a 2 second window to activate an ambush skill. It needs to be a normal dodge that doesn’t apply counter pressure or allow freely protected heals/stomps/rez etc.

    Here is a list of things that would STILL make Mirage Cloak better than base dodge:

    • Can still dodge when Immobilized.
    • Can still dodge when CCed.
    • Still has 33% more evade frames (1 seconds vs 3/4).
    • Still allows for better positioning/control.

    Mirage will pretty much never be balanced unless this happens. The only other option is to so completely gut core skills and traits but then base Mesmer and Chrono will suffer.

  9. Mirage will never be balanced unless Mirage Cloak is completely reworked.

    The problem is that Mirage Cloak and Ambush skills mirror the most powerful skills in the game for competitive modes: simultaneous evade and high pressure. I am not sure if the developers just had no idea how potent this type of skill is, or if there was simply no input from anyone that cares about PvP/WvW, but Mirage is arguably broken at the concept level.

    What makes it worse is that core Mesmer is a class that already is loaded with these types of skills— and is built around AI that lets you play very defensively while still applying pressure. This isn too oppressive on core Mesmer, but when every dodge becomes this type of supreme level skill on top of what core provides then you get where we are at.

    Mirage seems like an idea that is fine at the PvE level, because AI doesn’t get frustrated. Right now, Mesmer is chasing away players from these game modes.

  10. I could have made a PvP legendary armor a long time ago, but chose to wait for this update anticipating it would have a high cost and be handled similarly to the WvW prestige armor. While it is expensive, I do appreciate having some things in the game denote (somewhat) dedication to a game mode.

    By the way, you don’t need to buy 2 armors, just unlock the skin for Ardent Glorious. Like I noted earlier, this system is just like the WvW one for achieving the highest tier of skin.

  11. Test it again. Benevolence should not increase healing to self, but should offer superior ally healing— partcularly for skills with a high base heal.

    Sigil of Life will be good for skills that have a high healing power coefficient, and will add to self healing, but will generally be inferior in most circumstances with regards to ally/pet healing.

  12. Mesmer is completely overturned, and was ironically the least or second-least nerfed profession during the recent balance pass.

    With that said, I am going to go against what many players have said. You need to cleave/focus their clones while simultaneously applying pressure to the Mesmer. If you just focus the Mesmer it will fail, as the class simply has too many invulns, escapes, and stun breaks. If you just focus clones, then the Mesmer also has too much personal damage and can spam Phantasms for top tier DPS without even needing the clones.

    You pretty much need to have massive cleave, kill clones, CC Phantasms, while simultaneously applying pressure to the real Mesmer. This is why the class is currently broken, and it is the key to actually beating a good Mesmer. You can only do this on a handful of professions/builds, and these professions/builds have serious drawbacks (either low sustain, low mobility, low disengage, NO stunbreaks, etc). Mesmer has no drawbacks.

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