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Tammuz.7361

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Everything posted by Tammuz.7361

  1. Looks like it. but everyone else noticing same thing so price of charms is skyrocketing!
  2. looks like they did buff vindicator, or tried to: Leviathan Strength: Increased damage bonus from 10% to 15% in PvE only. Forerunner of Death: Increased damage bonus from 15% to 25% in PvE only. still waiting for ARCdps to get fixed to see if overall ended up being a buff or a nerf with the GS damage nerfs though...
  3. Probably a lot more than that, 50% duration reduction on torment from shades = big ouchy
  4. and they nuked vindicator while nerfing herald... anyone surprised? Oops, didnt see the last 2... maybe vindi playable after all?
  5. Wait until after nerfs in about 6 hours... whole PvE balance is about to change later today and Anet didnt give us a preview.
  6. try playing virtuoso in actual content at 1200 range and getting anywhere near the golem numbers. You dont get boons from the rest of the party at 1200 range, meaning your going to do either do a fraction of the DPS, or your going to have to play mele to get boons to get anywhere near the golem numbers. Also c.virt doesnt have much (any) utility outside of ranged damage and cant self buff (even might stacks). DPS is literally the ONLY thing the class has. Scourge is 900 range, not 1200. Though with its insane best-in-game AOE and easy rotation ... okay yeah, scourge needs a bit of a nerf. I just hope they dont nuke harbinger into oblivion with a straight pistol nerf later today. Harbinger having a much more complex rotation, resource management, and has to be played in mele range for shroud 3+4 to achieve its DPS numbers which are already a solid 6k under scourge vs the golem.
  7. "I also predict that the way some weapon damage will be controlled is by tying a damage modifier to their respective elite specs." This would be a reasonable and good way to do it so they dont nuke the specs that arnt over performing and dont need a nerf right now.
  8. Depending on which get excluded, that could be a problem... especially for builds and classes that rely on a certain 6 peice set bonus to function properly... Hopefully they will include the majorly played / META ones at a minimum...
  9. Maybe they add that later? They did with shrine guardian ears...
  10. That was with autocast rifle and mech skils. Just auto attack on rifle (literally could walk AFK to go get a sandwich and put out over 25k dps)
  11. Err, which EoD classes are meta in WvW zerg play at the moment? Cause last I checked: healer vindicator was somewhat PLAYABLE (not really meta even) and that was about the sum total of what EoD has even brought to WvW at this point. (everything else from EoD being subpar or unplayable in most cases).
  12. As a former DPSer myself whos also quit WvW: basically successive nerfs have had an impact on the enjoyment of the game, really game mode from a DPS standpoint has been going down-hill ever since the whole "paradigm shift" patch a couple of years ago. Following that up with ongoing and successive nerfs to ranged DPS hasnt helped. Pre paradigm shift: multiple DPS classes (scourge and herald particularly) felt rewarding to play. More specifically: Herald felt like it rewarded solo skill in positioning: if you were able to get to a point on the flank and free cast on the enemy blob, you generated a ton of downs. Scourge, while always more of a zerg class, was also rewarding to play in terms of damage and downs generated. Now a days it feels like casting skills is more like firing blanks at the enemy since the whole massive increase in TTK, successive nerfs to DPS across the board, etc. You either coordinate a spike with everyone else, or your basically doing nothing with your casts. How your group performs is no longer dependent at all on the skill of individual DPSers, but seems almost entirely dependent on your support classes (guards, etc), DPS is now definitely in a secondary role of importance. And individual play as a DPSer beyond being able to coordinate a spike when the commander calls for it, has almost no effect on the outcome of a fight (certainly not like it used to). At some point, the environment just becomes unfun and unrewarding for DPSers to play in, and they quit logging in to WvW.
  13. Reason all the revs quit WvW after nerfs was more a function of the whole "paradigm shift" thing, post the big DPS nerf patchs: DPS just overall feels weak in WvW. Like pre DPS nerf -> it was rewarding to be an individual good DPSers who could get open and "free cast" on the enemy zerg (if they didnt shut you down, you could generate a ton of downs solo), a few good DPSers could change the outcome of a fight single-handedly. Post paradigm shift has ment focus has been almost exclusively on support, support, and more support. If your group has good quality support play, you win fights, if your group doesnt have good support, you dont. DPS became much lower and slower. Individual positioning no longer rewarded, etc. Overall just felt much less rewarding to play DPS (of any class) in WvW post nerfs.
  14. Funny, WvW having the exact opposite problem. EoD has been essentially useless in terms of meta specs thanks to everything being a "physical projectile".
  15. Its not just a single tempest either... projectile hate is so rampant and easy that most classes have 1 skill standard in their builds... and it only takes 1 or 2 of these up at a time to completely nullify projectiles being used against an entire zerg. theres enough projectile hate at the moment that any and all projectile builds are essentially dead in WvW zerg play. In fact if i recall, they even used this sad fact to nerf one skill out of existence in wvw in the past (made epidemic a projectile skill at some point). In fact, kinda feels like the 300 sec cooldown place holders in a way, saying "we are too lazy to actually try and balance something in WvW so we will just make it completely unusable and worthless by making it a 'projectile'"
  16. Agree they need a game mode split in the skill here.
  17. Fair point… they probably need to look into splitting WvW and PvP balance more. Again, they probably need to look at splitting PvP changes from WvW changes more (like they already do for PvE and “competitive” split) Scrapper is insanely OP in WvW at the moment and badly needs a nerf in WvW. Seems that its underpowered elsewhere though… Mechanist on the other hand is OP as hell in PvE, seems to be decent in sPvP from the sounds of it (which admittedly i dont play), and is a non-starter in WvW. Specter is OP in PvP at the moment, but underpowered to the point of not even being played in WvW zergs. Likewise its not exactly dominating the meta in PvE to need a huge nerf either… It seems like the biggest thing to come out of the discussions in this thread is: we need even MORE of a split between the game modes in terms of balance. Whats OP in one game mode, doesnt even make meta in another, and is laughably underpowered in a 3rd (specters and scrappers being great examples of this).
  18. Scrapper getting nerfed because its OP as hell in WvW zerg play. Specter is not even meta in WvW zerg play currently, and committing suicide by teleporting into an enemy zerg is not OP. When we see specters dominating the meta by flinging themselves into enemy zergs with their well teleports, Anet can certainly look at nerfing them at that time 🙄
  19. Definitely agree that limiting projectile blocks and reflects to a certain number of projectiles each cast is something they should look into on ALL projectile hate spells, rather than having anything and everything thats a projectile be a completely dead mechanic in WvW as it is currently. As someone who enjoys playing ranged, it was really demoralizing to see harbinger and virtuoso reveals last year and instantly recognize that they would be totally dead and unplayable in WvW before EoD even released thanks to “physical projectile” hate.
  20. Soulbeast is probably gonna be OP now in PvE… think they should reconsider…
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