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Tammuz.7361

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Posts posted by Tammuz.7361

  1. 32 minutes ago, Carnifex.3275 said:

    Can you not nerf Specters shroud so much? I understand pvp/wvw. But PvE from 1.5 to 0.69? That's way too much, especially condi dps specter will be fallin off shroud way too often.

    Agree they need a game mode split in the skill here.

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  2. 3 hours ago, Pati.2438 said:

    @Tammuz.7361 well they where nerfing specter cause it is actually absolute dominant in pvp and nearly unkillable if played right specialy on its condition variant where you litterly just press one Button weapon skill and teleport to kill something on range.

    Fair point… they probably need to look into splitting WvW and PvP balance more.

     

    22 minutes ago, Gorem.8104 said:

    And why are we still nerfing Scrapper? Its been nerfed multiple times since EoD released. Mechanist is already the most played Engie spec, why on Earth are we nerfing Scrapper more, it lost 60% of its survivability since EoD came out and now its Gyro's are being reverted to how they were before, when everyone hated them. This update is removing Scrappers from the game almost, why would anyone want to play Scrapper after this. It had its place. Now it has no place. 

     

    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).

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  3. 23 hours ago, Kuma.1503 said:

    Since we're homogenizing Scrapper wells, when can we expect Specter to get the same treatment?

    No other class has 5 free mobility spells on their wells. 

    --Nevermind the trade-off of throwing yourself into danger when you cast this into the middle of an enemy  zerg. This is irrelevant in the eyes of fairness.

    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 🙄

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  4. On 9/17/2022 at 10:33 PM, the krytan assassin.9235 said:

    As someone who has been complaining for a long time about the status of scrapper: defense field, stealth gyro and purge gyro definitely needed a big nerf in WvW. I wouldn't mind if the scrappers kept their moving gyros aslong as they severely nerfed the skills.

    Purge gyro should be fine on 3 condi cleanse, defense field should have 40 sec cd 3 sec shield duration with a maximum of 10 projectile blocks, stealth gyros should have a cd increased to atleast 75 sec and duration decreased abit. 

    Honestly both gyro "wells" and gyro nerfs would've resulted in a massive protest from the engi community since they've gotten used to being basically the WvW Gods for the last couple years. Scrapper is still in a very good position in wvw post nerfs. They have the monopoly on superspeed and condi->boon conversion (both still deserve a big nerf) and still have access to stability, projectile blocks, low cd group stealth etc. 

    I dont understand why Anet would want to change gyros to 'wells' outside of WvW, no need to nerf something that is not broken to begin with. 

    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.

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  5. 2 minutes ago, xXxOrcaxXx.9328 said:

    Please have a look at Untamed. Apart from half of the appeal if Untamed being more control over the pet, which should be a core Ranger thing and not locked behind an elite spec, in PvE at least, Untamed is held up by exactly one trait. Please give it the Soulbeast OWP treatment.

    Soulbeast is probably gonna be OP now in PvE… think they should reconsider…

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  6. 3 minutes ago, melodyspectrum.2980 said:

    soooo.... where is the fb nerf

    anyone?

     

    Thats next I think once we see enough stab sources elsewhere…

    Although in the FB case its more of: we need to give other builds Stab options up to FBs level rather than just a streight and direct FB nerf.

    Otherwise it becomes a stunfest which is no fun.

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  7. 1 hour ago, Arianth Moonlight.6453 said:

    let me guess, scrapper got the hammer?

    it needed it, BADLY

    ALL other healer / cleanser options were unviable in WvW due to it being OP

    It was at the point where it was literally mandatory to have 1FB + 1 scrapper per group in WvW,

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  8. 3 hours ago, Kuma.1503 said:

    AoE quickness is gone from Scrapper and Herald. 

     

    But we forgot about Harbinger? Reminder that Cele harb is a menace in WvW and Curses Harb is still top tier in PvP. 

    Harbinger only viable in 1v1 (where AOE quickness doesnt matter anyhow), its essentially useless in group fights thanks to virtually all of its damage coming from ‘physical projectile’ effects

    Scrapper primarily played as the major support healer along with FB in group fights in WvW.

    Herald… err herald wasnt meta in WvW any more due to successive nerfs, not really sure why it needed further nerfing, of a trait that wasnt played anymore anyhow…. But I dont really care since vindicator may actually possibly be viable now!

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  9. for WvW pick a direction you want blobs to go and finish going for it, either:

    a) nerf DH ranged dps and longbow 5, maybe a bit to scourge as well to bring blobs into a full mele meta OR

    b) reverse prior ranged DPS nerfs on rev, ele, etc so we can go back to ranged meta but with more classes than just DH and scourge

     

    Cause right now its literally a 3 class meta and the most unhealthy ive seen it in a long time. If your not playing FB, DH, scrapper, or scourge, your not playing a meta class.

     

    Overall due to the virtually non-existant damage output: playing DPS in WVW at the moment is completely unfun and not rewarding.  Its like we are firing blanks out there against the boonballs, and wether you win or lose is entirely dependent on your FBs skill, not your skill as a DPSer.

     

    c) consider adding a cap on the number of projectiles a projectile reflection, absorption, destruction, etc. skill can reflect / absorb / destroy… rather than allowing a zerg with say 1 scrapper to shut down literally every single new DPS class from EOD at the push of a button

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  10. On 9/5/2022 at 5:04 PM, otto.5684 said:

    Core is not better. And power DH is still the best power option for guardian.
     

    In OW it is pretty good. In group content, it is serviceable. It is dpsing a bit behind, but has high burst and AOE. It needs a some buff. However, this is using GS and sword or scepter. Any other weapon, including LB, is trash.

     

    PvP, do not bother. Only power core, power support and power WB. Nothing else is remotely playable. WvW add support FB.

    DH is OP as hell in WvW at the moment, it + scourge are the zerg DPS meta right now.

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  11. On 9/3/2022 at 4:33 PM, Artemis.8034 said:

    Meanwhile condi virt simple to play beats most everything else including mech, and can play at 1200 range if needed so where is the outcry over a high damage build here that has low skill requirement?  The only ones that have a right to complain are competitive players , golem means nothing. Initial burst means nothing, what are you sustaining? I have seen classes burst 150k in HT then drop into the 30s , burst is not a good measure to go on, and golem only shows you what can be with perfect boons perfect rotations on a target dummy. And hardstuck says the same low skill level can net you good numbers even with an LI build https://hardstuck.gg/gw2/builds/mesmer/condition-virtuoso/?v=dueling

     

    1) this is a case of golem numbers being unrealistic, the build is very reliant on party buffs, which you cant get realistically playing at 1200 range, at that range it doesnt even self buff might.

    2) and at mele range (where it can get the party buffs to actually put out those numbers) its not really superior in DPS nor easier to play when compared to most other mele DPS classes (IE: burn fb, condi scourge, condi harbinger, etc), and it is still a significant step up in difficulty compared to rifle mechanist.

     

    Yeah its much easier to play if we are comparing it to mirage or catalyst (the later of which really needs a buff right now considering its extreme difficulty).  but compared to everything else mainstream out there right now, its not really that LI.

  12. On 8/29/2022 at 11:38 PM, Ashen.2907 said:

    1) Mechanist

    2) Mechanist

    3) Mechanist

    Correct

    for PvE, rifle mechanist is an order of magnitude easier to hit top dps with than anything else.  Speaking as someone who does play it right now: it IS over-tuned for the difficulty of play and does need a bit of a nerf.  while it CAN be beat (as seen on the SC DPS numbers) the effort and skill required to beat a rifle mechanist with most everything else is out of reach and unrealistic for 99+% of the player base.

    everything else on the snow crows list requires at least some effort, rotation, and practice to hit high dps numbers with.  though it is certainly varying as to how much effort they take.

    in second place id say probably burn FB thanks to its easy rotation.  Does require some rotation learning and minimal effort though.

    Third id say condi scourge.

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  13. On 8/18/2022 at 6:43 PM, Josh Davis.7865 said:

    Hi all,

    The June 28 update highlighted that our approach to balancing professions and combat in Guild Wars 2 has not been fully aligned with the needs and expectations of our community. As we communicated in several posts over the last month and a half, we’re using this an opportunity to take a hard look at our internal processes and revise the Guild Wars 2 balance philosophy. We also added some new leaders into the team to help facilitate that effort. That work is still ongoing, and we look forward to sharing our updated balance philosophy with you as soon as we can.

    As we’ve been reading through your feedback on the August 23 preview, it became clear to us that one aspect of the previous balance approach was especially problematic. Specifically, making balance adjustments to PvE builds based on their potential under unrealistic, ideal conditions – conditions that are unlikely to be met unless you’re testing against a golem, or the player is extremely skilled. While these builds can definitely be an issue in a skilled player’s hands, often times the changes have an outsized impact to unrelated builds and average players. With that in mind, we’ll be reverting the changes to mirage in the August 23 update.

    This change in approach raises questions about previous changes that were made with a build’s ‘potential’ in mind, rather than the realistic output. We’ll be evaluating those prior changes on a case-by-case basis in future releases. This isn’t to say that we won’t address overperforming builds in the future, but we will focus more on builds that are dominating the meta, rather than builds that could theoretically dominate.

    For reference, these are the mirage changes that are being removed from the August 23 update:

    Axe:

    ·         Lingering Thoughts: (PvE only) Torment duration reduced from 4s to 3s.

    ·         Imaginary Axes: (PvE only) Torment duration reduced from 4s to 3s.

    Staff:

    ·         Chaos Vortex (Staff Ambush) (PvE only) Might stack count reduced from 8 to 5, Might duration reduced from 15s to 10s. Torment, Bleeding, and Confusion duration reduced from 8s to 7s.

    Thanks,

    Josh

    YAY!

    Bravo!

    got the message.

    Actual performance != potential performance

    Look at whats actually dominating the meta (ie mechanist) and address that.  Not what COULD dominate the meta with perfect (and for 99.999% of the player base, unrealistic) play.

    Balance for the 99%, not the 1%

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  14. 12 hours ago, Karagee.6830 said:

     

    Thankfully Anet devs and balance team have finally understood that theoretical benchmarks are not the same as actual performance and that representation in groups is, in fact, a clear indication of performance/convenience. We've had plenty of builds at the top of the benchmark list with nearly zero representation in raids (less than 1%) for years.

     

    NVM, just saw Josh Davis post.

    Hurray they got the message!

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  15. On 8/17/2022 at 3:25 PM, Cal Cohen.2358 said:

    Hi everyone, here's a quick update:

     

    Last week’s preview included a significant change to the firebrand skill Manta of Liberation in World vs World – a decrease in ammunition count and an increase to recharge time. Since then, we’ve seen a lot of concern that the reduced access to AoE stability and group stun breaks will negatively impact WvW gameplay due to the sheer amount of crowd control in large-scale fights.

     

    We agree with the feedback and have reverted these changes in WvW for this release. We do believe that firebrand brings too much to the table in WvW and plan to tone it down in a future update, but we recognize that this will need to come with changes that improve access to AoE stability and group stun breaks for other professions. We want to spread these tools around to other professions to improve team composition and support role diversity, without reducing the overall availability of these tools.

     

    Thanks,

    Cal “cmc” Cohen
    Game Designer – Skills and Balance

    YAY.

     

    now just nerf DH ranged dmg a bit and we might actually see some mele fights… maybe

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  16. On 8/12/2022 at 6:19 PM, Double Tap said:

    Quick clarification:

    Previously, we included a change to the Dragonhunter skill "True Shot" that would allow you to move at 50% speed while channeling. The True Shot movement change won't be releasing on August 23rd - the release note was included here erroneously and has since been removed.

    We've been experimenting with the change to help improve longbow usability in PvE content, but the change could have some negative implications to PvP and WvW, where the skill's current telegraph is very important for counterplay. We're going to keep thinking about how to address the problem and may revisit it down the road.

    Apologies for any confusion!

    DH needs a Major NERF in WvW at the moment.  It is the reason that people cant get to mele range currently.  You nerfed the rest of range damage but seem to have forgotten DH.

     

    Currently the meta is: FB, Scrapper, DH and Scourge... (with a party running FB + Scrapper + DH + Scourge + (either DH or Scourge as 5th spot).  Maybe 1 or 2 really good Catalysts in a big blob to cast the double meteor shower.  Revs and warriors are out of the meta entirely.

     

    At least with old metas before ranged DPS nerf you had choices of classes you could play for ranged DPS.  Either undo the nerf OR finish making mele viable by bringing DH down to level with the other ranged classes.

     

    Please also re-consider the MoL nerf on FB.  This will make the current meta even worse not better.

     

    Getting this patch right is especially critical since you are planning on releasing on Steam same day.

    • Like 4
  17. 12 minutes ago, ericpeggy.8206 said:

    Stability from Firebrand skills

     

    1. Stand Your Ground : 5 stacks, 6 seconds.

    Radius : 600

    CD : 30s

    Bonus : Resolution 5 seconds, Breaks Stun

     

    2. Hallowed Ground : 1 stack 2 seconds every pulse, total 8 pulses

    Radius : 360 (Range : 900)

    CD : 45s

    Bonus : Resolution 2 seconds every pulse, total 8 pulses, fire field

     

    3. Mantra of Liberation :  1 stack 5 seconds

    Radius : 180 (Range : 450)

    Charge Time : 45 seconds (this patch)

    Bonus : Resolution 5 seconds, Breaks Stun

     

    This change only kills Mantra of Liberation and HB still can use Tome of Courage or Hallowed Ground give tons of stability.

    After this patch, you still need to kill more skills to make Firebrand become a "Balance" class.

    True but: no reason to remove stability in WvW UNLESS they are going to put stab on other classes / sources, FB remains meta simply because no one else has enough stab generation.  Decreasing it will only make it even more of a CC cluster for the rest of us.

    They are trying (unsuccessfully i might add) to push a mele meta, to the point of nerfing ranged damaged into the ground (and making WvW a 3 class Meta now that is really depressing and un-rewarding for damage dealers); but this nerf in WvW, in the context of other stab changes being (PvE only) shows they fail to understand the fundamentals of WHY it is that their mele meta plans have completely failed and we are now stuck in this DPSless midrange game.

    Point is: WvW meta is in a REALLY bad spot right now thanks to recent ranged DPS nerfs which failed to accomplish their stated objective of bringing people into mele range; this change, by itself, is going to make things much worse, not better.

    • Like 3
  18. 7 hours ago, Yaki.9563 said:

    People will never understand that it's not Rifle that makes Mechanist do crazy damage, it's the mech. 

    ehhh, if you look at the top DPS skills on ArcDPS… its Rifle 1, Rifle 1 grenade, and the other auto attack stuff…

     

    Anyhow, point is Mechanist is already top DPS, ridiculously easy to play, and so much so im not sure why anyone would play anything else for any content other than a Benchmark Golem at the moment unless they are already a top DPSer and want to give themselves a challenge / make things more difficult for themselves.  For the other 99% of players its an obvious choice (Even Ive picked up playing it because its simply the META to the exclusion of everything else at this point) … it badly needs a dps nerf not a buff…

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  19. 21 minutes ago, Glott.7239 said:

    Also i am baffled not to see nerfs to power mechanist, but rather even a further buff with the change to Big Boomer.

    agree, they completely missed the boat here… power mech is over performing, especially given the ease of its rotation (which is literally just auto-attacking for the most part)

     

    and why would you nerf condi mirage? no one plays it because its so difficult already, players already prefer to play virtuoso thanks to its simplicity.  reducing condi mirage DPS even further is going to make it even less played.

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  20. 11 minutes ago, TheSeraphim.7413 said:

    Hey now Rev can ping pong Ventari Shield and pretend their Jalis floor is helping the overstacked FB stability!

    or you can just give up and switch to guard like the rest of us did

     

    9 minutes ago, MECHAzuth.6538 said:

    With the amount of boon rip capability, as well as ranged and mele CC in WvW. You're screwing comps over by hitting the FB mantra.

     

    PvE comps and WvW comps are a world apart in structure, and you're only looking at 1 game mode, while affecting another.

     

    Elite skills are there for a reason. You're killing that aspect in WvW, to try and ballance the PvE environment up.

     

    Movement is everything in WvW. You need to make that change PvE only, and quick.

    yeah, not sure what they are thinking nerfing FB mantra in WvW without giving other sources of stability… going to make pirate shipping even worse, not better.

    If you are going to rebalance WvW by adding other sources of stab to other classes, then do so, but dont just axe our one source of stab here in an “oh by the way” side thought to what is clearly a PvE balance patch.

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  21. (PvE only) 😞

     

    WvW really hurting right now and could use some re-balancing.  Its currently the least healthy its ever been with essentially only 3 classes: Guard, engi, and necro making up the entirety of the meta… even rev and warrior has been nerfed out of the meta at this point…

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  22. On 7/17/2022 at 2:38 PM, Cuks.8241 said:

    None of those really has a second build. Maybe DH as a dps alternative to FB. Dps engie in zergs? Nope. Necro. Well if you consider the minor differences between reaper and scourge but for both primary role are strips and dmg. 

    You can easily add rev in there. SB is still strong and arguablly mandatory. Noone will turn down a mesmer or 2. Same with tempest or weaver unless really stacked. 

    Dont get me wrong meta is tight and stale but unless youre thief or ranger you should find a spot. 

     

    SB and Rev are no longer META.  Youd almost always rather have another necro or DH at the moment sadly.

  23. 22 hours ago, Paradoxoglanis.1904 said:

    Imagine if there was an actual counter to boonballs other than a bigger boonball. I know, what if spellbreaker bubble got buffed so it prevented boon application entirely? That would be a good start...

    Or just let ranged aoe DPS classes like rev actually do meaningful spike damage again rather than just tickling the enemy blob.

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