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Solori.6025

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Everything posted by Solori.6025

  1. ....Why is this even a discussion though? If cele was the best. The best would use it. For everything. It isn't, so why in PvE does this warrant ire? Like WvW cele is a massive problem ( PvP rules in WvW when?) but PvE?
  2. Basically. We got nerfed because a boon that should have been chrono exclusive was given to everyone else.
  3. IIRC the sword was also nerfed because it was triggering the " on distortion" traits. You know Anet can't let mesmer have synergy. That's not allowed
  4. Truly breathtaking and profound notes. Thank you Anet
  5. AYOO, but why you acting like a separatist though? 🤣
  6. Guardians are the " Holy paladin" or " Priest" class so this tracks....
  7. I'm gonna be honest. It's never conducive to ask for nerfs when you haven't even touched the class. I think most people are tired of knee jerk changes when they happen because of people who have never touched the class commenting on what needs to be changed. (Usually done because they no longer want to struggle against the class or something usually along those lines ). Please play the classes you have trouble with before coming into a class specific forum and telling others what the problem is. Or ask for help instead of demanding things become easier for you.
  8. I would highly advise you play willbender for a few months, roam solo, fight everyone and everything. You're going to learn a lot more that way vs looking on meta battles and cherry picked YouTube clips. The class doesn't have more or less invulns than any other, and a few classes actually got teleporting skills. The main reason I think people are crying so much for a nerf SPECIFICALLY for guardian is because it got nikes. And them air forces is black. No one wants to accept a class that used to have limited movement, now has the ability to run away from unwanted engagements. You guys are going to have to accept that. Same way you had to accept it when warrior put on their Nikes.
  9. See this is where I am confused because it has about the same as other classes. We can actually count the amount of invulns and blocks on one hand. Even adding evades that still is one hand. 1. Renewed Focus 2. Virtue of Courage- one aegis- 3. Shelter. Those are blocks used in the roaming build people complain about. 4. If we add the Evades Flowing resolve. In comparison to a popular thief roaming build S/D 1. Roll for Initiative 2. Flanking Strike 3. Dagger storm 4. Withdraw. -If using daredevil has the option to use Bandits Defense- This class has the option to go into stealth. In comparison to my mesmer roamer 1. Echo of Memory 1a. Deja Vue 2. Distortion 3. Blurred Frenzy This class has the option to stealth AND cause detarget. Warrior- 1. Full Counter 2. Whirlwind Attack 3. Bulls Charge 4. Shield Stance - If adding rampage- takes 50% less damage with pulsing stability and swiftness- -If on bladesworn - 1. Triggerguard 2. Cyclone Trigger . ..So what is really the issue...The options in comparison to other meta roaming builds is around the same.
  10. A block is not the same as an invuln. If we are playing that game then Warrior, Mesmer, and Ranger would be included in that conversation. So lets not call a Joker a Spade.
  11. Rev Shortbow 2 and 5 both can be shot behind the rev. While the rev is moving. You don't care about equivalency. You either want nerfs to Guardian or buffs to shortbow to bring it over the top. At least be honest about it.
  12. I'm predicting that the professions that are going to have the best announcement reaction is going to be Guardians, Mesmer's, Necromancers, then rangers. Everyone else is prolly gonna complain, and I get it. Like if you look at the Ele video you can tell they were probably the class that had the least amount of effort put into the weapon and trailer. The character was wearing the blandest outfit. The draw animation was trash. They used what looked like a base model pistol. 🤣 . On topic of the guardian. I am in the wait and see camp. Test before it gets an approval or disapproval. Anet is finicky and they are bound to honestly make a last minute change that will make the weapon either severely underperform, or it comes out and overperforms so much they nerf every other espec and core traitline to compensate .
  13. I cant really speak to the most recent events but, Torch was meta when mirage was first introduced on both Power and condi builds in WvW and pvp, mainly for the stealth burst for power and the added burning for the condi builds. x/torch was a very common pairing on mirage . ( until anet nerfed it below the ground and used it as fertilizer. yes i am still bitter)
  14. ^All of this. It is not a viable business model to cater to the 1% of people that want the game to be on challenge mode all the time. I'm not sure if this has escaped peoples notice but this game is a casual players dream. That is why it is still somewhat running. People don't have a gear treadmill. This game doesn't have a best in slot that changes every content update. You have ACCOUNT WIDE sharing options for all of the highest gear available which can be obtained by doing almost anything in the game ( until the new legendary gear comes out then it will be literally everything). This is not the game of the 1%. Never has been. Solution though, which would probably be less work and have less backlash from the majority of the games community. Add a hard mode to high end content. Give bosses what ever you want to make the game challenging for those that need to sweat and have constant adrenal responses to enjoy things in life. Pleases them, and leaves the rest of us happy.
  15. If you got those two things wrong why should I read the paragraphs of nerfs you want to slap on the class? I agree. If you think mirage has big evade uptime I immediately stop taking you seriously. Because you are parroting a talking point that is A LIE. To then make a list of nerfs to a class you don't understand is honestly disrespectful to the people that have been putting forth reasonable well thought post on the same issue. Please understand the class before trying next time.
  16. ...Did you guys test these changes and make sure you didn't completely kill a build, ability, or weapon?
  17. Maybe first. Devs should have an intimate understanding of what EVERY class is capable of. When I say intimate, I mean like this class shows up in your dreams intimate. Too often we have seen knee jerk fixes or changes to a class that don't make sense to the people playing, and sometimes these changes are contradictory to the way the class functions or even what the balancing "idea" for that patch tried to achieve. The Devs first and foremost need to play this game, and understand it to the level that people who have been playing since launch do. Secondly, We need to know what a class and spec are supposed to do, down to the trait line, and what the elite specs are supposed to offer. We then need to know what you want each class to excel at. Are mesmers supposed to be good at 1v1 but struggle in Xv1? Are warriors supposed to be good at Xv1 but struggle in a 1v1? What is your vision for each class in it's role here? What should a class be strong in. What is a class going to be weak in? Then lastly, Uniformity. Make sure every class fit's in a grand picture, where one class is not dominate on all the others in those roles. That classes sharing a role in pvp have the tools to contest each other fairly. ( so we dont have the issue like we did at launch where matchups with like mesmer v thief was heavily weighted in the thieves favor) and that every role has a weakness. Every class should be able to be viable. Every class should be able to compete. Every class should be and have meta builds. Not for one season these 4 classes are good, then the next season these 3 classes are good. This is a 7 year old MMO, balance and the ability for every class to perform on relatively the same levels across the board should not be a main concern at this point. TLDR: Devs need to play the game and get intimate with what classes can and can not do ( When devs are able to understand this the hyperbole influence we see in the forums immediately becomes irrelevent because the people gathering feedback will know, it's hyperbole and ignore it) Devs need to have a clear vision on the strengths and weaknesses for every class and every role. This way when you do change or add something you don't have horrible launch day OP classes like you have had every expansion OR when you destroy a spec like Chrono and make it a horrible shell of awkward mechanics . You can design classes with the bounds they are given and keep them balanced. Devs need to make sure every class, with additions and nerfs, stay relevant, and fair. I don't think this is too much to ask, and in my opinion this would and should be the first thing the pvp (and WvW) team considers when making changes. P.S. Edit: I want to stress the importance of the first thing. The devs MUST know these classes, and what they can actually do. They MUST know what is possible and what isn't. Hopefully this isn't too offensive to get removed again
  18. Players are very good at identifying what frustrates them. They're not as good at identifying why and even less so at fixing it. But the devs first need to know what isn't fun so they can figure out where to start looking for changes. ........" Metrics, statistics, and knowledge of how the classes work."Fun is subjective, and by asking players to identify what they like and dont you are creating an outlook that is mostly biased.This is only true until a certain majority of people say that something is or is not fun at which point it starts to become less subjective and more factual. Fun is a part of the game. Some people play for fun for some people fun is winning or having a well fought match win or lose. Fun is indeed subjective and it can be a driving force of what keeps people playing the game.I stand by what I said then. Since you also acknowledge "fun" being subjective. That you can't use that feedback then as a starting point in balancing talks . Simply saying its subjective so your statement does not apply to the input of something is not a good way of really looking at it.What happens if someone says you telling someone something is subjective is also subjective should we just void out your statement too? As i told some one else its half and halfWhen possible metrics and statistics should be part of it but the other half should consist of client feedback data. Thats why businesses and companies often ask you how a service was to you.Say you order a package.Looking at metrics data tells the sender that the box got from point A to B.It might say how fast it got there and which route it took. But it does not tell them in the condition of how the box was when it got there or how pleased you were with how fast it got there. Maybe it got there at a bad time leaving your product to sit out all day exposed or maybe it got there quick but not quick enough to your liking. Subjective feedback is rather important one cannot simply dismiss it as it is a part of balance. And once again, I covered this in my first post, people seem to gloss over the bolded part of "Knowledge of how the game works"....Or from my first post in this thread"Devs should have an intimate understanding of what EVERY class is capable of.When I say intimate, I mean like this class shows up in your dreams intimate.Too often we have seen knee jerk fixes or changes to a class that don't make sense to the people playing, and sometimes these changes are contradictory to the way the class functions or even what the balancing "idea" for that patch tried to achieve.The Devs first and foremost need to play this game, and understand it to the level that people who have been playing since launch do." If you are relying on players to identify, WITHOUT BIAS the things that make a class over-perform you have set the ground for failure. Plain and simple. Even in this thread, you have evidence of that. No one want's to be nerfed further and everyone is pointing fingers at everything BUT what they have.This is why I said those 3 things are needed.Too many times player X throws out hyperbole to get player Y's class nerfed.It always goes like this " Bob plays a class (We'll call it class X) and wants to feel powerful, and be powerful, but bob gets killed by Tim on class Y. Bob could either, go into the game and make class Y and figure out what the strengths and weaknesses are, OR, he could complain about the class. Clearly Bob is a pro and class Y is just broken. So he makes a thread ( OR post in a thread with a dev asking what's fun or not) and decides to complain about everything he doesn't like. Citing that other people don't like it either. For added effect, Bob wiki's every skill and throws them all in, complaining about every effect Class Y has , then going through all the traits and doing the same. Bob creates a franken build that realistically CAN NOT EXIST. Then to put the final touches he creates scenarios in which no class could actually perform. Bob writes this as fact, and everyone that plays class X like bob agree's. This franken build to them exist in reality, and it does exactly what bob says.Tim and the other people playing class Y try and tell bob what actually happened but then it devolves into a shouting match where insults like " you main the class so you don't get a say" come in. This entire scenario, if we just stuck with player feedback. Would end up ( and has ended up) with a class being stripped of multiple tools it needs to function at a competitive level across multiple builds. It generates dead builds because they have been cried about repeatedly. This can not continue, and is unhealthy.The Devs MUST know how to pull apart fiction from fact.The devs need to play this game first, The devs must understand this system and game first, the devs need have to have every statistic, and metric first, before gathering feedback where players can't even be bothered to complain about specific aspects of a class and create these out of reality things and then complain about it. Edit: ALSO if they devs understood how this game worked, how classes worked, and how they fit in the grand picture of this game. We wouldn't have things like Launch day scourge, deadeye, mirage, spellbreaker, holosmith, weaver, renegade, etc. This is more than a numbers game, I acknowledge that. But changes like these tell me that in a grand picture for balance their was little or no vision. That needs to change like yesteryear.
  19. Players are very good at identifying what frustrates them. They're not as good at identifying why and even less so at fixing it. But the devs first need to know what isn't fun so they can figure out where to start looking for changes. ........" Metrics, statistics, and knowledge of how the classes work."Fun is subjective, and by asking players to identify what they like and dont you are creating an outlook that is mostly biased.That's not how you achieve balance, and I covered most of that in the first post I made in this thread.
  20. It's why a wonder, why would a dev ask for subjective feedback instead of forming more non biased opinions through metrics,statistics, and knowledge of how the classes work. This thread is basically people acting like that old meme " Rock is OP, Paper is fine..sincerely Scissors"
  21. When suggestions are super terrible people parody that post. Hence why people are taking your post and applying it to other classes.In parody.
  22. Idk fam, despite all their boon rip and might and quickness uptime, it'd take me much more to list necromancer or any of its specs here. Too telegraphed, lacks mobility to hang with thieves, holo and mesmers. where did the meme of mirage having good mobility came from ? very curious I am You don't think that Blink, Phase Retreat, Illusionary Ambush and 2x Jaunt counts as good mobility? In terms of vertical mobility, only thief can hope to keep up.In terms of horizontal mobility (which is where you fight most classes) no...
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