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Zenix.6198

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Everything posted by Zenix.6198

  1. That hasn't been true since HoT really.Considering the games overall lifetime, condition damage has shifted to a more burst oriented playstyle a long time ago.So the argument that Condi dmg should be this slowly ramping, incremental damage over time style is long outdated.And tbh ....who really cares what the kind of "type" the damage is.If you get hit for 10k powerdamage within 3 seconds or 10k condition damage over the same timespan....does it really matter?Sure, there is a dedicated stat that lowers powerdamage....but condition damage can be removed retrospectively after being hit by it. Its all the same really. But don't get me wrong, I'm all for reducing damage IN GENERAL.
  2. I honestly prefer GW2's stealth mechanic over ESO's and WoW's implementation (have played both in the past as well).It's more dynamic and active compared to where stealth is kind of "permanent" until you open on somebody.....which - at least imo - is way less interactive.Not talking about power-levels here (since those can simply be adjusted via numeric values).....merely from a design PoV. The only real difference I see between those implementations is, that in GW2, stealth can also more reliably used as a defensive mechanic.And the effectiveness of stealth as a defense-mechanic is mostly tied to it's duration.Mesmer stealth for instance (apart from Mass invis) seems like a good middle-ground between offensive and defensive effectiveness.If a mesmer uses Torch#4 for instance, you can still somewhat chase them down if you can vaguely predict their pathing. Same with DP-thief, which are somewhat limited in their stealth-stacking by having to combo inside stationary smoke-fields (or standing in a stationary SR for that matter). Also, against (somewhat) aware players, it is not exactly easy to surprise them from stealth if you have to stealth up in their field of view with low-ish duration stealths.Like, If you get oneshot from stealth by a mesmer that used Torch#4, chances are, that he already was in your field of view.Problems only arise, when stealth lasts long enough for someone to not make predictions (or if it was cast outside of someones field of view).So I somewhat agree that stealths with a longer duration of ~5seconds could need a look at by the balance devs.Mainly, Mass invis, elixir S toss, and potentially even scrapper elite.
  3. that statement would imply that "testers" existed in the first place....
  4. Weaver is undoubtedly the best side-noder this season.Though I wouldnt say it's the "best carry" in the current snowball-meta.Rev or Thief are insanely good in terms of map control, so I'd probably argue for either one of those.....Might just be my weaver-bias talking tho, since my side-noding becomes considerably harder with those classes on the enemy team.
  5. Considering the last "balance update" addressed 63 "objects" (splits and general profession changes combined). This is massive.We looking at a "10 in 1" balance special here.
  6. @"Megametzler.5729"glad to see this meme catching on :) For future reference:https://bullshitbingo.net/byo/
  7. Balance Dev playing Ele dw dude^^ Sad is more how many geniuses in this forum take it serious. I wanted to test how smart the GW2 forums are since there are so many... not so smart... nerf cries around. Apparently they aren't that smart.S-so what exactly did you try to prove here?Literally nobody joined in on your "nerf cries".
  8. Gonna sound like a broken record here.....BUT as an alternative to reducing the might-cap or tediously balancing EVERY SINGLE TRAIT / SKILL in the game regarding their might-generation.... Anet could generally reduce BOON-EFFECTIVENESS for PvP and WvW. As people have already mentioned, 25 stacks of might (which quite a few classes can self-apply and maintain now) basically gives you 1500 extra offensive stats, which massively inflates damage accross the board. If you reduce the power and condi-dmg gain from might from 30/30 to 20/20 you basically get the same effect as lowering the cap (less total stat-gain). On top of that you don't have to tediously balance every Might-trait/skill in the game and might still keeps its ramp-component....which i think was the main concern of @ugrakarma.9416 and @Bazsi.2734 if you would just lower the cap. You can also apply this to literally every other boon, offensive and defensive ones. Protection: Reduced from 33% to 25% (25% nerf)Vigor: Reduced from 50% to 33% (33% nerf)Regen: Reduced Healing Power - coefficient from 12.5% to 10% (20% nerf)Fury: Reduced from 20% to 15% (25% nerf)Quickness: Reduced from 50% to 33% (33% nerf)...etc. etc. If Anet wants to stick to their design choice by every class stacking boons independently, they should at least lower Boon effectiveness to somewhat keep the powercreep in check. PS: Looking at retaliation ....we also know that splitting boon-effectiveness per gamemode is entirely possible.
  9. I have over 10k matches played tyvm. Don't go off-topic. He's being serious though. If you lose to a Warrior it's because the Warrior earned it. Oh please.....Warrior is the embodiment of power-creep.Between might thats 33% stronger, Attackers insight and forceful Greatsword warriors can get up to 1465 extra power.Thats basically like equipping an additional Power amulet. Getting hit by a single burst skill can essentially make or break a duel.....Since it doesnt only give the warrior a massive dmg boost but also a metric kitten-ton of sustain (healing and endurance regen) from literally 1 trait. No need for Healing Power whatsoever. So please Cut the "player skill based performance". Its cheese. But then again, Most classes evolve around cheese these days....Weaver included.And before People give me unneeded dueling advice against Warriors: As a weaver I generally don't strugle against the class in 1v1s .....all I'm saying is, that its a cheesy playstyle that literally relies on hitting 1 key ability ....so please spare me the "BuT iT's So TeLeGrApHeD"-argument. Skills can be tellegraphed all they want...if they are spammable with a cooldown of essentially ~10 seconds, telegraphing doesnt matter. You mean like how literally every other class in the game is also the "embodiment of power creep"? Warrior is not some outlying, singular circumstance of the power creep issue, it isn't even the prime contributing instigator of it, its a result of all the other power creep in the game for literally every other class. I really, really don't understand this insistence people have with threads like these, or posts like this, where they fixate on one class as supposedly "the problem". The only plausible reason I can come up with is that they got killed by it. Which is where all of the Mirage hate, the Thief hate, the Soulbeast hate, the Holosmith, all of that, comes from. Has any one of the people who make such threads, or posts, ever taken a moment to consider that all of it is scuffed and ridiculous nonsense just in general because of the way ANet has power crept the game in general and as a whole? Like I said, Warrior is not "the problem" or the singular issue, its everything. Every class; because every class has some trait, ability, build, etc that is just pure and utter nonsense and overtuned or cheesey memey ridiculousness because that is the meta in this game right now. The things that work best are basically cheese builds that exploits, in this case, sPvP and its faults. As I said in a previous post, the biggest prime contributor to this problem is not any one particular class and no one particular class is more the "embodiment" of it than any other, but it is boons and how accessible they are. This means frequency, duration, and types. Types of boons like Might, Fury, Vigor, Protection, Regeneration and Stability are very accessible depending on class. Some may have more access to Might than they do Stability while others may have more access to Protection and Regeneration than they do Might (though not by a lot). The frequency in which these boons are applied exacerbates their duration in a significant way especially if any amount of Boon Duration/Concentration is used in a build. These factors have lead to Might uptime (for Tactics Warrior, Spellbreaker, Herald as well as others) being lengthy and allowing it to soar into the 20+ range for 80% or more of a fights duration, it has also lead to things like Soulbeast being able to drop 10 stacks of Stability on themselves and have it last for 35+ seconds (among other lengthy duration for other boons). Bigger picture, people. Please. If anyone's concern is that the problems on Warrior, like Magebane Tether, Tactics Might generation and other things will go overlooked I highly doubt that will be the case, and even if they don't address those in such an excessive way that people might hope for, the power creep is likely to be mitigated anyway because of the alleged intention of trimming down damage and healing across the board. Which again I highly doubt Warrior will be excluded from that.Not sure what makes you think, Im seeing warrior as the sole outlier. Tbh I actually agree with most of what you say here. Boonspam in general is a massive issue and one the core reasons for rampant powercreep and hyper-inflation of damage. When talking solely about damage-inflation, a lot of classes get carried by their ability to stack 25 might together with high uptimes of fury and quickness (Weaver, War, Rev, Holo and even off-meta stuff like reaper). I have been fairly vocal about this issue in the past as well. https://en-forum.guildwars2.com/discussion/75195/its-time-for-the-hammer-anet/p1https://en-forum.guildwars2.com/discussion/72001/offensive-boons-traits#latesthttps://en-forum.guildwars2.com/discussion/89453/addressing-powercreep-by-splitting-boon-effectiveness#latest
  10. I have over 10k matches played tyvm. Don't go off-topic. He's being serious though. If you lose to a Warrior it's because the Warrior earned it. Oh please.....Warrior is the embodiment of power-creep.Between might thats 33% stronger, Attackers insight and forceful Greatsword warriors can get up to 1465 extra power.Thats basically like equipping an additional Power amulet.Getting hit by a single burst skill can essentially make or break a duel.....Since it doesnt only give the warrior a massive dmg boost but also a metric kitten-ton of sustain (healing and endurance regen) from literally 1 trait. No need for Healing Power whatsoever. So please Cut the "player skill based performance". Its cheese. But then again, Most classes evolve around cheese these days....Weaver included.And before People give me unneeded dueling advice against Warriors: As a weaver I generally don't strugle against the class in 1v1s .....all I'm saying is, that its a cheesy playstyle that literally relies on hitting 1 key ability ....so please spare me the "BuT iT's So TeLeGrApHeD"-argument. Skills can be tellegraphed all they want...if they are spammable with a cooldown of essentially ~10 seconds, telegraphing doesnt matter.
  11. Its a super common combo. I personally havent seen too many people get hit by it unless its hidden behind something or if its hidden within a cluster fight I hit a guy with CE once....and he accused me of bleedhacking cause apparently it is physically impossible to stack more than 20 bleeds on some1 as weaver....you know, after he got hit by CE, full primordial stance and some earth sword autos. People are so kitten oblivious these days (and call everything "HaCkS!!111!!"), that im seriously not surprised by this thread.
  12. your complaint is that you cant 1shot tanky builds? this trait is stupid, it punishes for having small amounts of barrier.it should just make warrior ignore barriers outright with all their damage, but honestly who even has barriers?weaver -> weak ones but they add up.scrapper -> super relies on them, this trait abliterates themscourge -> currently garbage.Did i miss something? It's you who are stupid - don't speak if you don't know.If you have an opinion you can pronounce it more clearly, grounded, in civilized manner.Elementalists and Scrappers are pain in the kitten to kill and still they are doing medium damage with tons of CCs - previous iteration of W'sC was addressed it.. in a harsh way, and all we need is just tune it a bit.ye sure, cause getting a 50% dmg increase against a weaver who just got an IMMENSELY MASSIVE barrier of 600 (!) for using a dual skill (which btw is a trait you CANT NOT chose) seems like an appropriate and fair solution to it.
  13. Boon rip/steal and condi transfer is plenty strong already. No need to powercreep those as well.
  14. Actually I am 176 Dragon and it doesn't mean a kitty Thanks. This made me laugh.
  15. Rating gain/loss is mainly determined by how much your rating deviates from your entire teams average MMR.If you are the highest rated player in your team you will gain less rating from a win and lose more rating from a loss (in comparison to your teammates).Vice versa if you are the lowest rated player.
  16. Lets get ahead of them: BuT IT DoEsNt sEE PLaY iN aTs !!!11!!
  17. Burst as a gameplay option is fine.But tbh, a multi-key combo that takes about 50% of your targets health ALREADY is burst.It's really only in GW2 where the "burst"-concept is dialed up to 11 by being able to literally oneshot somebody (or at least 100-0 someone in <1 second). Try selling this idea of "burst" to any other MMO and your playerbase will actually revolt.But in GW2 it apparently is fine and considered skillful cause you are able to dodge attacks. And yes, dodging is a very good mechanic and incentives active and skillful gameplay....but by no means does it justify sub 1 second 100 to 0s just because "just dodge it 4Head".
  18. Performance based "end of season"-rewards would be nice.Like getting a big chest at the end of season with contents based on the tier/division you reached and maintained.Doesnt need to be anything exclusive.But some liquid gold or ascended shards or other materials/currencies the higher you are.
  19. its not about that at all. Pressing one key over and over again is also spam.The problem OP is talking about, is skillbloat.And quite frankly, I completely agree.The 2 expansions have brought massive powercreep with them by adding more and more functionality to skills and traits.Comparing some core-skills to expansion-skills makes this blatantly obvious. For Ele, as an example:Frozen Burst (Dagger Water 3): 12s CD, Chill targets around you for 3s; Blast finisher.Katabatic Wind (Dagger Water/Air 3): 18s CD, Chill targets around for 3s, also Daze them, Blast finisher, grants Regen, grants Barrier (cause of a minortrait interaction, you can't NOT choose), and deals double the damage of Frozen burst for good measure. And then you have gems like Riposting Shadows (Rev, Shiro Utility) that stunbreaks, evades, refills endurance, cures soft-CC and grants fury.Or Binding Shadow (Deadeye Utility), which is a 3s knockdown from 1200 range that also rips 2 boons, immobilizes, poisons and applies 15 vuln.
  20. Ye, the fact that there is such few options for opening splits makes this map awkward to play.Not only because it "funnels" player into the meat-grinder in mid, but also because it makes spawn-camping super easy and thus making comebacks even harder than they already are. Personally I dont mind the sidenodes, altho the one with the construction materials (the west point; dunno what its called) definitely has more kiting options.But ye, overall the map is just a meat-grinder with only really obvious and visible pathing options.Definitely my least favorite map.
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