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DrClutchMcSwagDaddy.9072

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Everything posted by DrClutchMcSwagDaddy.9072

  1. Hey @"Cal Cohen.2358" -- If you want to lower holo sustain, nerfing heat therapy is a good start. A second primary source of healing on holosmith comes from combo-ing the water fields from heal turret, as the water field lasts so long. Adjusting the interaction holosmiths have with water fields would significantly lower the amount of sustain the class has, without damaging the fluidity of the class overall. This also allows holosmith to keep the little condition cleanse it has, as many condition based classes are hard counters to holosmith. The following are blast finishers holo has access to:Holographic ShockwaveMagnetic InversionRocket BootsThrow Mine Heal TurretThe following are leap finishers holo has access to:Jump ShotRadiant ArcHolo Leap Yes, I am aware that engineer has more access to combo finishers, but seldom are they used in a PvP specific context. Laughs in Big Ol' Bomb. Removing the leap finisher on holo 2 would lower healing by 1,320 * (0.2) health per use. Holos can do this twice, as the toolbelt skill for heal turret is also a (smol) water field. This way, the holosmith has to be in rifle to have access to a leap finisher, the same as the other 2 engineer specs. Holographic Shockwave could stay a blast finisher, as 25% of max heat is pretty jarring for a ~1300 heal, but can also come in handy in situations you're willing to sacrifice heat for CC and a small AoE heal. The other engineer heal skills aside AED are basically unusable. The Elixir H is arguably the worst healing ability in the game, and the toolbelt skill for the Exceed heal literally covers you in burning. Why would anyone run anything other than heal turret? Keep in mind, nerfing heal turret would cripple engineer as a class rather than holosmith specifically. Scrapper is distanced from this by having an alternative heal skill (medic Gyro), but many times heal turret is still desired. CheersDr. Clutch McSwagDaddy Edit: Left out prot holo, Thanks @shadowpass.4236 :) The only thing here is that all engie specs have access to this, but it just adds on to holo sustain as well.
  2. Glad to have to aboard @"Cal Cohen.2358"I'm very excited to see the time to kill window addressed.Another topic maybe up for discussion would be traits being so valuable that it renders other traits in the same traitline suboptimal or even not usable in comparison. Just one example, the scourge grandmaster line. Also, I'm only referring to small-scale (3-8 or 9) and large scale ( 10+) fights here. No 1v1s or 2v2s Sand Savant is too good. Even when it was only 5 targets, the amount of area denial and pressure was just insane. You could make a choke insanely hot for little cost, and this increased your ability to generate downs. Amazing trait. Demonic Lore is good. Necromancers has plentiful access to torment, and this amps that up, and adds some burning. Good damage, but this is dependent on the group you're fighting. If they have heavy firebrands or a scrapper or 2, this trait doesn't add much value to your scourge's ability to do damage. Why would I take a trait that is only conditionally good? Feed from Corruption -- the meme counter to purity of purpose. Good trait, but again, suboptimal when it compares to the amount of downs you can generate and the area of damage you can hit with Sand Savant. Why would I take this over the previous 2? This to me almost seems like it could be a Major Master with an ICD built into it. Having very strong trait synergies like this is good, as it allows classes to have distinct gameplay and very powerful, defined roles. But by having these insane traits with their massive flex modifications to gameplay leads other playstyles quickly dieing out and become suboptimal. I believe looking at the synergies of traitlines classes deemed to be "too good" will (be one of many) answer why those classes are too good, and maybe open some creative ideas on how to address power creep and the time to kill. This could also be a way to really nail down the roles you guys on the balance team want classes to fill in competitive modes. Cheers,Dr. Clutch McSwagDaddy PS, with your big heavy elasticsearch backend -- it would be interesting to query and see what % of players take what traits on each class- If you have that data indexed -- because anyone who has used the Elastic stack knows that's the hardest part ? Edit: @'d the correct account.
  3. I solo roam quite a lot. Taking 2v1 fights is a very fun challenge. Ranger, even after its nerfs, is still outrageously strong. You don’t have to play reactively as ranger. Just mash long range shot and rapid fire with one wolf pack and sick em (even after nerfs) melt minstrel firebrands, warriors, holosmiths, and scrappers. There is little to no response for a 14,000 damage long range shot. You cannot out range it on any class, or even put up a fight against it. It has become a degenerate meta, where zergs of rangers press 3 buttons and score massive amounts of damage.I’d like to see this change across ALL longbow skills. It is currently too easy to do incomparable amounts of damage at 1200 - 1900 range. Just a bunch of nonsense. If you can't fight that gimmicky glass build, you're flat out bad. But something tells me your problem is being ganked by it (why else talk about how much you enjoy 1v2s), which is ridiculous. And as per usual, completey ignoring what can be done to ranger to make it party focused for WvW. No no no no. Nerfs are all that is needed for the class that has pretty much been left out of WvW squads since the launch of the game.Thanks for your valuable feedback. Can I practice against your ranger in some duels to get better? Please add my account :)
  4. Here is my response to the proposed changes. I play all classes aside mesmer in sPvP and WvW. Sorry for the long post, just wanted to share my thoughts! This is all solely from a WvW perspective. I play PvP, but in this post, I don't care about PvP or PvE. Only focus is on WvW. Overall thoughts on engineer - Scrapper is too good right now. 100% meta for any comp, small havoc, medium squads, and large zergs. It perfectly fits everywhere, and is miles ahead of any other support spec. After these changes, it would still be good but need to play more carefully, as its sustain and utility would be hurt. I think this is a good change. If Feast of Corruption was just a boon strip, and not boon conversion, this change would be unwarranted. But this isn’t the case. In an ideal situation, a necro can hit 1 button, and put 15 random conditions on 5 enemies. That is a lot of pressure, as stability converts to fear, a pseudo stun. Lowering the boons converted would make this a more balanced ability across the board.I play a lot of condition scourge in sPvP -- and it feels good already in sPvP. Strong, but not insane. I solo roam quite a lot. Taking 2v1 fights is a very fun challenge. Ranger, even after its nerfs, is still outrageously strong. You don’t have to play reactively as ranger. Just mash long range shot and rapid fire with one wolf pack and sick em (even after nerfs) melt minstrel firebrands, warriors, holosmiths, and scrappers. There is little to no response for a 14,000 damage long range shot. You cannot out range it on any class, or even put up a fight against it. It has become a degenerate meta, where zergs of rangers press 3 buttons and score massive amounts of damage.I’d like to see this change across ALL longbow skills. It is currently too easy to do incomparable amounts of damage at 1200 - 1900 range. Why should I play anything but ranger when I can press 3 buttons and 3 shot any class at a range nobody can compete with? Degenerate gameplay. I am just now starting to play warrior, so I don't know enough about the way the class plays to really comment about the changes. Overall thoughts @Irenio CalmonHuang.2048 -- Scrapper, firebrand, and scourge are required for group fights, and always have been. Continual small nerfs and tweaks like the ones proposed will slowly push the classes out of their own "Required" tier and become on par with classes not so loved -- Like ele, and most core specs. Ranger is still way overtuned, capable of (nearly) instantly killing every class from an unmatchable range. Although I main engineer, holosmith, scrapper, and core condi, it sucks to see engie getting nerfed again, but scrapper is overtuned as it exists right now. Antitoxin runes + purge gyro is a synergy that only requires 1 button to activate. It's changes like these that give me (some) hope that Anet is watching how WvW fights are played out and genuinely want to take away the 1 button beats all mentality from WvW. Cheers,Dr. Clutch
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