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Aza.2105

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Everything posted by Aza.2105

  1. This is the best pvp patch Anet has ever done. Thank you so much devs the game is good again!
  2. The only thing I can think of is some sort of penalty from cycling through tomes. Sometime like after using a tome you get a debuff, if you swap to a tome before the debuff expires you get -toughness or something. Its a difficult spec to balance because they do a bit of everything and they are good at it.
  3. Probably because mirage has multiple invuls, evade, clone spam (that players have to sort through), blink and access to stealth. Not to mention the overall damage to all classes have been lowered. Finally the class feels normal. One dodge feels like the end of the world because mirage players have been riding the op train so long that normal just doesn't feel right.
  4. Your english is great! I didn't have a problem understanding you. Yeah I think FB needs to be toned down, but I think it will be hard for them to do it. FB is unique in the sense that it can transition from condi to healing and support. The tomes present a big problem imo.
  5. For the first time they feel like a normal class in game.
  6. FB will be hard to balance because how they designed it. The spec needs reworked, so that it forces the player to choose how they want to play FB (condi or heals but not everything).
  7. And people were saying CC was going to be useless because it does 0.01. They were wrong.
  8. Because condi durations were significantly reduced this patch.
  9. They should just introduce more skills that have reveal debuff on them. And buff ones that are underwhelming like light's purification. A big change to that would be making the base duration higher and stack in duration. Currently its a 1 second duration and doesn't stack in duration. That would be a big change to have more stealth counter play.
  10. Berserker has a -300 toughness penalty if you pick it.Soul Beast loses pet swap.I think either holo or scrapper loses vitality. Anet were adding trade offs for picking elite specs. But it seems they never got around to doing it to every elite specialization.
  11. I think that is the trade off, they can dodge while CCed but they only have one dodge bar. It sounds a lot like something that would be in Guild Wars 1. This patch is awesome. Yeah and during this time daredevil has 3 evade bar.Mean where is the trade off ? you think having only one evade justify to evade when you want ?Here will be the use case : hit the mirage, burn his scepter block, his evade then CC burst, GG you are done.They can dodge while CCed : have you ever try to lock burst other spec (particulary thieves.) ? Mean how did they manage CC ?Btw as long as we have clones perturbing people, mesmer will stay strong huh ?Daredevil doesn't have clones. The entire thief class was created to be squishy without evasion. Mesmer was created to feel pressure after their clones were destroyed. They weren't suppose to have access to the same amount of evasion as thief nor access to the same amount of stealth as thief. They also have a higher health pool than Thief.
  12. if you don't want to participate then don't participate. also the thing about tankfest inc is a theory but things like warrior hammer and other associated skills no one uses being an even worse choice isn't a theory. Its still a theory, based upon how the game currently plays now. The reason why warrior hammer isn't being used is because you can't snowball a target. The current way the game plays is just stacking might, then melting a target with high damage skills. Hammer has never done that. But if their philosophy is to be believed: "We want cooldowns to be felt. Longer cooldowns promote more calculated usage of skills; if skills are used poorly it should create an opportunity for the enemy to push their advantage. Shorter durations of high impact buffs have a similar effect. Skillful timing is going to be rewarded, and poor usage is going to be exploitable by enemies. In some cases, it’s still going to make sense to have a longer duration attached to a longer cooldown, but most of the time we’re looking at shorter durations for things like stability, protection, quickness, high might stacks, among others." Cool downs are longer, which means interrupting a enemies attacks has become more important than it was before. In other words, a weapon like hammer becomes more rewarding. The focus is shifting from 100-0 a target in a few seconds into actually punishing your opponents movements. The design of hammer has always been a GROUP weapon, just like it was in the original game. Its not made for side noding, but for team fights. A hammer warriors job would be to disrupt the assigned target for the team to either focus down or disrupt a target so that the team bursts down another target.
  13. nice way to end a conversation. I don't claim to know everything but I have an active imagination backed up by experience which leads me to plausible theories (I hope). Yes but they are just theories. How about wait and see before jumping the gun?
  14. theres nothing complicated in looking at hammer or other skills that weren't used at all, seeing their damage taken away with no other changes or very minor ones, and theorizing that they will be even more sub par. its basic math. Its complicated when you believe you know everything. And just so you know, most gw1 cc did not do damage. I'm sure you or someone else will say but this gw2. Yep, but it seems that they are drawing balance philosophy from gw1. Which was leagues better than what we have ever had here.
  15. you could've picked a better option for your argument, no one in their right mind is going to use hammer anymore if anyone even did. I get what you're saying but you're the one who doesn't understand. so op things get nerfed, some up things that didn't get nerfed become more attractive options. except too many of those options are still unusable because of how bad they are. they could follow up in the future with buffs to these useless things which I hope they will. Nah, I understand very well. I'm looking at the changes objectively based upon their revamped philosophy of how skills in pvp should work. Its not my opinion. A lot of your concern is imaginary, since you nor anyone else knows exactly how all of this will play out. Also consider, no one knows how valuable CC will be in the new GW2 pvp. So its hard to say exactly were hammer will be in terms of usefulness.
  16. This seems very short sighted. Think about this...if they nerfed every thing except hammer. Then hammer would of became meta hands down, because it would of been the only weapon that used old damage formulas. It would of been very strong in post damage output nerf world. I don't think its hard to understand. How this will all work out is anyone's guess at this time. We honestly do not know. GW2 will be a very different game from what I seen from the patch notes.
  17. I think that is the trade off, they can dodge while CCed but they only have one dodge bar. It sounds a lot like something that would be in Guild Wars 1. This patch is awesome.
  18. True, thats why they should reserve conquest for ATs and make a different map type for randoms.
  19. Nerf Crab Fear, makes top players too stronk Once I seen Crab Fear in game, true story.
  20. You know as well as I do, that all of those skills are ineffective against evade builds.
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