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Aza.2105

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Everything posted by Aza.2105

  1. But Guardian has less blocks than ... Warrior. Revenant. Ranger. Holo and Mesmer.It also has less "Protective boon uptime" than Revenant. Engineer. Ranger. Mesmer. Necromancer.It also has less sustained damage than just about every other spec out there.It also has sub-par burst damage (outside of a 4 seconds wind-up focus 5).It also has the worst mobility in the entire game. We have been forced to run Lynx / Traveler runes since HoT launch, when we finally dropped our staff.It's also one out of two classes without any form of evade frames tied to weapon and / or Utility skills.It also has zero access to Vigor. By all means, I know Firebrand is kitten right now. I've been advocating for nerfs against it since release. But DO NOT say that Core Guardian and DH have more blocks and heals than other specs out there. How does a warri have more blocks than a guard ? Just no,they have prot when counter gets hit or a shieldblock but that's it. I also meant guard in general,it being fb moreso than core yes. Core Guardian has 2 aegis on a 45 second cooldown. It has 3 "Aegis" on focus 5. On ~35 second cd. Warrior blocks EVERYTHING for 3 seconds per 20 seconds.So unless you're getting hit by less than 1 attack per second while channeling your block ( you wont ) Warrior has by definition more blocks. Haha righto ! Warri's are the masters of blocking and sharing blocks. Sharing blocks? Yeah dude, Guardian can share 1 aegis every 45 seconds. Talk about massive support capabilities. Yeah exactly ! Warri's are the ones doing the supporting. Actually yes. The Tactics core warrior has more support than both core guard and DH does. Even with the new tactics line guard does a better job,as it should be.Id say tactics line is better support than the honor line. The honor tree is heavily outdated. GM shout trait still removes one condi.
  2. Right! And thats why the game has so many problems now. Remember when the game first launched it was sort of polarized. If you work a toughness amulet you didn't do much damage. Same as when you wore a healing power amulet.
  3. This is a summary of each class design directly from Anet back in 2012: WarriorWe want the Warrior to be capable of good melee damage in a sturdy body. They can still do some decent damage at range, but they aren’t as good at it as the Ranger (with their pet). They have a hard time taking enemy boons down, and instead, have to just go through them with raw force. They may have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions. GuardianThe Guardian is a heavy armor class who relies on boons to make up for their low levels of innate health. They focus on area control and punishing enemies for the position on the battlefield. We want them to feel very powerful when their boons are active, but if those boons are removed, they will start to feel pressure. They can remove conditions more easily than the Warrior, but share the Warrior’s need to be in melee range to dole out maximum damage. RangerThe ranger class combines its own innate abilities with the skills of their pets. We’ve balanced the class around the idea that you always have a pet with you to aid in any fight. The fact that the ranger can have multiple pets allows them to combine their pets in ways that most impact the current fight. We want the Ranger to have some of the evasion enjoyed by the Thief, as well as the mobility other classes employ. The class is able to deal physical or condition damage, and it can do this in melee or at range. EngineerThe Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons. ThiefThieves are the masters of mobility, stealth and high single target damage. They can be very fragile if you counter their stealth with area of effects or large stacks of conditions, but they trade this fragility in order to have some of the highest burst damage in the game. They are able to help allies through traps, venoms and the mobility to flank most encounters. MesmerMesmers rely on illusions in order to accomplish their goals. They need illusions to accomplish some of their highest damage and control, and without the illusions, they become fairly fragile. They can deal with enemy boons better than most classes, but enemy conditions can often be a problem. They share some of the stealth and mobility that the Thief enjoys, but suffer from a low health pool if you get past all their tricks. EleWe see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elemetnalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage. NecroThe necro boasts the highest natural health of all the caster classes, and also has death shroud to extend that life total even higher. While they don’t have some of the escape or damage reduction capabilities that other classes boast, they do have a lot of ways to win attrition fights. They have access to poison on multiple weapons, they are able to combine condition damage with raw damage, and they have multiple disables to interrupt enemy skills. Necomancers also have multiple movement disabling abilities, while allows them to chase down enemies who are low on health. Going forward Tank vs spike vs physical DPS vs condie DPS. We want to keep making balance changes that allow all classes to have various builds they can use. We don’t want tanks dominating the game, and we don’t want spike builds dominating. It’s healthy to have multiple types of builds in the meta, so we’ll be improving the balance to facilitate a healthy meta. AOE balance. We feel that in PvP some AOE builds are too strong for the opportunity cost, and we’ll be bringing those in line in the next few patches.https://forum-en.guildwars2.com/forum/info/updates/Game-Update-Notes-December-14-2012 Except warriors, guards, holo's and rangers etc have the same high burst u mention thieves have so dont think ur post really follows anets balancing lol But I didn't write that, Anet themselves did. It was from the dec 2012 patch notes. https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-December-14-2012 I also want to quote something else from the patch notes, its important to understand WHY things are out of control now: Class balance philosophies"We normally try to employ metered and controlled balance changes with each pass, rather than huge reductions or improvements to classes. We want to get all classes on the same playing field, and we want to avoid “whack-a-mole” style balance. HUGH increases and HUGE decreases lead to meta instability, and thusly, we try to make multiple small tweaks rather than putting in massive changes that we have to later correct.When designing and balancing the classes, we try to make sure that class roles and identities stay intact. So, in doing so, we make sure that there are rules and boundaries outlining the capabilities and weaknesses of each class." Who ever balances classes now tossed that shit out the window. The weakness of each class played a important part of their initial designs. Engi never was suppose to do the damage like a thief, warrior was never suppose to have the sustain of a guardian, mesmer was suppose to be vulnerable when their clones were destroyed. All that is gone, what is left is just a big mess.
  4. This is a summary of each class design directly from Anet back in 2012: WarriorWe want the Warrior to be capable of good melee damage in a sturdy body. They can still do some decent damage at range, but they aren’t as good at it as the Ranger (with their pet). They have a hard time taking enemy boons down, and instead, have to just go through them with raw force. They may have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions. GuardianThe Guardian is a heavy armor class who relies on boons to make up for their low levels of innate health. They focus on area control and punishing enemies for the position on the battlefield. We want them to feel very powerful when their boons are active, but if those boons are removed, they will start to feel pressure. They can remove conditions more easily than the Warrior, but share the Warrior’s need to be in melee range to dole out maximum damage. RangerThe ranger class combines its own innate abilities with the skills of their pets. We’ve balanced the class around the idea that you always have a pet with you to aid in any fight. The fact that the ranger can have multiple pets allows them to combine their pets in ways that most impact the current fight. We want the Ranger to have some of the evasion enjoyed by the Thief, as well as the mobility other classes employ. The class is able to deal physical or condition damage, and it can do this in melee or at range. EngineerThe Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons. ThiefThieves are the masters of mobility, stealth and high single target damage. They can be very fragile if you counter their stealth with area of effects or large stacks of conditions, but they trade this fragility in order to have some of the highest burst damage in the game. They are able to help allies through traps, venoms and the mobility to flank most encounters. MesmerMesmers rely on illusions in order to accomplish their goals. They need illusions to accomplish some of their highest damage and control, and without the illusions, they become fairly fragile. They can deal with enemy boons better than most classes, but enemy conditions can often be a problem. They share some of the stealth and mobility that the Thief enjoys, but suffer from a low health pool if you get past all their tricks. EleWe see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elemetnalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage. NecroThe necro boasts the highest natural health of all the caster classes, and also has death shroud to extend that life total even higher. While they don’t have some of the escape or damage reduction capabilities that other classes boast, they do have a lot of ways to win attrition fights. They have access to poison on multiple weapons, they are able to combine condition damage with raw damage, and they have multiple disables to interrupt enemy skills. Necomancers also have multiple movement disabling abilities, while allows them to chase down enemies who are low on health. Going forward Tank vs spike vs physical DPS vs condie DPS. We want to keep making balance changes that allow all classes to have various builds they can use. We don’t want tanks dominating the game, and we don’t want spike builds dominating. It’s healthy to have multiple types of builds in the meta, so we’ll be improving the balance to facilitate a healthy meta. AOE balance. We feel that in PvP some AOE builds are too strong for the opportunity cost, and we’ll be bringing those in line in the next few patches.https://forum-en.guildwars2.com/forum/info/updates/Game-Update-Notes-December-14-2012
  5. From what I remember, in beta Guardian had the same health tier as warrior. But it was deemed op due to guardians access to a multitude of blocks, aegis and boons in general. So they were nerfed to the lowest tier. isn't that what a warrior/holo/ranger are now?Yes, but they weren't at the beginning.
  6. From what I remember, in beta Guardian had the same health tier as warrior. But it was deemed op due to guardians access to a multitude of blocks, aegis and boons in general. So they were nerfed to the lowest tier.
  7. The way stealth is designed poses a big problem in pvp. If I did game balance here is what I'd do: Stealth reduces your damage output by a certain % for a few secs after coming out of stealth. The only exception would be thief skills and mesmer ambush skills that are suppose to work with stealth. This would make stealth a defensive and positioning mechanic instead of one being used to setup insta gib combos.
  8. - Only one breakstunt in a world where other class has minimum one or more 3 sec CC.Weak condiclear if not taking mantra of resolution.An obvious no def CD window. <= that's basically how I win my duel versus other mirages, you just have to count the two evade, then burst ; the first time he will scepter block, the second time he will get hit if he isn't doing op kitting. Now I can ask you the same question, what is Mirages strengh ?? None of those are weaknesses. 3 out of 4 can be applied to all classes. The 3rd which is destroy the clones is no longer a weakness due to the rate at which mesmer can just summon new clones. "'all class" can pop 4 to 6k damage instantly with no prerequise while mesmer had to rely on kitten clones to do something but yeah it ins't a weakness at all."all class" have more temporisation uptime for most of them by yeah again everyone look what he want to look at."many class" have condiclear in their build by not even specing into it.Having a way longer animation cast time than other isn't a weakness ofc. A 1 sec cast staff ambush is as strong as thief/rev 0.25 or 0.5 cast under quickness.As far as I know, mirage is the only spec who have to choose between burning a dodge to survive or damage but it's not a weakness at all... There is nothing you have said that illustrates mirage weakness. You continue to name the same thing each other class has. I don't know how long you've been playing this game but everyone has to choose between dodging to survive or doing damage. Maybe you should try playing other classes to broaden your perspective of the game. ?? Maybe play the game ? it's been a long time now that metaclass can do damage and survive.Now I open metabattle, for curiosity, what are the weakness of : thieffbrevholosb Describe me please because if you want to feed me with no content you can but I will never ending post asking more details.What I wrote are mesmer weakness in general, mirage included. And no other class hasn't the same. But you can continue dreaming about the mirage op spec with no weakness if you want.With the exception of REV, none of those elite specs really have a weakness. Which is why there are constant complaints about them. The specs that you hear people ask for buffs, are the ones that generally have a apparent weakness. Unfortunately due to how Anet has handled pvp balance, a weakness in a build makes them unfavorable.
  9. - Only one breakstunt in a world where other class has minimum one or more 3 sec CC.Weak condiclear if not taking mantra of resolution.An obvious no def CD window. <= that's basically how I win my duel versus other mirages, you just have to count the two evade, then burst ; the first time he will scepter block, the second time he will get hit if he isn't doing op kitting. Now I can ask you the same question, what is Mirages strengh ?? None of those are weaknesses. 3 out of 4 can be applied to all classes. The 3rd which is destroy the clones is no longer a weakness due to the rate at which mesmer can just summon new clones. "'all class" can pop 4 to 6k damage instantly with no prerequise while mesmer had to rely on kitten clones to do something but yeah it ins't a weakness at all."all class" have more temporisation uptime for most of them by yeah again everyone look what he want to look at."many class" have condiclear in their build by not even specing into it.Having a way longer animation cast time than other isn't a weakness ofc. A 1 sec cast staff ambush is as strong as thief/rev 0.25 or 0.5 cast under quickness.As far as I know, mirage is the only spec who have to choose between burning a dodge to survive or damage but it's not a weakness at all...There is nothing you have said that illustrates mirage weakness. You continue to name the same thing each other class has. I don't know how long you've been playing this game but everyone has to choose between dodging to survive or doing damage. Maybe you should try playing other classes to broaden your perspective of the game.
  10. - Only one breakstunt in a world where other class has minimum one or more 3 sec CC.Weak condiclear if not taking mantra of resolution.An obvious no def CD window. <= that's basically how I win my duel versus other mirages, you just have to count the two evade, then burst ; the first time he will scepter block, the second time he will get hit if he isn't doing op kitting. Now I can ask you the same question, what is Mirages strengh ?? None of those are weaknesses. 3 out of 4 can be applied to all classes. The 3rd which is destroy the clones is no longer a weakness due to the rate at which mesmer can just summon new clones.
  11. A class can be fixed to not overperform when you can identify their weakness. What is Mirages weakness??
  12. The adrenaline lose on shouts is a nerf. Anet is slowly removing adrenaline gain on skills and replacing them with nothing.
  13. I have the same problem. I'm getting 20-30fps in grothmar valley. Glad its just not me! Currently using a 5700 xt as well.
  14. GW2 balance patches are like how people get excited for the next big mmo. The wow killer, the gw2 killer, then they play it and are disappointed. Everyone expects the next big balance patch to be the thing that fixes everything, makes the game more enjoyable, more skillful, but they are always disappointed when they realize that its still the exact same game with the exact same problems.
  15. The only way to increase the population is to get rid of the conquest game mode and replace it with something that is actually created with random teams in mind. What people tend to forget about conquest mode is that its designed for a organized team with voice comm. In comparison to every other mmo, GW2 has some of the most rage quitters and toxic players. Its not really hard to understand why, its that they are frustrated. Conquest mode DEMANDS that you communicate with one another. But Anet offers nothing other than map pings and target assists. So either you have to stop what you are doing to type out commands that either people won't read or some team mate will tell you to STFU and run off or you just hope everyone magically synergizes with the unspoken team strategy. Anet needs to import the alliance battle game play mode from gw1 into gw2 and drop conquest or reserve conquest mode for automated tournaments. This would bring a lot more players into pvp. No one wants to be frustrated when playing a game, they want to have fun. And conquest is not a fun game mode for randoms.
  16. I was thinking the same thing, she sound different.
  17. Shadowpass, There is no reason to really debate with people who think that mantra mesmer is ok. I mean, after they say that its fine it means that they tossed all ability to reason out the window.I agree with what you are saying. What most people do not understand is one of the founding principles of GW2 was the abilities to make decisions based upon the opponents animations. In other words, animations to skills were suppose to be readable so you can weigh your options to make a choice. Its the reason why we don't have cast bars. When you remove that principle of being able to read animations then you get stuff like mantra mesmer. Its sad that most players do not understand this and apparently the devs no longer do either.
  18. GW2 was destined to go this route. It wasn't hard to see at the beginning though I believe people were in denial. The foundational problems with combat are as follows: Evade on skillsImmunity Hard CCs: stun and fearThief initiative designGW2 Mesmer designLack of cast barsExcessive spam with graphical effects cluttering the screenWe are 7 years into gw2 life span, nothing has gotten better. Its slowly gotten worse. Its because the game can't get better if the foundation remains the same. The only way we would see real improvement is if Anet nuked GW2 pvp entirely, recycled the assets remake it from the beginning using GW1 as a blue print. Other wise what will continue to happen is the same thing that has been happening from the beginning. More spam, more power, more cheese, less animations it won't stop ever.
  19. That's not true tho. Yea it is. When the game first launched its something I pointed out. It should not exist. The reason being is that there is no counter to evade. Before you or any one starts talking the BS that you have to use timing, I will tell you to stop it and stop it now. The window of vulnerability to hit a thief spamming evade+dmg skills is very tiny. You also have to consider the fact that most GW2 skills themselves have a 0.25 casting time. Then you have to consider latency. So in other words, in order to hit them you have to preemptively cast your skill and add in latency, it makes it nearly impossible to hit them. Its why the only semi counter are wards, but then wards are weak because stability and being able to port right through them. The solution is and always has been to create un-evadable skills like what already exists for block. But at this point in the game I don't think Anet would ever do something like that. Ok so you're saying that there is not a single competitive game where doing damage while being invulnerable/dodging exist ? Because that's what i was talking about. I'm sure you can list games and I will list why its not the same as it is in gw2. The only game i have knowledge on is LoL and there's a champion with a spell exactly like rev sword 3. There's many more exemples from this game alone and i'm sure you could fine even more exemples from other "competitive" games.Rev sword 3 is fine.
  20. That's not true tho. Yea it is. When the game first launched its something I pointed out. It should not exist. The reason being is that there is no counter to evade. Before you or any one starts talking the BS that you have to use timing, I will tell you to stop it and stop it now. The window of vulnerability to hit a thief spamming evade+dmg skills is very tiny. You also have to consider the fact that most GW2 skills themselves have a 0.25 casting time. Then you have to consider latency. So in other words, in order to hit them you have to preemptively cast your skill and add in latency, it makes it nearly impossible to hit them. Its why the only semi counter are wards, but then wards are weak because stability and being able to port right through them. The solution is and always has been to create un-evadable skills like what already exists for block. But at this point in the game I don't think Anet would ever do something like that. Ok so you're saying that there is not a single competitive game where doing damage while being invulnerable/dodging exist ? Because that's what i was talking about.I'm sure you can list games and I will list why its not the same as it is in gw2.
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