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TheOneWhoSighs.7513

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Everything posted by TheOneWhoSighs.7513

  1. Personally I've found overtime that ANet strips everything this class has going for it in pvp, slaps it on another class except even stronger, and calls it a day. Veil? Hahaha, who needs that when we have stealth gyros + superspeed. Copying boons? Who even needs that when having a rev in your party both does more damage *and* keeps the group at 25 stacks of might + Perma swiftness. The one thing we even have anymore is boon strip. Except oh wait. Winds of disenchantment exists. Which isn't to say Mesmer is unplayable, but the class is just not in a good spot. Or perhaps more accurately. Not in the most fun spot pvp wise.
  2. As someone that mainly plays pvp/wvw. Class is a freaking mess. It doesn't really show its hairs much in PvE anymore because, well. PvE in this game is kind of baby mode if I'm honest. Slight DPS losses here and there, and clunkiness in the delay on your shatters doesn't have an impact in PvE.
  3. That just describes Mesmer as a whole. The entire class, though I love its concept and general play style, is a complete mess.
  4. Slow well - you are never taking this in PvP Arcane Thievery - Good Time Warp - you are never taking this in PvP f3 - Good Delayed Reactions - Maybe, but in PvP time catches up is a better pick generally So that's 2 and maybe a 3rd.... Yeah. Not something you're generally going to play around. I meant from the Chono's perspective. You can hold your burst until the 2nd phantasm is ready to attack. As for from an enemy perspective, interrupt the phantasm, line of sight it, disengage, pop a reflect if it's range. Maybe pop resistance if you know the enemy Condi Chono is waiting for it. Chrono isn't busted (at the moment), but its core mechanic is. Being able to do the same thing core mesmer does, except twice? Completely borked. Means core mesmer has to endure multiple nerfs to abilities that were never a problem before continuum split was added to a game. It has a high skill cap, problem being it's insanely frustrating to play against. You're doubling a Chrono's burst. Something that used to be way, way more busted before Phantasms were made to not shatter. You're also potentially doubling stealth, doubling blocks, doubling interrupts. Yeah, you can "play around" this, if it's used offensively. If it's used defensively it has no real counter play. I also don't find distortion to be anywhere in the realm of Continuum Split. Though I agree it was a good decision to remove it from Chono with them keeping CS. Yeah, to Chrono. Although I'd argue that Alacrity, while powerful, is literally just made even more busted by Continuum split. Same with Well of Precognition. And well... every AoE ability mesmer has in the game. There's, kind of a reason why Mes doesn't run wells very often in any game mode, outside of maybe the heal well. Because you can't make them strong without continuum split making them even stronger. What caused Signet of Inspiration, Time Warp, and Moa to be nerfed exactly? The skill added to the game that allows them to be used twice. Or their base effects being OP?
  5. Not a huge fan of outright removing Chronophantasma. Nerf, w.e. that's fine. It's one of the few actually interesting traits you can play around in the game. Danger Time you can't really play around that much because your access to slow is pretty low. (Understandably so, it'd be pretty busted if you could just spam slow on everyone) It's kind of the same problem with a lot of the chaos trait reworks. Like, when am I going to play around regeneration? I don't feel like any of the devs who worked on that ever asked themselves that question. Honestly, if you want to fix chrono being busted. There's one skill you have to look at. It's called continuum split. It's the core function of the spec. And it's the cause of more nerfs than most people can even count. Chronophantasma OP? Well lets double the phantasm doubling with continuum split.
  6. Because it's the only content their devs actually have hard verified data on thanks to the community. And thus, is something they can much more safely approach. Compare that to open world, fractals, spvp, wvw, etc. These are things that they can't have as hard data on. Especially WvW/SPvP. What do you even judge class balance on in that, when the difference between the top end of the player base and the bottom end of the player base is so huge. Some players were able to perform on Mesmer at the highest levels when the class balance was at its worst, and there's no question they're able to perform when it's not that bad. To pull an example from another game, Mesmer has the same balance issue that Ryze or Akali have. High skill ceiling, high rewards. Skill ceiling is pretty much determined by the number of interactions & variations you can have in a given fight. And Mesmer has a lot. When you have characters like that, what do you balance on? The lower echelons of the game where 99.9% of the player base's experience lies. Or the upper echelon of the game where 0.1% of the player base's experience lies. Hard to say. All I know is if you're holding your breath for ANet to find a balance, you can stop. They didn't pull it off years ago when they had more staff, they certainly won't now.
  7. These changes are.... strange. To say the least. The change to chaos armor on staff is nice. The nerfs to chrono dps were pretty expected. Mantra nerf? And then you get into the torment & retal changes. Gonna be interesting to see what comes out on the other side of this.
  8. They're basically screwed on this one. Going F2P brings the numbers, but lord are those dirty numbers. Even anticheat won't stop it. Look at any Valve game. Being free to play just invites the lowest of the low, because there is no way to actually punish them. You can win it for a while, when you're first pumping millions upon millions into research and strategies. But eventually it won't be a financially viable option, and at that point the game is over. You lose.
  9. Actually it is more the opposite and min/maxing requires the use of 4-stat gear, because you will always end up with better overall stats than with 3-stat gear (unless it is a very specialized build, eg. full zerk for maximum dmg). It is not possible to replicate 4-stat gear by mixing 3-stat gear. Min/Maxing doesn't require better overall stats. It requires better specific stats. The 50ish~ stats you might lose total don't matter compared to higher crit rates, more damage, more vitality, etc. Whatever your specific target is. Good? Maybe if it didn't ignore toughness you might actually see some bloody changes to the calculations. Right now, conditions are just an out to ignore the "problem" if you will. You'd lose very little damage. And for Valk, you might even gain some damage. Also, vitality increases sustain in the long run. You can take more damage, but you can also take more healing. Meaning healing power is more valuable at the same time. Game has no overheal mechanic.
  10. 4 stat gear isn't power creep. It's literally just streamlined stats. If they didn't release 4 stat gear, they would've just released more 3 stat gear to cover the gaps.They released 4 stat gear almost as a kindness, since it generally gets what you want as a player stat wise, without needing to min/max "Oh I need X on my helmet, Y on my shoulders, Z on my backpiece". Y'all are literally arguing over 1 tree in a vast forest of things actually responsible for power creep. Like how conditions completely ignore your toughness stat, meaning the only ways for a player to mitigate condition damage is more vitality & more condition cleanses. Funnily this means swapping out pieces of marauder for Valkyrie or Barbarian would actually make you stronger against condition builds. At any rate, the problems in the game don't boil down to "4 stat gear OP", it boils down to "Why did the devs think it was a good idea to give Necros even more corruption?" "Why did the devs make it so that every class spams out boons at an insane rate?" "Why did the devs make it so Mesmer gets to reuse its whole kit a 2nd time?" "Why is tempest able to become damn near unkillable while providing tons of cleanses and boons to allies?" "Who thought stealth gyro was a good idea?"
  11. Honestly don't think it's changed much over the years in terms of build, lol. And yeah, it's still useful in the current meta of GW2.Just don't keep your facet of nature on. Generally you keep Elements, Strength, and Darkness up. Everybody loves their might, fury, and swiftness. https://gw2mists.com/builds/revenant/power-herald
  12. I just don’t understand this attitude, Mirage does perfectly well in ranked pvp, and Chronomancer is easy to pull top dps in raids, and even in most fractal groups. From my experience Mesmer is great in every game mode basically. And because it lost 1 dodge in pvp and F4 in pve everyone call it a trash class. That couldn’t be any more far from truth Raid, mesmer is pretty solid for a lot of raids. Open world, mesmer does okay. Fractals, mesmer does okay but is outclassed. Ranked PvP? Mesmer is 100% outclassed. Yes, you can do well with Mesmer. Hell, you could do well with core mesmer, which is unquestionably in a worse spot than Chrono or Mirage is in. The thing is though, you're going to have to be pretty fucking good at Mesmer & really know the class & game mode to do well on Mesmer in SPvP. Which isn't a huge ask, but it's something a player needs to know. When you compare that to, say, Necro? It's not even close. It's so much easier to play Necro, and on top of that, Necro brings a lot to a team fight. The role mesmer (and subsequently thief) slot into is a role that can perform amazingly well with good skill & good rotations on some maps. But other maps will completely shut you down and you won't accomplish anything. And that's not even getting into the fact that, honestly. If you want to do that duelist role better, just play decap druid. And then you have World vs World. Lord, WvW... Mesmer in WvW can provide a decent amount of strips in WvW, and provide IoL. But that's like, it."But what about veil" what about it? How often is veil more useful than Scrappers swapping templates to bomb kit, putting down smoke bombs, and stealthing up? And then using gyro if they end up needing even more stealth on the push. Veil is this relic of the past that some of us cling to, that I don't personally think offers as much as people think it does. More often than not, you're already running the scrappers. If anyone really needs access to veil, the commander can run mesmer and run veil. In fact, it's a lot more foolproof if the commander runs veil. Mesmer in WvW is just... disappointing. Even among the support roles in WvW, it just doesn't feel impactful or fun. I can actually find enjoyment out of support scrapper or firebrand. But support chrono just feels like you're not doing anything most of the time.
  13. The issue is that the rewards in EoTM were so good there was little incentive to play the core WvW mode unless the experience which we already have was sought after in the first place.And that guilds started to go to EoTM to just stomp the pugleaders and random unorganized players for content/the loot was good. Only somewhat true. I remember there being the occasional guild group stomping EoTM, but it was a pretty big rarity. And even in my low tier server of Ehmry Bay at the time, WvW maps would often end up queued. And even then, it's kind of a "so what". So players go and they stomp some pugs. That's perhaps the singular most valuable lesson you could teach a new player in WvW. Running in a disorganized squad against an organized one isn't fun. I hate to say it, but that's the hook bud. That's why guilds even exist in video games. That's why there's group content & not everything is a solo grind. That is how you convert a player that had a passing interest in WvW thanks to it being a good leveling spot, into a player that's fully invested in winning a fight for his server. For his guild. Seal clubbing's not an honorable thing, but damn if it isn't a great motivator.
  14. The real problem is attracting new players to go play WvW at all. Which dev thought it was a great idea to nerf EoTM into the dirt when it was a great leveling zone for new players? And thus a great intro into how World vs World works? I don't care that EoTM was overran with ktrainers. In fact, that's absolutely 100% acceptable in order to get new players interested in playing this game mode at all, and in order for them to learn what all this game mode brings with it. I would honestly be interested in stats on how many new players WvW was pulling in when EoTM was alive, vs it being dead af now. Because I guarantee attraction & retention for the game mode has dwindled since EoTM has been nerfed. Hell, EoTM was a ton of fun when your tier was kinda dead & you just wanted to goof off in WvW. Buy a bunch of those airstrike grenades and laugh maniacally. Everyone's talking about rewards this, rewards that. I just want the fun as fuck silly leveling zone back. The fights you did have on there were so hilariously unbalanced depending on where you were attacking and what buffs you guys recently got, that you could detach yourself from being a try hard and just dick around. Hell, if either side really try harded they'd accomplish very little anyway, over half their squad was under leveled players. Rally bots as far as the eye could see. I've seen some people talk about that ktrain as if it was some kind of dark time, when in reality it was just senseless fun for newbies to level up and get interested in WvW.
  15. This just isn't true. Both about how common it was for people to wear all zerk pre-HoT and about it being non-viable since. If someone can be successful running marauders, they can be successful running zerk. Which stat combo is optimal has always been about the build, the player, and the circumstances of the fight. It was pretty damn common. Even front line guardian builds often ran full zerk. With maybe a mix of sentinels/soldiers if they weren't as confident in their ability to press buttons.That's not even touching front line warriors that used to be a common thing, running zerkers and smashing people with their hammers. Now the core runs minstrels and took on a full support role. I don't think conditions carry bad players. I also don't agree that they're bad in larger scale. I mean, would you run a crap ton of condition cleanses if conditions didn't do shit in large scale combat? The answer is pretty firmly "no". It's just that in an actually organized group, at this point in time in the game, you can out cleanse condition builds. But you still gotta bring the shit. The moment you don't bring a condition cleansing scrapper/tempest, is the moment conditions suddenly wreck your whole squad. This is the thing about power creep. It's deceptive. We've all been pigeonholed into playing this game in a very specific manner in order to deal with the power creep, and people now think the power creep that is condition spam doesn't exist because we managed to find a way to metagame it.
  16. Full (or mostly) zerk is perfectly fine on classes with medium or high health pool, especially if you pair it with something like dura rune, and far superior to full viper on most if not all classes.I hate fighting condi tanks as much as anyone else, but removing dire/tb would kill most condi builds and i don't think that's desireable (unless cleanses get nerfed heavily, but then it wouldn't be as easy to facetank condis and even more players would cry).Just walk away from builds that are not going to die even if they facetank skills, luckily most of them are not very good at chasing (and this applies to all overly tanky builds - power and condi). Yeah, there's always exceptions. After I posted that, I was actually thinking about how I run full zerkers on my rev when I'm in the zerg. But that's in a zerg. The only other classes I could think to safely run full zerk on are Engineer & Warrior. Though I feel like on both you're risking being blown the fuck up. Thankfully, you have panic buttons. As for removing dire/tb, yeah no. I'm not a fan of removing stat sets. It's just silly. If you want to hit at the tankiness of conditions, introduce a 3rd stat it needs to maximize damage. Though in doing that you'd need to compensate condition builds by giving them some of their burstiness again. Kinda miss deathly chill being 3 stacks of bleeding. As for the lack of viability of vipers, meh. What builds can even take advantage of both power & conditions. The only one I could think of is a mixed Mirage/Chrono. But Mirage having 1 dodge firmly puts that in a trashcan. As well, you'd still be choosing to spend clones on either your power or your condition shatter. Maybe you could do something with Reaper, but. Ehhh. Viper is too conflicted at its core. Condition builds are so fundamentally different from power builds that there's very little overlap in abilities on most classes. And on the ones where there is overlap, it's either in zergs (where there's too much condition cleanse for it to make sense) or on builds that are so thoroughly nerfed only masochists still play them.
  17. Homie, the power guys have to run toughness & vitality too. Idk what world you live in where power builds are running full damage and you're just insta dying without being able to do anything to them. But that's clearly not the world I live in. Pure zerkers hasn't been a WvW viable set in like, ever. Outside of meme builds or standing on castle walls and literally never fighting people on the ground. Well, I shouldn't say "ever". Before HoT there was a time where the common man ran zerkers. The game has power creeped far, far beyond that now.
  18. You say that as if Trailblazer/Dire doesn't give you max/near max condition damage. There's literally only 2 condition stats you care about. Condition damage & expertise. The fact that you only need 2 stats to maximize your damage in and of itself is why condi sets often end up tankier than power sets.Except, there is 4 stats you have to care about. In addition to that, you need vitality to survive enemy conditions and power damage because it take a long time for conditions to ramp up and tick (especially when the enemy keep cleansing). You also need toughness, because it take a long time for conditions to ramp up and tick (especially against someone that has roflstomp power damage and the capability of knocking 5000+ hp off on every other attack so you have to be on your toes).We're talking about a condition build. Not a mixed build. As for the lack of viability of viper, you probably shouldn't run any stat set without survivability on its own in WvW. That's kind of a given. Mixing viper with trailblazers though is a perfectly viable option. You just have to understand that you're making yourself a bit squishier. Which mind you, skilled players at every scale tend to end up going for slightly squishier builds. Because it's easier to convince people to build 1 uniform 4 stat set, than it is to convince them to build a variety of 3 stat sets to achieve the same stats? I mean, anyone serious about the game likely isn't running full monostat set. I run a mix of zerkers, assassins, and marauders. 4 stat sets aren't meta because they're OP. They're meta because it's easier to get the specific stats you want with them. Before 4 stat sets came to the game, it was a mix of zerkers, assassins, and soldiers. Whooptidoo. I'll never understand the mentality behind the stat sets being the problem. Restricting amulets in SPvP just looks so silly to me. That time they removed celestials because HoT launched and every build was using it because the devs were horrible at balancing. That was hilarious to me. As if the stats were the problem and not the blatant power creep.
  19. The problem with Condi is that it makes no sense in the game and they should probably remove it. Does it make sense that 1 condi cleanse can remove 1 confusion, or 999 confusion? No, no it doesn't make sense. The entire way conditions work is silly. It's always been pretty silly. Damage over Time is fine. This insane stacking of DoTs with the need to add large amounts of cleanses to the game is not. You say that as if Trailblazer/Dire doesn't give you max/near max condition damage. There's literally only 2 condition stats you care about. Condition damage & expertise. The fact that you only need 2 stats to maximize your damage in and of itself is why condi sets often end up tankier than power sets. Marauder for instance, is missing ferocity. So while you're hitting hard and critting, your crits are missing damage. How much damage? Like 60-70% more on every crit.
  20. Read this thread https://en-forum.guildwars2.com/discussion/comment/1129912#Comment_1129912 The post was in Jan 2020. The 15v15 map is done. Just the UI isn't working for it. If we don't get 15v15 with EoD expansion, it's probably not coming. Unfortunately it just looks like some failed experiment that they might throw into custom arenas. No hint they'd integrate it into spvp or wvw. talked with some LAYS guy on stream about this... the expected problem is, 15v15 is a format where the Wvw fighting guilds are very experienced with, so... will be just dominating it, good chance the waiting Q for it will be huge pretty soon, and considering how many ex-hardcore guilds don't even play anymore, might be a rather empty place.I mean, organized groups & long queue times are the exact issues World of Warcraft has always had with their rough equivalents to this. Still, Arathi Basin in GW2 would be a fun mode that a number of people would play. Yeah, organized groups would dominate it. Just like they do in WoW.But it would also encourage more people to make said organized groups.
  21. "The need to transfer time and again" isn't caused by the link system, it's caused by people who are using links to make up for the primary server being perma-Full and treating the links as nothing more than an extension of the primary server. That's literally players pushing as hard against the system as possible because they don't like the results it creates. And, like, I sympathize on an individual level when we're talking about a handful of people just trying to play with their friends. But the bigger groups moving around are choosing to damage the game mode so they can pretend to be part of one big fat bloated server instead of accepting that the links can just have their own identity and learning to enjoy the ride — once you learn to do that, I think the slow automatic churn is exactly what WvW needs, a bit of variation over time that doesn't rely on people quitting the game or starting a bunch of Server Drama.Yeah, so you're asking people to not be people. If you take the human out of the equation, then there's a billion solutions. But uhh, hate to tell you this. But you really are taking the human out of the equation at this point. By slowly churning it, people get exhausted by the whole ridiculous system and just straight up quit. People aren't bots, they're going to damn well do what they want and you can't stop them. The link system is just magnifying that human element. As for server drama. I dare say that's half the fun? As much as people like to pretend they don't like drama, they sure as hell get invested in it easily.
  22. I'm aware. Server linking just magnified the problem. Any server linked with BG soars in population, just to plummet the next link. On top of that, more organic users from that server join the bandwagon. Server linking was a band-aid on the player population problem, but another stab wound for the bandwagon problem. It was a flimsy fix by ANet that was only an accelerant for the population bleed long term.
  23. Since no one commented on SPvP viability. It largely depends on the map. Mesmer is a +1 in a fight. You shouldn't really ever partake in team fights, as you'll lose. You just don't bring as much as other classes to a team fight, though you can potentially pick off an already weakened player in one. Your focus should be on out rotating the enemy, forcing decaps, and just generally forcing the enemy to chase you. This is nice on some maps, harder on others. Kyhlo? Prepare for a pretty rough time. This is because an enemy can easily spot you rotating from mid, and respond before you can really do much. Capricorn? You can actually have some fun if you're not spotted. Coliseum is much the same as Capricorn. Skyhammer is miserable. etc etc.
  24. You know what made people give a shit about winning match ups? Servers not being linked, actually having an identity, and thus having a rivalry. Kinda like AR/BP has with HoD at this point. Rivalries were the fun of WvW. To be invested in your server over another one, was the fun of WvW IN ALL TIERS. You see it as everyone shitting on Manu. I see it as some of the most fun I've seen people have in this game in ages, and it's very reminiscent of the early days. No one's talking about 1v1s. No one's talking about SMC. Everyone's talking about how they don't give a crap about winning Tier 1 because it's not fun to be in Tier 1. There's no rivalry with SoS or BG. There was never time & a chance to develop rivalry between these servers, because every couple of months BOOP, the servers at the top are changed. It's more common for rivalries to form with the server you were linked to, than with the servers you're fighting. Pretty shitty when you think about it.
  25. Lol, at people thinking MORE maps is what we need. Outside of Reset (and for an hour at most), when do we EVER see all 4 current maps queued? With a new expac coming though, there's potential for a lot of old members to come back, and many people are going to want to try out the new specs in WvW. People didnt leave in the first place due to gw2's combat, it's generally considered the game's big standout achievement. They left because of the environment that combat takes place in... And that won't change with this expac any more than it has since launch, Living Story gets the lions share of resources to the exclusion of everything else and mass participation zerging buffs if wvw gets thrown a bone at all.Homie, people have 100% dipped because of the combat. HoT saw a massive shedding of the player base. PoF did too. The game's big "standout achievement" has been in absolute shambles ever since they introduced specializations over the original traits. You get a small surge of players, and then you lose those players and many of the long standing veterans give up because it's clear the current ANet development team has absolutely no clue what they're doing in terms of balancing things. I mean, we're talking about a dev team that put Bolt to the Heart & Fresh Air on the same level for specializations, when they were different for traits. Nerfing an already weak meme Elementalist scepter spec into non-existence. Something they still haven't fixed, mind you. And that's one example out of a billion when you start going over every single class. And that's not even getting into the rampant hacker problem the game has had over all these years, that has made many an SPvP player quit. If you think the environments are the reason why people quit, then you're blind bro.
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