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Todays nerfs prove that Anet DESPISES Solo Players


dougalkeane.4601

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1 hour ago, Rekhaa.2748 said:

 

Indeed it's probably complicated to do

And i don't particulary looking for easy build, just classes i like.

For the set, indeed that could be an idea maybe they will add some new set with healing, condi, expertise... but i've tried scrouge with some healing power (not much) and my barrier remain lower than before without.. it's just sad, and i don't want to be like this.

 

Anyway, thanks for your advice, i'll surely make a pause and maybe give a try next year

Scourge defintly got done in massively. things will surface but yeah. Barrier is no longer the best form of sustain now.

 

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On 2/28/2022 at 10:29 PM, djgLXXII.1907 said:

So, what is now the best solo profession/spec that doesn't rely on Torment runes?

   Condi (Viper/TB) Renegade with Nightmare runes. And trailblazer Soulbeast.

Edited by Buran.3796
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1 minute ago, Daddy.8125 said:

Is renegade still good even with battle scar nerfs? 

I'd of prolly said Cele / Trailblazer weaver builds tbh. 

  It is. Sustain got a hit, but in terms of damage nothing changed, and condi Renegade was always a faster killing build than condi Herald with runes of tormeting (or Renegade with the same runes, anyway). That killing speed helps a lot against most champions of bounties. Is just that now the margin for mistakes is more narrow. Can still solo high level fractal bosses? Probably.

    Condi Weaver has amazing sustain and the burns it procs are also insane, but the gameplay required is very intensive in terms of key strokes x minute and very different from crusing everything with a ranged shortbow.

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2 minutes ago, Buran.3796 said:

  It is. Sustain got a hit, but in terms of damage nothing changed, and condi Renegade was always a faster killing build than condi Herald with runes of tormeting (or Renegade with the same runes, anyway). That killing speed helps a lot against most champions of bounties. Is just that now the margin for mistakes is more narrow. Can still solo high level fractal bosses? Probably.

    Condi Weaver has amazing sustain and the burns it procs are also insane, but the gameplay required is very intensive in terms of key strokes x minute and very different from crusing everything with a ranged shortbow.

Ah I found pretty good success with vindicator as it had far less ramp up time, but ren maybe better.

That is true but weaver can be a absolute monster in OW if you get good at it haha 

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20 minutes ago, Gorem.8104 said:

Topic's been moved into professions, looks like they want this thread to die. Oh Anet, you not really surprising anymore. 

Topic was dead the moment it launched with that title realistically. Anet explained why they nerfed it. 

It was over the top in group and Raid content + made mechanics ignorable

Just because it made open world alittle less faceroll at the same time doesn't mean they "despise solo players" 

If this was a nerf to get at solo players they would have nerfed staff mirage and cele / trailblazer weaver as they are both exceptional solo builds. 

The games still easy to solo. There's still plenty of solo builds.

Just because they aren't "easy to play" alike prior choices doesn't mean you can't solo with it. 

Edited by Daddy.8125
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34 minutes ago, Ashen.2907 said:

After several days of play testing I can confirm that one can still play GW2 solo.

Yeah, that's the problem though. What if they hit your spec next and make your spec unable to be played solo? 
Are people just forgetful what the main point of all this is? 

 

People who need accessibility to play due to disabilities in various ways (or need any help they can get), have lost access to builds that allowed them to play with less dps but have good sustain that were not hard to play. Anet nerfed these classes and specs so that people who need them, have lost access to them. 

 

Nerfs are objectively bad for the game when it comes to open world play. Both replies after my last comment here seem to want the game to be dead. Make this acceptable then they won't stop and all builds will be worse in solo play. 

Making the game less accessible is a BAD THING

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4 hours ago, Gorem.8104 said:

Yeah, that's the problem though. What if they hit your spec next and make your spec unable to be played solo? 
Are people just forgetful what the main point of all this is

No build has been nerfed for its solo potiental in 10 years lol, his builds will never be hit. 

4 hours ago, Gorem.8104 said:

Nerfs are objectively bad for the game when it comes to open world play. Both replies after my last comment here seem to want the game to be dead. Make this acceptable then they won't stop and all builds will be worse in solo play

Lol wut? Makes 0 sense. 

Quite litterally makes 0 sense, no build is bad in solo play quite litterally.. 

4 hours ago, Gorem.8104 said:

Making the game less accessible is a BAD THING

Nothing made the game less accessible. 

The average player uses his solo build to do story, dailies and metas. Every build can still do this very easy. I litterally have done it with Harbinger, Vindicator and bladesworn and it's been pretty much a face roll. 

These changes would only impact players trying to solo things like bounties. Which the vast majority never were. 

Edited by Daddy.8125
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6 hours ago, Daddy.8125 said:

Anet explained why they nerfed it. 

No they didn't, A-Net only explained why they lowered the target cap for support effects but the changes to self sustain are something they didn't bother to address.

Edited by Tails.9372
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3 minutes ago, Tails.9372 said:

No they didn't, A-Net only explained why they lowered the target cap for support effects but the changes to self sustain are something they didn't bother to address.

But they did? 

They stated very clearly, the objective is to stop fractal and raid mechanics to be ignorable. Which is what these self sustain tools were being used for in group and Raid gameplay... 

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9 minutes ago, Daddy.8125 said:

But they did? 

They stated very clearly, the objective is to stop fractal and raid mechanics to be ignorable. Which is what these self sustain tools were being used for in group and Raid gameplay... 

Neither the character nor the fractal nor the raid changes state anything like that and the whole thing they previously said about "more mechanics focussed" was specifically about the new SMs in which case it would have made a lot more sense to go after damage mitigation instead of re-sustain.

Edited by Tails.9372
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1 hour ago, Tails.9372 said:

Neither the character nor the fractal nor the raid changes state anything like that and the whole thing they previously said about "more mechanics focussed" was specifically about the new SMs in which case it would have made a lot more sense to go after damage mitigation instead of re-sustain.

Barrier is Litterally Damage Mitigation.

Barrier is one of the most OP things to be brought defensive wise to PvE Content. while i can agree on some nerfs being wtf (I.E Thief and Warrior as these were directly not used in group PvE Content)

Barrier, Torment Runes and Battle scars were HUGE issues in Fractal / Raid Enviroments as they were of 0 DPS Loss for a HUGE amount of sustain which oftenly allowed players to completely ignore Mechanics.

the fact that people are trying to say content isnt soloable anymore though is a Absolute joke lol. Open world content is very easy unless you are soloing bounties or something on that scale, which the vast majority most defintly are not.

this hasnt damaged Normal Solo gameplay in the slightest. Players just got used to being Overpowered.

P.S

no, the Article on their Strike Missions aims Do actually say they want Mechanics to become more meaningful and Less Ignorable in Raid and group content lol.

Edited by Daddy.8125
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4 hours ago, Daddy.8125 said:

But they did? 

They stated very clearly, the objective is to stop fractal and raid mechanics to be ignorable. Which is what these self sustain tools were being used for in group and Raid gameplay... 

Most of the options nerfed were actually not used in that kind of high-end content at all, so i do not believe how that would be relevant.

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On 3/2/2022 at 10:22 PM, Marikus.1875 said:

I don't really care how flamed I get for this comment, but I'm going to say it:

If you have issues playing with others or just a general personality of preferring to play on your own, you do not belong in an MMORPG. 

I am glad that social aspects and TEAMWORK are not just being encouraged...but enforced. 

This is the way.

The good news for those of you who prefer not to socialize with anyone is that there are PLENTY and I mean PLENTY of solo-RPG's or just solo games in general 🙂 It is not an MMORPG's game responsibility to cater to the solo crowed. 

Sorry.

MMO doesn't mean you have to be in a party and do every piece of content with multiple players all the time. It means being in a massive world populated with multiple players. There is room for all levels of content in these games, from solo to big 50 player zergs, in fact leveling up and playing in the open world has always been more of a single player aspect of these games, but then doing dungeons and raids has always been the group aspect. Last game I played that relied heavily on group to level was everquest, all that changed from wow on. The sustain changes have little to no impact on group play already, be happy with that because there's plenty of places they can/should also gut in that area, but in fact they have been buffing for years now.

 

People also forget that there are many different skill level of players in these games, or players that have physical problems, particularly for this game that would attract more of those players, since it has been advertised as highly casual play from the beginning. Not everyone likes dark souls and want an entire mmo of dark souls game play. But the game already has harder areas to cater to such players, if you need harder than that content then go ahead and ask for it, because that area is instanced and much easier to raise the difficulty, but the entire game doesn't need to be hardcore forced grouping in order to do something.

 

It's not a mmorpg's responsibility to cater to the solo crowd? A company can cater to whatever crowd they want with their game, and this particular game has been catering to casuals and solos for a very long time. In fact the first raid didn't even hit the game till three years later. They can cater to whomever they want, but if they now want to cut out solo players then hey don't be surprised when there's backlash/regret to it, or if they lose money and those players afterwards. The timing of the changes was still pretty terrible.

 

I personally don't care about the sustain changes, I wish they hit boons more cause I hate the boon ball meta(wvw), somehow it's bad for solo players to have sustain, but ok for groups non stop spam boons and healing to sustain bombs... now with more alacrity for you to spam them even more often... it's whatever, a never winning war on that argument. I just don't agree with people trying to bring the entire game up to their level of gaming, game has optional content for a mass variety of gamers to enjoy it, and it should stay that way.

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11 hours ago, Daddy.8125 said:

But they did? 

They stated very clearly, the objective is to stop fractal and raid mechanics to be ignorable. Which is what these self sustain tools were being used for in group and Raid gameplay... 

I was talking about disabled people in my last comment, do you need help reading or working on reading comprehension? They at no point have stated anything about why they nerfed sustain that most NEVER used in high end content, and if they did, they lost DPS to do so. Otherwise then separate the two, why should a Scrapper lose 66% of their defence because of something someone can do in some random instance? Its basically removed Scrappers sole use in open world and there has been no comment as to why they wanted to remove this class from the game. 
You can still "manage" but everything is worse and no reason has been given. A scrapper loses Vit to get the barrier in the first place. Where's the "the tradeoff was not good enough so we wanted to remove its ability to tank entirely". 

People used a lot of the nerfed stuff because they had to in order to play, Anet has removed it, which effectively ends up just removing players from the game. 

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7 hours ago, Astralporing.1957 said:

Most of the options nerfed were actually not used in that kind of high-end content at all, so i do not believe how that would be relevant.

Torment runes, scourge barrier, scrapper barrier Firebrands aegis and shroud was used in high end content? Scrapper less so sure, but it was a highly effective build as a safe play in unorganised group content hence why there was a huge guide put out for it by teapot featuring sneb who was a huge advocate for the build. 

As I said the thief and warrior nerfs made alot less sense. 

54 minutes ago, Gorem.8104 said:

I was talking about disabled people in my last comment, do you need help reading or working on reading comprehension? They at no point have stated anything about why they nerfed sustain that most NEVER used in high end content, and if they did, they lost DPS to do so. Otherwise then separate the two, why should a Scrapper lose 66% of their defence because of something someone can do in some random instance? Its basically removed Scrappers sole use in open world and there has been no comment as to why they wanted to remove this class from the game. 
You can still "manage" but everything is worse and no reason has been given. A scrapper loses Vit to get the barrier in the first place. Where's the "the tradeoff was not good enough so we wanted to remove its ability to tank entirely". 

People used a lot of the nerfed stuff because they had to in order to play, Anet has removed it, which effectively ends up just removing players from the game. 

Quoted wrong person lol 😂 apologises 

To add however. 

Torment runes was a 3% DPS nerf for renegade however was actually used massively due to its sustain. 

If your party can self - sustain your team doesn't need a healer i.e more DPS so can achieve higher raid DPS. 

Meta raid comps didn't run healers because of these things existing.... 

And worse how? Like seriously I run through solo content on a full berserker bladesworn with a a raid DPS set up.... I've not died at all and I've solo'd absolutely everything that the story has pushed me towards. 

They didn't have to. People by nature flock to the strongest options in the modes they play that's just general use. 

These people played the game prior renegade scourge etc etcs existence and to add to that the OW content was HARDER in HoT times. 

As I said originally. New solo builds will get theorycrsfted. They will get popular. And people won't care about this anymore. The only reason it's locking off I'd cause currently nothings been posted so people don't know anything but those builds as of current. 

I'm sorry. But Cele weaver, staff mirage both still exist at full strength they were in the top 5 solo builds. 

And we're better then scrapper, better then spellbreaker and better at thief in open world. 

Cele weaver does almost 16k DPS with a build that makes it immortal. 

I'm sorry but you only look at this one angle. 

Ever considered the quantities of people who don't pick up the game in the first place because this games considered a absolute joke among this game genres population? Due to the fact of how faceroll these options have made the game? 

On a final note. 

The new Meta is likely causing more people to quit then these changes have. 

Edited by Daddy.8125
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10 hours ago, Astralporing.1957 said:

Most of the options nerfed were actually not used in that kind of high-end content at all, so i do not believe how that would be relevant.

True ... I don't know what agenda people have here but it make little sense to push the idea that the nerfs to OP'ed sustain features are due to group instanced content. I'm drawing a blank to why anyone would take most or any of the items that were nerfed for group builds; it's pretty safe to assume someone is a healer, so taking big sustain features in a group build isn't really something experieinced players are going to do.

In otherwords ... these nerfs impact the inexperienced players the most, irrelevant to whatever the content is. 

Edited by Obtena.7952
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10 hours ago, Gorem.8104 said:

 They at no point have stated anything about why they nerfed sustain that most NEVER used in high end content, and if they did, they lost DPS to do so. 

 

16 hours ago, Astralporing.1957 said:

Most of the options nerfed were actually not used in that kind of high-end content at all, so i do not believe how that would be relevant.

Like a third of these were recomended even for speed clears, due to close to none or no dmg lost. 

Most of the rest were highly recomended for anyone that aint the top end because you could outsustain and ignore many of the mechanics. Or because you could just ditch the healer for a lighter hybrid variant and profit. Or they were used by specialised roles. 

 

An example I stated before. If you want quick scrapper viable (and it is) , he cant have 3k+ barrier per sec baseline. On a sturdy spec that is. That just invalidates everything. Scrapper is a case with 0 trade of. The rest are minimum trade off but for similar or worse sustain numbers. 

Edited by Cuks.8241
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On 3/2/2022 at 1:55 AM, figloalds.1274 said:

The game is supposed to be this, a game, fun. They're optimizing the fun away from the game. 
No one wants to play a game where you mindlessly keep just struggling, the game is supposed to be rewarding too, as of right now Arena Net keeps removing the fun from the game and adding boring hours of boring quests and boring mob fights and boring maps where you just boringly struggle to move by. At least with the old "lazy builds", it was "kinda" possible to get by the boring parts fast and get to the good parts quicker, but they insist on making the game 60% boredom, 40% frustration

 

ye that is true... if i wanna do something relax like killing some mobs on event and then go off sleep and work again.... instead i ragequit because suddenly i cant take on a few mobs.. and not every1 got pink coloured or puprle gear... since my skills for the char/class arent bad its still with the new expansion not fun to play anymore i even have to fight 5 times longer then normal to kill a mob and then you have the spawn rate... on most places there are a lot of veteran and some elite mobs... i see even high skilled players losing now pretty easy... only if they have precise class they can still own them or maybe some of the OP runes but still... for me its more annoiying then fun... and yes the maps are WAY to empty!!!!

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6 hours ago, kamikazeTMX.9873 said:

 

ye that is true... if i wanna do something relax like killing some mobs on event and then go off sleep and work again.... instead i ragequit because suddenly i cant take on a few mobs.. and not every1 got pink coloured or puprle gear... since my skills for the char/class arent bad its still with the new expansion not fun to play anymore i even have to fight 5 times longer then normal to kill a mob and then you have the spawn rate... on most places there are a lot of veteran and some elite mobs... i see even high skilled players losing now pretty easy... only if they have precise class they can still own them or maybe some of the OP runes but still... for me its more annoiying then fun... and yes the maps are WAY to empty!!!!

I can't say I share your experience not even in blue gear. 

The content is easy, faceroll easy and tbh unless Ur pulling multiple veteran mobs everything dies fast.

If people are struggling it's Ur stats / build not the colour of your armour. The fact you aknowledge Ur expectation is to be overpowered is the problem 

Overpowered stuff. Is highly unfun. It's like severely unfun it just means you have hundreds of people stacking the same proffessions continously. Dull, boring, pointless. 

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