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Any changes in the rosters?


anduriell.6280

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tried harbinger, heavily underperforms scourge in zergsize fights most of the time. only had it outdpsing scourge 1/8 and never really can outstrip it. u lose like 70% of strips and barely manage to cut the dps

 

(simply bc u cannot burst into bubbles and domes with shroud 1 and 2 ergo main dmg useless)

 

we also had few vindicators in the group, their dmg was horrifically low.

 

that basically was it, from what i saw sofar.

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4 hours ago, SleepyBat.9034 said:

That's one a the main negative issues with End of Dragons, none of the specs really work in zerg fights.

It isn't an issue with End of Dragons, it is an issue with WvW and zerg fights in particular. You can't expect them to design specs with no pets, no heavy reliance on projectiles, not be condition based and so on, just to accommodate zerglings roleplaying at PvP in a way that completely breaks much of the combat in this game.

And then even if a spec doesn't use mechanics that are useless in zergs and fits the narrow confines of what is "good" in zergs, to get a place it still has to be stronger than Firebrand, Scrapper, Scourge, etc. Which is unlikely to happen given they are all absolutely busted OP in zergs.

Trying to design to accommodate for something as niche and broken as WvW zergs is pointless and detrimental to the game, especially given how dead the game mode is.

Edited by Sylosi.6503
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No EoD elite has directly replaced a current "meta" class but a couple of them aren't awful. Doesn't really matter until they give us a real class balance patch tho.

4 hours ago, kamikharzeeh.8016 said:

we also had few vindicators in the group, their dmg was horrifically low.

Vindicator has stupidly high melee spike damage and solid melee cleave, I suspect you'll see better numbers once people get better at it. The one dodge that you use for a damage buff is rough. 

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4 minutes ago, Chaba.5410 said:

Not after today's patch...

Quote

Eternity's Requiem: This skill will no longer create guaranteed impact areas underneath enemies who are in stealth. Reduced the damage falloff per additional hit from 10% to 40% in PvP and WvW. Reduced the minimum power coefficient from 0.3 to 0.1 in PvP and WvW. With these adjustments, the total power coefficient when being struck 5 times has been reduced from 3.6 to 1.82.

Death Drop: Reduced power coefficient from 2.67 to 2.22 in WvW only.

The fall off is per target so it shouldn't really change much in large fights. And the dodge damage is fair, it hits pretty hard. Maybe not "stupidly" but still going to pretty high.

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1 minute ago, Zikory.6871 said:

The fall off is per target so it shouldn't really change much in large fights. And the dodge damage is fair, it hits pretty hard. Maybe not "stupidly" but still going to pretty high.

Definitely not "stupidly".  The change with stealth is weird too. 

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6 minutes ago, Chaba.5410 said:

Definitely not "stupidly".  The change with stealth is weird too. 

We'll see, I'm pretty bad at it and long melee grinds can be tough. The stealth change is probably for sPvP/roaming, I didn't mind it because it would just drill those pesky thieves messing with my potatoes. 

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Unfortunately, most of the new specs are for pve and do not scale in large scale.

Harbringer can be a threat small scale, but its shroud auto is projectiles which quickly disqualifies it. It can give a good deal of boons but nothing too unique (the elite elixir just doesn't last long enough)

Willbender alarcrity is too cumbersome. It had potential with an aegis loop but that was deleted. It's also not a Firebrand or a Dragonhunter so no.

Mechanist can provide many boons, but is pet reliant and struggles in large fights as a result.

Virtuoso.... projectiles.

Nothing will change unless they do something about large scale projectile hate while not breaking it in smaller scales. Also CC fests make stab mandatory.

 

Edited by ArchonWing.9480
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