Jump to content
  • Sign Up

Mantra of liberation nerf and throw mine buff?


RisenHowl.2419

Recommended Posts

3 minutes ago, lotus.5672 said:

Should have nerfed it even more. Time to learn to dodge, boonballers.

Although in reality ppl will just bring more guards 🤡

No, they won't. It'll just revert the meta back to full pirate ship. Why run 2 guards when you can just avoid ever getting in melee and run throw mine on your scrappers in case anyone tries?

  • Like 2
  • Confused 2
Link to comment
Share on other sites

What I'm actually mad about, is that they nerf Firebrands because they want to introduce diversity of builds. So they gave Stability to Druids and Tempests, but it's (PvE Only), while Firebrand nerf is (for all game modes).

That would be great to have the team composition like
1. Boons (stab) / support (currently only HFB, buff druid? or warrior?)
2. Heals / Cleanse (currently only Scrapper, buff tempest should be good with cleanse)
3. Strips (currently Scourge with damage or Spellbreaker with support)
4. 5. open slots

  • Like 3
  • Confused 1
Link to comment
Share on other sites

most fights are yet full pirateship... range bombs, range fishing for kills, commiting into enemy groups too deeps is just pretty risky. its too easy for random clowns to pull/focus the lead and then ye, its basically done for.

and the nerf to firebrand is highly absurd, nothing more. anet just has no people for wvw, and they display this once again. no sane mind would nerf stability in this swamp of cc....

  • Like 2
  • Thanks 1
  • Confused 6
Link to comment
Share on other sites

anyone who argues that fb stab uptime for their entire party hasnt been busted for years is not the brightest, or very insincere 

 

this is a brilliant targeted nerf, and we really need way more access to strips, but still a step in the right direction

 

give tiefs hella strips and some real self stab

 

give rangers all the aoe reveal, and reliable self stab outside of soulbeast that isnt 120s cd etc, revert the signet change! there could be a reveal added to hammer autos or something and it wouldnt be enough plz dont be shy anet these bait/invis push dances that drag on are stale

 

and fbs will still be pumping out so much stab, but now its not something that is almost a rotation to maximize uptime that only required timing it as your zerg was about to hit or be hit (a wvw zerg hit is like the most telegraphed thing in any game mode) now they actually gotta be sure a significant burst will land on them or be missed and not just listen to comms for when their driver finally stops baiting

 

more lowish cd self stab with reasonable stacks, way more strips/reveal, and finally if melee dmge is significantly buffed then we will have the best meta possible imo, anet is really close to something perfect and they seem to be testing the waters and heading in the right direction

 

boonball was great for a time, and we dont wanna return to pirate ship, but its time to shake things up a bit

  • Like 3
  • Thanks 4
  • Confused 6
Link to comment
Share on other sites

Good change, one class had no business having so many AoE stunbreaks. Traiting F3 stunbreak should be enough. Superspeed melee stack blob was boring anyways: now they need to wait for some cooldowns and can die if enemy outplays them.

 

Also indirect buff to spellbreaker and tempest. Much needed.

 

10 hours ago, kamikharzeeh.8016 said:

commiting into enemy groups too deeps is just pretty risky.

Most people die because they overextend trying to hit 10+ people when their skills only hit 5. It very viable to go melee as long as you don't go too deep or overstay.

  • Like 2
  • Thanks 1
  • Confused 3
Link to comment
Share on other sites

FB definitely needs a nerf on stabi since it's basically a mandatory pick right now. However it should've been patched simultaniously with some extra stabi added on other classes. FB and scrapper were already pretty much mandatory for group composition. This change will probably just add another DH, willbender or herald to that list.  

  • Like 3
  • Confused 1
Link to comment
Share on other sites

I mean they could have taken the opportunity to bring in those buffs to other classes to provide competitive suppport of other classes, as well as the buffs to direct damage. But instead...

PvE only...

PvE only...

PvE only...

PvE only...

PvE only...

PvE only...

PvE only...

PvE only...

Now I'm glad they are making mode specific changes but it's pretty clear it's a pve patch.

So as is, yea interesting nerf but the immediate effects may be disappointing. It would have been great if they didn't delete Bubble, but we'll see.

Edited by ArchonWing.9480
  • Like 1
  • Confused 1
Link to comment
Share on other sites

On 8/13/2022 at 1:47 PM, Riba.3271 said:

Good change, one class had no business having so many AoE stunbreaks. Traiting F3 stunbreak should be enough. Superspeed melee stack blob was boring anyways: now they need to wait for some cooldowns and can die if enemy outplays them.

 

Also indirect buff to spellbreaker and tempest. Much needed.

 

Most people die because they overextend trying to hit 10+ people when their skills only hit 5. It very viable to go melee as long as you don't go too deep or overstay.

horrible change, and we have traited f3 since ages mate lmfao

biggest death happenings are simply random cc's, often dh lb cages due to their broken mechanics, but also some randomly hitting cc's + some fishing from sideliners is getting downs

acutally that is the major issue of the lacking overall dps, things only die in a swamp of random dmg or punctual ganking from sideliners, who use one of the silly selfish glasscannon builds. all u gotta do then is to fish fish fish while the zergs or blobs sideline each other

anet does their best to mess up Wvw, and ye, getting worse with each balance patch. even if the clueless random people are satifsifed, the gamemode loses real players since years, as people just won't bother with this absurd nerfing policy.

like in 2020, there was potential for so many things to do dps, now its been broken down to a few things, of those the only reliable one is dragonhunter, the rest is just 3 tiers below it

 

and this bold talk about "outplaying" is kinda extra random... 90% of fights don't end due to outplaying, it's plain squad quality, in some situations also one wrong turn, some slow people. that's still so far from any outplaying. even a bad com isn't getting outplayed, bc mostly these "leads" don't even really "play the game", they do random things and die

or the class comfocus, also not outplaying, as its just disrupting the battle by killing the lead on purpose. (to seperate from: lead ints and dies to some random dmg or eats the main enemy spike alone)

  • Like 1
  • Confused 2
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...