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October 4 Balance Patch Wishes


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for WvW pick a direction you want blobs to go and finish going for it, either:

a) nerf DH ranged dps and longbow 5, maybe a bit to scourge as well to bring blobs into a full mele meta OR

b) reverse prior ranged DPS nerfs on rev, ele, etc so we can go back to ranged meta but with more classes than just DH and scourge

 

Cause right now its literally a 3 class meta and the most unhealthy ive seen it in a long time. If your not playing FB, DH, scrapper, or scourge, your not playing a meta class.

 

Overall due to the virtually non-existant damage output: playing DPS in WVW at the moment is completely unfun and not rewarding.  Its like we are firing blanks out there against the boonballs, and wether you win or lose is entirely dependent on your FBs skill, not your skill as a DPSer.

 

c) consider adding a cap on the number of projectiles a projectile reflection, absorption, destruction, etc. skill can reflect / absorb / destroy… rather than allowing a zerg with say 1 scrapper to shut down literally every single new DPS class from EOD at the push of a button

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New note: I'd like Orders From Above to have its base duration increased from 1.5 seconds per pulse to 2 seconds per pulse.  This would serve as a minor damage buff to alacgrigade, letting players wear more offensive gear/runes/sigils.  Currently, in full ritualist gear with leadership runes the spec still fails to maintain permanent alacrity.  Would be nice to see that changed.

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I agree many posts regarding Vindi dodge. The evade frame should be increased over full duration at first. 

Secondly the endurance costs should be reduced to 90/100. Using additional 10 endurance by again use dodge hotkey ends the dodge immediatly, 

 

And there should be a change for victor elite. 

The boons are now granted periodically with a 1s interval while holding the urn. 

From 100-75% HP: 1s regeneration .

75-50%: 1s resistance.

50-25%: 1s protection.

25-0%: 1s resolution.

Boons are stackable. Means, e.g. with <50% HP, you recieve regeneration, resistance and protection each interval.

When ending the skill, all boons and the actual healing are provided, based on HP thereshold, for longer duration (see actual version). 

Base Healing is increased from 709 (0.22) to 940 (0.35).

Edited by Kydar Schattendolch.6879
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Hello.

Please buff Reaper. Very weak, especially after you nerfed reaper shroud.

No logic to take more damage in reaper shroud. Reaper can't handle any decent HP solo while any other specialization can faceroll it.

Very weak. Need buffs for reaper.

Please buff it. Also you can buff all, but reaper need some changes in. PVE Thanks.

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My wish list ^_^

 

Mesmer Chrono

 

Restore Tides of Time Stun Cap for WvW

 

The skill is a high risk and high reward. Have to meet certain conditions. It is a 1 way directional skill, so your character needs to be in the correct position to line the attack. Then you must stay within its direction for the skill to return back. I think you have to be extremely skilled to pull this off in the face of a 80+ man Zerg and walk away alive, instead of a bag delivery.

 

Mirage for WvW

 

Restore 2nd dodge, the class feels like it is being punished with a disadvantage. This class rarely seen in WvW. The handicap force builds to use certain sigils & food but even that isn’t enough. Would like to see more variety available for Mirage in WvW.

 

Mesmer into a healer Build WvW

 

Mesmers are usually a “tool belt”  build for the Commander. Call outs for portal bombs, Gravity wells, or condition cleanses, or Illusion of Life. Meanwhile, we sit back and try to kill someone. Would be nice if we can have healing builds like Firebrands or Engi Med kits and be even more productive for the team.

 

 

Virtuoso survival WvW

 

Not enough healing, or condition cleansing, or stealth unless the class sacrifice DPS but might as well play a mechanist, vindicator, or elementalists, or even Ranger for 1500 range. Something about Virtuoso lacking in survival WvW.

 

Virtuoso F-skills

Personally, Blades songs don’t seem to fire as fast as the description. Seems the animation adds a couple more secs.

 

Dagger Skills 3- reduce recast and casting time, this skill is not instant. Or give Virtuoso a different skill. Usually, I rarely use it.

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  1. Revert the nerfs to ranged AOEs on Elementalist, Guardian, Revenant, and Warrior.  A melee meta only makes it easier for the group with more players to win fights.  The increased ranged damage will also give pug groups a fighting chance to defend themselves against boon blobs.
  2. Revert the 10 target cap nerfs and find a way to work them on to more high cooldown elite skills.  The great thing about the Fiery Greatsword was that it was high risk and had to be used situationally.  A full glass Elementalist fighting outnumbered had to wait for the right time to use it.  The blob would have to be under heavy DPS pressure and also be distracted so you could enter melee range and spike them with damage.
  3. Buff the Warrior's Winds of Disenchantment skill so it reduces boon duration by 100% again.  Warrior has been hit especially hard this year.  Undoing the nerf to Scorched Earth via #1 will help, but I think it needs its bubble back to see more play in zergs.
  4. The preview of the Virtuoso looked great.  As a WvW player, it looked like we were going to get a ranged AOE class which also has access to Mesmer's utility skills.  The problem is that Unstable Bladestorm, Rain of Swords, and Thousand Cuts were all underwhelming.  I would start buffing it by making Unstable Bladestorm un-blockable.  This skill does low damage and moves too slowly to be blockable and reflectable.
  5. The Spectre doesn't offer much in zerg fights.  The scepter weapon has too many single target skills and the wells and Rot Wallow Venom don't do much with the anti-condition meta.  I would start buffing by switching scepter skill #2 to be an AOE mark.  The Thief is the only profession without a mark or symbol on its scepter.
  6. The Catalyst should have been designed to offer Elementalist a better roaming option which has access to both melee and ranged skills.  A unique way to do this would be to have 2 attunements offer ranged skills similar to Revenant's hammer and have 2 attunements offer melee skills similar to the Guardian's or Warrior's hammer.  I think it is too late to fix now.  A smaller change which will help in WvW fights would be to add damage to the orbiting jade-tech Spheres so the elite specialization performs better during melee pushes.
Edited by Dagger.2035
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On 9/16/2022 at 11:57 PM, Dagger.2035 said:
  1.  
  2. The Spectre doesn't offer much in zerg fights.  The scepter weapon has too many single target skills and the wells and Rot Wallow Venom don't do much with the anti-condition meta.  I would start buffing by switching scepter skill #2 to be an AOE mark.  The Thief is the only profession without a mark or symbol on its scepter.

Technically speaking, only guardian has a sceptre symbol and nobody has sceptre marks (that's staff on necro). If you're talking about AoEs, mesmer still doesn't have an AoE sceptre attack unless you count the line effect (and sceptre/pistol has one of those).

Shadow Sap does seem to be a bit of a dead skill, though, and making it more of an AoE would give it a potential use case over spamming 3.

EDIT Probably shouldn't have trimmed out the Catalyst stuff...

Yeah, hammer really should have been allowed to be a 'ranged on some attunements, melee on others' weapon. Sure, 600 is technically ranged, but the range is so short and the projectiles so slow that if you're chasing an enemy the effective range isn't much out of melee. 900 range and faster projectiles would go a long way.

Edited by draxynnic.3719
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Hopes and requests for elementalist:

 

General:

Bring pve staff changes to wvw please. 

Catalyst:

Removal of the -10% damage dealt on the quickness trait for Catalyst.

 

Removal of energy as a 3rd mechanic on Catalyst or have it auto regen/make the energy on attunement swap baseline even if you must keep it. And please make the bar more easily readable...🥲

 

Buff damage on hammer autos to help pad less skilled players without increasing the ceiling too much. Possibly make ranged autos 900 range for kiting purposes. 


Weaver:

Having condi scepter on weaver is a great thing, but sword has faded into disuse. I won't say bring its condi up to par but instead boost its power dps more so that it can be a good power dps option for weaver. Giving the two options a good variety in playstyle. 

 

Tempest:

Add the stability from pve eye of the storm to wvw.

If alacrity will only be allowed via overloads, please make it pulse during overloads rather than lumping it all at the end.

 

Thank you.

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