Trevor Boyer.6524 Posted September 17, 2022 Share Posted September 17, 2022 (edited) Yeah What I'm going to mention here is mainly focused for spvp. These are some things I felt needed to be mentioned before this patch drops. Elementalist: Tempest Support is too dominant and too important. It needs a shave. I don't care where or how it happens but Conjure Earth Shield is probably the place to start. Why isn't this happening? People have been pointing this out for a very very long time now. Catalyst is straight up too strong. Where are the Catalyst nerfs? It's OP in pvp, but I know it's even more OP in wvw. Catalyst is currently a rolling adamantine boulder of invulnerability & death in wvw. Where are the Catalyst nerfs? Engineer: I don't know how Engi mains feel about it but I don't see any problems with the changes here. the only to note is maybe ground target stationary Gyros might not be favorable to some people and that some people may prefer Gyros that follow you. Guardian: Weird changes on DH, probably good change to FB for wvw. Mesmer: Chrono and Virtuoso gains Distortion now? I agree they need it vs non-projectile attacks. But this added Distortion is going to make Virtuoso actually invulnerable to projectile attacks. Mesmer's ability to defend vs projectiles is already extremely high across all specs, but that added Distortion is going to be the "too much" point on Virtuoso. That class is going to be straight invulnerable vs. projectiles. Make of it what you want. Necromancer: Good changes on Scourge but it's not going to change anything. There is also amazingly missed opportunity to tweak many things for Necro that needs to happen. Too much to get into here in this opening statement. Maybe discussion will stir about it in responses. Ranger: I'll go into detail on this one because I am a Ranger main. So about those Druid changes. Most of them look promising, I can roll with that. However there are a few things to note that Arenanet really needs to pay attention to. 1) Even with these new changes that are clearly meant to bolster Druid Support capabilities, Druid will still not be a viable support when set next to a Tempest or a Core Guardian or a Firebrand in wvw. This is mainly because the other supports can simultaneously use instant cast no-animation support skills on-demand while also utilizing their DPS/CC skills for offensive pressure. Druid on the other hand, everything it does is dedicated animation dependent active skill use and when it goes into CA Kit it has no offensive pressure and offensive pressure is worth defense. 2) Everything a Druid has for support actually requires aiming whereas Tempest/Guardian Supports just click a skill and it touches everything in a large radius. Druid Support is actually much more difficult to wield for this reason and often misses its mark. 3) Druid is all reactive heal/cleanse it has no damage mitigation support like Tempest/Guard. IE: Aegis/Auras/Resistance/Resolution/mass anti-projectile effects, things that prevent damage to begin with. Druid Support is weak due to this. 4) Druid Support in general is still pumping far less numbers in terms of heal/cleanse than even a Core Guardian. What Druid needed was straight buffs to its support capabilities, no alterations, no tradeoff reworks, no nerfs, just straight buffing. If you seriously want Druid to take a support role, it needs straight buffing with no nerfing to anything. One big error that was made, guarantee you this won't pan out well, was lowering Druidic Clarity 13 self cleanse down to 3 cleanse for party. This sounds like a great idea on paper but in application this isn't going to pan out well. That 13 full cleanse was like the one thing that gave Druid a niche purpose for use, being good vs. condi, and even with that full 13 cleanse and 5x wilderness utilities for 4 cleanse on heal and 2 cleanses on each utility, it still struggles to survive in the face of something like a Harbinger. When this full 13 clear is removed, the Druid won't have the kind of self-sustain it needs to actually alleviate enough pressure off itself to be able to use its team support skills, because remember, everything it does requires actual aim and it loses all offensive pressure while in CA Kit. In fact, the Druid would be able to better utilize its support skills if Druid Clarity stayed a personal 13 clear. A support can't support if it can't survive and is always focused on keeping itself alive. This will be especially true on a Druid Support who actually has dedicated animation times and requirement to aim skills, unlike Tempest/Guardian where all effects just happen in a massive radius with no aiming or travel times. Fair warning -> Keep Druidic Clarity the way it is now and Druid will be a better support with these new changes than if you change it to 3 clear for the party. Oh and one more thing, CA Kit needs to be on a 10s ICD just like it is in wvw and pve. The elongated ICD in spvp is not frequent enough of use to make a viable support that can wade into a team fight and stay without needing to kite. Soulbeast will be a god of destruction when it can swap pets while merged. No nerfs to Untamed? Weird man. Even as a Ranger main, I have to say that this class has 1) Too much teleburst potential. The 50% ICD reduction for if the tele hits needs to be removed. 40s CD is already leniant enough. It does not need to be generating teleburst downstates every 20s. 2) It has too much anti-projectile bubble spam. The fact that the bubble is centered on the pet which follows people, is quite powerful, quite problematic, and it happens too often. That bubble is also massive, both length and height wise. You can be in Temple way up on a ledge trying to fire over an Untamed's bubble at a different player and that bubble will block projectiles that are like 800+ range above the pet on the ground. That's too much. IMO that bubble could afford to have a longer ICD and should be decreased in size. Don't worry about reducing Untamed damage, there is no way to do it without harming other Ranger specs. It just needs less frequent telebursting and less frequent/smaller bubble. Revenant: Can't believe I'm saying this, but I'm not so sure I agree with Herald losing Quickness. Vindicator also got the slap. I'll leave any other feedback for Rev players. Thief: Specter gets the slap. This needed to happen and these nerfs look just about right. Targeting the enormous shroud was the right way to go about it. Warrior: These change actually all look good. Regardless of knit pick things Warrior mains may comment on in detail, this is all in the right direction. All in all I feel like this isn't a bad patch. There were quite a few things done right, a few things done wrong, but some things that weren't done at all. I sincerely hope Arenanet reviews player feedback about the patch notes before releasing the patch and uses this time wisely for adjustment. I think I speak for everyone when I say we just want to see impactful good changes towards good balance that happen in the right ways and not the wrong ways. Edited September 18, 2022 by Trevor Boyer.6524 4 2 9 Link to comment Share on other sites More sharing options...
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