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List of Problem Traits/Skills + Possible Solutions (In-Depth)


shadowpass.4236

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@anduriell.6280 said:

@"shadowpass.4236" said:

Ranger

  • Problem
    : 10 second duration weakness on a 10 second cooldown,
    doesn't get removed if the attack misses.
  • Solution
    : Reduce weakness duration to 4 seconds, remove the
    if the attack misses.

  • Problem
    : It’s in the same trait line as
    . This causes too much synergy between boonshare, warhorn, and
    .
  • Solution
    : Merge
    and
    in Beastmastery and move Fortifying Bond from
    to
    into the now-empty minor trait slot. Make a new minor trait for the empty slot in Nature Magic. Since there is massive synergy between
    ,
    ,
    , and
    , this change will cause Warhorn + OWP rangers to lose access to boonshare between them and their pet. This results in significantly shorter boon uptimes and less damage as now, rangers will be forced to choose between boonshare (no longer in Nature Magic) or high damage (CotW + OWP) rather than having both.

  • Problem
    : Lasts 12 seconds when traited with
    (20% uptime). This encourages spamming auto attacks/quick hitting attacks for the entire duration (in other words, mashing your 1 key for 12 seconds).
  • Solution
    : Reduce the duration to 5 seconds and the cooldown to 40 seconds (12% uptime). Give it a stunbreak + 2 stacks of stability for 5 seconds on use.

  • Problem
    : Lasts 15 seconds when traited with
    (60% uptime).
  • Solution
    : Increase the cooldown to 30 seconds (33% uptime).

  • Problem
    : For a support trait, it actually benefits the user a lot more than it benefits allies.
  • Solution
    : Reduce Personal Duration to 100%, increase Allied Duration to 100%, add 20% cooldown reduction to Stances.No thank you.

the proposed changes will not fix the boonbeast problem and will overload one dps skill (one wolf pack) with over the top sustain. It will not fix the boonbeast buildinstead it will even break it further.

what it should be done it to implement the pet swap hile merged with 20 seconds cd (which will not trigger the fresh reinforcement trait) and put a 30 seconds CD in the enter beastmode skill.with the 40 seconds CD in moa instance that should make very difficult to keep up the permaboon build. and soulbeat would get access to the per swap traits.

Heal as one should only apply the copy boon effect when the pet is active the same as fortifing bond and boon sharing skills.

in my personal opinion one wolf pack is k like it is now, reducing CD will only contribute to more spammy gameplay. if anything this skills should also apply splashdamage in foes around the target so it can increase the overall dps without increasing the burst.

i think the changes to doylak were a bad idea, and the changes to griffon were great. if anything increase a bit the superseed duration applied when an attack is evaded.

the nerf to axe wasnt needed, the problem with boonbeast is has never been the axe. its the synergy between fresh reinforcement, plasma, fortifing bond and we heal as one.

And because is a problem that only affects the soulbeast what should be nerfed is the interaction of fresh reinforcement. or to remove the trait or as i suggest, to increase the CD in beastmode and include the pet swap while in beastmode.

there is no need to touch anything else.

@"shadowpass.4236" said:

Ranger

  • Problem
    : 10 second duration weakness on a 10 second cooldown,
    doesn't get removed if the attack misses.
  • Solution
    : Reduce weakness duration to 4 seconds, remove the
    if the attack misses.

  • Problem
    : It’s in the same trait line as
    . This causes too much synergy between boonshare, warhorn, and
    .
  • Solution
    : Merge
    and
    in Beastmastery and move Fortifying Bond from
    to
    into the now-empty minor trait slot. Make a new minor trait for the empty slot in Nature Magic. Since there is massive synergy between
    ,
    ,
    , and
    , this change will cause Warhorn + OWP rangers to lose access to boonshare between them and their pet. This results in significantly shorter boon uptimes and less damage as now, rangers will be forced to choose between boonshare (no longer in Nature Magic) or high damage (CotW + OWP) rather than having both.

  • Problem
    : Lasts 12 seconds when traited with
    (20% uptime). This encourages spamming auto attacks/quick hitting attacks for the entire duration (in other words, mashing your 1 key for 12 seconds).
  • Solution
    : Reduce the duration to 5 seconds and the cooldown to 40 seconds (12% uptime). Give it a stunbreak + 2 stacks of stability for 5 seconds on use.

  • Problem
    : Lasts 15 seconds when traited with
    (60% uptime).
  • Solution
    : Increase the cooldown to 30 seconds (33% uptime).

  • Problem
    : For a support trait, it actually benefits the user a lot more than it benefits allies.
  • Solution
    : Reduce Personal Duration to 100%, increase Allied Duration to 100%, add 20% cooldown reduction to Stances.No thank you.

the proposed changes will not fix the boonbeast problem and will overload one dps skill (one wolf pack) with over the top sustain. It will not fix the boonbeast buildinstead it will even break it further.

what it should be done it to implement the pet swap hile merged with 20 seconds cd (which will not trigger the fresh reinforcement trait) and put a 30 seconds CD in the enter beastmode skill.with the 40 seconds CD in moa instance that should make very difficult to keep up the permaboon build. and soulbeat would get access to the per swap traits.

Heal as one should only apply the copy boon effect when the pet is active the same as fortifing bond and boon sharing skills.

in my personal opinion one wolf pack is k like it is now, reducing CD will only contribute to more spammy gameplay. if anything this skills should also apply splashdamage in foes around the target so it can increase the overall dps without increasing the burst.

i think the changes to doylak were a bad idea, and the changes to griffon were great. if anything increase a bit the superseed duration applied when an attack is evaded.

the nerf to axe wasnt needed, the problem with boonbeast is has never been the axe. its the synergy between fresh reinforcement, plasma, fortifing bond and we heal as one.

And because is a problem that only affects the soulbeast what should be nerfed is the interaction of fresh reinforcement. or to remove the trait or as i suggest, to increase the CD in beastmode and include the pet swap while in beastmode.

there is no need to touch anything else.

Boonbeast is a gimmick build....outside of it, the soulbeast is not that great really and can be easily outsustained by even an ele, a core ranger in fact can have more sustain than a basic soulbeast, the majority of merged skills are god awful and most traits in the soulbeast line are pretty bad and rarely used. By all means boonbeast should be nerfed but after that we need to take a good look at soulbeast because a basic SB build is worst than a power druid

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@apharma.3741 said:

@"shadowpass.4236" said:

Thief

[
Flanking Strike
](
) -> [
Larcenous Strike
](
)
  • Problem
    : Both attacks are unblockable.
  • Solution
    : Remove the Unblockable effect from Larcenous Strike. This still encourages skilled gameplay. If an enemy uses a block or has Aegis, the thief can use
    and wait for the block/boon to end before using
    . This change prevents this attack from being spammed repeatedly even when an enemy is using a defensive cooldown.

  • Problem
    : For a skill that hits incredibly hard, it should not be unblockable.
  • Solution
    : Remove the Unblockable effect.

  • Problem
    : This trait gives Deadeyes' extremely easy and frequent access to stealth with no way to stop them.
    +
    also has the same issue. They give thieves high access to uninterruptible stealth.
  • Solution
    : Add a 10 second internal cooldown and turn this skill into a buff on the thief’s bar when it’s active. This gives an indicator to the thief and the enemy player when it’s ready to be used.

  • Problem
    : A 4.5 second evade (9 seconds if recharged with
    ) shouldn’t count towards Capture-Point Contribution.
  • Solution
    : Prevent Capture-Point Contribution.

Someone finally said the obvious thing. No two part skill should have both parts be unblockable. There is nothing more frustrating than fighting a sd thief when all they do is spam three but you feel like you need to dodge every attack because if you don't you will take absurd damage.

ALSO the dagger storm is some ripe bull kitten

OK so do you know WHY S/D became meta and has now stayed meta? The answer is not to remove the unblockable from FS/LS, it fills an anti bunker role and removing the unblockable will shelve it again.

Yes maybe dagger storm should be looked at, maybe prevent point capture, maybe just reduce the damage a little, not sure. I'm inclined to leave it for the time being because it's not a major issue when you consider a lot of classes can do the same damage in a fraction of the time.

because the unblockable attack counters people with invuln.

I was explained by another thief player in spvp reason was its unblockable, and D/P does less well against these builds.

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@Axl.8924 said:

@"shadowpass.4236" said:

Thief

[
Flanking Strike
](
) -> [
Larcenous Strike
](
)
  • Problem
    : Both attacks are unblockable.
  • Solution
    : Remove the Unblockable effect from Larcenous Strike. This still encourages skilled gameplay. If an enemy uses a block or has Aegis, the thief can use
    and wait for the block/boon to end before using
    . This change prevents this attack from being spammed repeatedly even when an enemy is using a defensive cooldown.

  • Problem
    : For a skill that hits incredibly hard, it should not be unblockable.
  • Solution
    : Remove the Unblockable effect.

  • Problem
    : This trait gives Deadeyes' extremely easy and frequent access to stealth with no way to stop them.
    +
    also has the same issue. They give thieves high access to uninterruptible stealth.
  • Solution
    : Add a 10 second internal cooldown and turn this skill into a buff on the thief’s bar when it’s active. This gives an indicator to the thief and the enemy player when it’s ready to be used.

  • Problem
    : A 4.5 second evade (9 seconds if recharged with
    ) shouldn’t count towards Capture-Point Contribution.
  • Solution
    : Prevent Capture-Point Contribution.

Someone finally said the obvious thing. No two part skill should have both parts be unblockable. There is nothing more frustrating than fighting a sd thief when all they do is spam three but you feel like you need to dodge every attack because if you don't you will take absurd damage.

ALSO the dagger storm is some ripe bull kitten

OK so do you know WHY S/D became meta and has now stayed meta? The answer is not to remove the unblockable from FS/LS, it fills an anti bunker role and removing the unblockable will shelve it again.

Yes maybe dagger storm should be looked at, maybe prevent point capture, maybe just reduce the damage a little, not sure. I'm inclined to leave it for the time being because it's not a major issue when you consider a lot of classes can do the same damage in a fraction of the time.

because the unblockable attack counters people with invuln.

I was explained by another thief player in spvp reason was its unblockable, and D/P does less well against these builds.

Unblockable does nothing against invulv.

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@Axl.8924 said:

@"shadowpass.4236" said:

Thief

[
Flanking Strike
](
) -> [
Larcenous Strike
](
)
  • Problem
    : Both attacks are unblockable.
  • Solution
    : Remove the Unblockable effect from Larcenous Strike. This still encourages skilled gameplay. If an enemy uses a block or has Aegis, the thief can use
    and wait for the block/boon to end before using
    . This change prevents this attack from being spammed repeatedly even when an enemy is using a defensive cooldown.

  • Problem
    : For a skill that hits incredibly hard, it should not be unblockable.
  • Solution
    : Remove the Unblockable effect.

  • Problem
    : This trait gives Deadeyes' extremely easy and frequent access to stealth with no way to stop them.
    +
    also has the same issue. They give thieves high access to uninterruptible stealth.
  • Solution
    : Add a 10 second internal cooldown and turn this skill into a buff on the thief’s bar when it’s active. This gives an indicator to the thief and the enemy player when it’s ready to be used.

  • Problem
    : A 4.5 second evade (9 seconds if recharged with
    ) shouldn’t count towards Capture-Point Contribution.
  • Solution
    : Prevent Capture-Point Contribution.

Someone finally said the obvious thing. No two part skill should have both parts be unblockable. There is nothing more frustrating than fighting a sd thief when all they do is spam three but you feel like you need to dodge every attack because if you don't you will take absurd damage.

ALSO the dagger storm is some ripe bull kitten

OK so do you know WHY S/D became meta and has now stayed meta? The answer is not to remove the unblockable from FS/LS, it fills an anti bunker role and removing the unblockable will shelve it again.

Yes maybe dagger storm should be looked at, maybe prevent point capture, maybe just reduce the damage a little, not sure. I'm inclined to leave it for the time being because it's not a major issue when you consider a lot of classes can do the same damage in a fraction of the time.

because the unblockable attack counters people with invuln.

I was explained by another thief player in spvp reason was its unblockable, and D/P does less well against these builds.

Not sure if this is sarcasm or not.

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@Jaka.3182 said:I would just like to point out these 5 meta pof2win sustain and insane number of getoutofthejail cards they have. I play mostly core ranger.

  1. Spellb. forget that they can 3 hit me down and half (not really half but feels like it) of those attacks are cc. But when I avoid all off that they simply run away. I dont know how, I play perma swiftness and have some quickness too and I cant catch them. Basically they can 3 - 4 hit me down and run away at any point they want.
  2. Soulb. Same thing. Insane surv., big dmg and if things go bad they simply 'fly' away and are faster from my quickness core ranger.
  3. Holo. Well enough said about this anomaly in this thread already. I do remember beating one good holo 3 times down to 5 - 10% and they just ran/invuln and healed up and eventually chain cc me when i was out of stunbreaks and killed me in 3 - 4 hits.
  4. de. Anet I just want some pvp pls. Because when i 'fight' this... its not really a fight. Every de has an ability to get away from fight at every point.
  5. Mirage is just a joke. If you some how get them to low vitality they simply port, stealth, blink whatever away.So Anet can you please nerf all these get away abilities cuz it doesnt feel like pvp anymore. Can i please kill something as core ranger too? I also play dh and i cant catch any of these if i get them to low morale. Or these pof2win anomalies will continue to have it all from dmg wise, cc, escape capabilities, heals etc?Also careful when nerfing core traits... obviously the problem is in pof specs so nerf pof specs... as common sense this sounds.. you never know with anet. Last thing we want is even bigger gap between pof and core/hot. Maybe only radiant hammer guard... no need for precision for them while they have 100% crit chance, 100% retaliation, power as if you have berserk amu and vitality as 2x mara amu all on expense on no need for precision stat. is a bit much. But thats just 1 core class that can fight meta pof trash so i d nerf this lastly.But honestly in next balance patch i expect buffs from anet...

gold 1 player at most

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