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What changes do you think professions need outsife of the upcoming EOD specs?


The Boz.2038

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1 hour ago, AXLIB.8425 said:

Yeah, no. as a chrono main, I much rather they fix the problem with wall by making them attach to the caster like gyro and make the final effect consistently pulsing with like 1 second interval. And while at it, they should also update most of the core mesmer trait lines, since they are so outdated.  And with some updated trait lines and useful walls, maybe we can actually survive without needing distortion. 

You realise that you suggested here that the healing well heals the chronomancer for over 14k and allies around them for almost 12k?

 

I would personally prefer to keep the wells with a final tick and not mobile... It's pretty cool that all wells are working differently.

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1 hour ago, Kodama.6453 said:

You realise that you suggested here that the healing well heals the chronomancer for over 14k and allies around them for almost 12k?

 

I would personally prefer to keep the wells with a final tick and not mobile... It's pretty cool that all wells are working differently.

http://gw2skills.net/editor/?PiABwyt7hNAmSXptXA-zRJYqxfhURQVdFkeK47BJUyWafzC-e

did a quick build for maximum healing power, healing well with all's well that end well result in 9223 for allies and 9494 for caster, so i am not sure how you getting that number, please inform me. And the main problem with mesmer healing is that we have almost no regen to give others, so no consistent heal at all, and the option with the lowest cooldown is healing prism without counting illusionary inspiration, it is a 851 heal to allies with a 10 sec cooldown, so is on average, 85.1 healing per second to allies. counting illusionary inspiration it is around 691 heal per second(which is really good), but that is only auto attack on sceptre with quickness and nothing else.

It is certainly cool that all well works differently, but I would still prefer if all wells that buff are mobile, and all wells that debuff or damage are ground target.

 

Edited by AXLIB.8425
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6 hours ago, AXLIB.8425 said:

http://gw2skills.net/editor/?PiABwyt7hNAmSXptXA-zRJYqxfhURQVdFkeK47BJUyWafzC-e

did a quick build for maximum healing power, healing well with all's well that end well result in 9223 for allies and 9494 for caster, so i am not sure how you getting that number, please inform me. And the main problem with mesmer healing is that we have almost no regen to give others, so no consistent heal at all, and the option with the lowest cooldown is healing prism without counting illusionary inspiration, it is a 851 heal to allies with a 10 sec cooldown, so is on average, 85.1 healing per second to allies. counting illusionary inspiration it is around 691 heal per second(which is really good), but that is only auto attack on sceptre with quickness and nothing else.

It is certainly cool that all well works differently, but I would still prefer if all wells that buff are mobile, and all wells that debuff or damage are ground target.

 

ANet often look at the potential more than actual playability. And like you said, the potential is:

- Illusory ispiration: 691 hp/s

- Healing prism: 85 hp/s

- Traited mantra of pain: 167 hp/s (222 hp/s with non traited alacrity)

- Traited well of eternity: 307 hp/s (384 hp/s with non traited alacrity)

- Traited well of calamity: 129 hp/s (161 hp/s with non traited alacrity)

 

Which put chrono at 1307 potential hp/s (1543 potential hp/s with non traited alacrity and 1674 potential hp/s with traited alacrity). For reference, a scourge raw healing potential is below the chronomancer's, It can only overcome it if you count barrier (but chrono can provide aegis so...). Revenants, druids, FB and elementalists are far above but sacrifice a lot more for that. While thiefs and warriors are below.

 

The chronomancer is less a healer in design than a boon support. Now, I won't deny that chrono lost a lot of it's potential to provide boons over the year, but it doesn't change that it's not a dedicated "healer" by design.

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7 hours ago, Dadnir.5038 said:

 

ANet often look at the potential more than actual playability. And like you said, the potential is:

- Illusory ispiration: 691 hp/s

- Healing prism: 85 hp/s

- Traited mantra of pain: 167 hp/s (222 hp/s with non traited alacrity)

- Traited well of eternity: 307 hp/s (384 hp/s with non traited alacrity)

- Traited well of calamity: 129 hp/s (161 hp/s with non traited alacrity)

 

Which put chrono at 1307 potential hp/s (1543 potential hp/s with non traited alacrity and 1674 potential hp/s with traited alacrity). For reference, a scourge raw healing potential is below the chronomancer's, It can only overcome it if you count barrier (but chrono can provide aegis so...). Revenants, druids, FB and elementalists are far above but sacrifice a lot more for that. While thiefs and warriors are below.

 

The chronomancer is less a healer in design than a boon support. Now, I won't deny that chrono lost a lot of it's potential to provide boons over the year, but it doesn't change that it's not a dedicated "healer" by design.

True, chrono does have a decent heal potential, but I am not sure how revenant druids firebrand and tempest sacrifice more than chrono auto attack with spectre to hit their heal potential on harrier gear(spectre doesn't scale well with power), especially since they can also hit their heal potential while providing might/fury/regen/alacrity/quickness.

 

I still think they should give chrono's supportive capabilities back in some other ways (like rework wells and updated trait lines I mentioned above, something like an alacrity trait to replace lost time so chrono have to choose between quickness or alacrity, as well as a trait that gives regen to other), so chrono can actually be the support specialisation for mesmer like it was intended for. Especially with the new teaser that might indicate mesmer is getting something like a bladedancer which is probably the power specialisation for mesmer.

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19 hours ago, AXLIB.8425 said:

http://gw2skills.net/editor/?PiABwyt7hNAmSXptXA-zRJYqxfhURQVdFkeK47BJUyWafzC-e

did a quick build for maximum healing power, healing well with all's well that end well result in 9223 for allies and 9494 for caster, so i am not sure how you getting that number, please inform me. And the main problem with mesmer healing is that we have almost no regen to give others, so no consistent heal at all, and the option with the lowest cooldown is healing prism without counting illusionary inspiration, it is a 851 heal to allies with a 10 sec cooldown, so is on average, 85.1 healing per second to allies. counting illusionary inspiration it is around 691 heal per second(which is really good), but that is only auto attack on sceptre with quickness and nothing else.

It is certainly cool that all well works differently, but I would still prefer if all wells that buff are mobile, and all wells that debuff or damage are ground target.

 

Maybe I misunderstood your suggestion, I thought you said that you want all chronomancer wells to pulse the final tick on every tick instead of just the last one?

 

The healing well (at least according to wiki) heals all allies for 3870 on the last tick without any healing power investment. If that well pulses this effect on all 3 ticks instead of just the last one, then this means allies get healed for 3x3870 and the chronomancer themselves get an initial self heal of 3230.

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20 hours ago, Kodama.6453 said:

Maybe I misunderstood your suggestion, I thought you said that you want all chronomancer wells to pulse the final tick on every tick instead of just the last one?

 

The healing well (at least according to wiki) heals all allies for 3870 on the last tick without any healing power investment. If that well pulses this effect on all 3 ticks instead of just the last one, then this means allies get healed for 3x3870 and the chronomancer themselves get an initial self heal of 3230.

I suppose I forgot to mention that the effect of the last tick need to be spread out into 3 ticks not just tick 3 times, so if last tick heal for 3870 just make it each tick to be 1290, otherwise a well with 25 seconds of cooldown that can give 15 seconds of alacrity or quickness would be insane (or on the blue class).

Edited by AXLIB.8425
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15 hours ago, Kodama.6453 said:

Maybe I misunderstood your suggestion, I thought you said that you want all chronomancer wells to pulse the final tick on every tick instead of just the last one?

More like to give their total effect spread evenly throughout whole time the well is up, instead of being concentrated at the very end.

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I would like phantasm and clones to have the same buffs as the mesmer. 

This will help us get rid of some trait like fury and quickness to phantasms. 

Also as mirage u always wait for clones to do ambuses cause they are slower than you, because u have quickness. 

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1 hour ago, Stavros.8249 said:

I would like phantasm and clones to have the same buffs as the mesmer. 

This will help us get rid of some trait like fury and quickness to phantasms. 

Also as mirage u always wait for clones to do ambuses cause they are slower than you, because u have quickness. 

That sounds like it will be really broken with IH, maybe as a grandmaster trait on mirage so it can't be taken with IH, which I suppose defeat your purpose. That will give Anet another excuse to nerf chrono or core mesmer even more.

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10 minutes ago, AXLIB.8425 said:

That sounds like it will be really broken with IH, maybe as a grandmaster trait on mirage so it can't be taken with IH, which I suppose defeat your purpose. That will give Anet another excuse to nerf chrono or core mesmer even more.

I was thinking with IH and let anet adjust the damage. 

Also phantasms works so weird with their buffs and weapon power.

Phadasms should be a just a skill with animation of phadasm that work with the power and the buffs of the messmer, like a normal skill. 

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43 minutes ago, Stavros.8249 said:

I was thinking with IH and let anet adjust the damage. 

Also phantasms works so weird with their buffs and weapon power.

Phadasms should be a just a skill with animation of phadasm that work with the power and the buffs of the messmer, like a normal skill. 

On wiki:

They should make phantasm damage affected by upgrades and trait with % damage or accuracy effects, but not let clones and phantasm copy mesmer boons, especially given Persistence of Memory exist, but then again, soulbeast does have the same interaction with "we heal as one". 

And if let anet adjust the damage, then it will just make solo mesmer worse without much in return, maybe they can make a trait where clones have quickness when spawned in mirage trait line or add that to an existing trait like Phantasmal Haste

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33 minutes ago, AXLIB.8425 said:

On wiki:

They should make phantasm damage affected by upgrades and trait with % damage or accuracy effects, but not let clones and phantasm copy mesmer boons, especially given Persistence of Memory exist, but then again, soulbeast does have the same interaction with "we heal as one". 

And if let anet adjust the damage, then it will just make solo mesmer worse without much in return, maybe they can make a trait where clones have quickness when spawned in mirage trait line or add that to an existing trait like Phantasmal Haste

From the wiki also

  • Phantasms have their own unique weapon strength that is independent of the player's equipped weapon rarity. The swordsman has a weapon strength range of 2485-2746, with the midpoint being 2615.5.

They should make phantasm take the weapon streanght of the mesmer also

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17 hours ago, Stavros.8249 said:

From the wiki also

  • Phantasms have their own unique weapon strength that is independent of the player's equipped weapon rarity. The swordsman has a weapon strength range of 2485-2746, with the midpoint being 2615.5.

They should make phantasm take the weapon streanght of the mesmer also

I can't seem to find that on the wiki, mind pointing me to it? If what you stated is true then yes, they should inherent the stats.

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Passive traits need rework. Most of them have 300 ICD in pvp, so no one uses them. And no one uses them in pve. So what is the point of having them?

 

Tons of weapons need a boast in pve to be competitive. It was really good to buff staff for Mesmer in pve. But every class has 1-3 weapons that are absolutely useless in pve. Warrior example, dagger MH & OH, hammer and mace/mace outside of Situations that need CC.

 

This also goes for some elites. Herald and SB damage is mediocre and offer no worthwhile support. They are not the only offenders, but IMO the worst.

 

This applies to some traits and utilities too. If it ain’t being used in pvp or pve, then why does it exist?

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It'll never happen but...

 

Stip revenant of all cooldowns and pretzel shaped mechanics.

 

If their abilities just worked as advertised and sensibly, and if I could cast them whenever I wanted assuming I had sufficient energy, that would be marvellous.

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4 hours ago, Caeledh.5437 said:

It'll never happen but...

 

Stip revenant of all cooldowns and pretzel shaped mechanics.

 

If their abilities just worked as advertised and sensibly, and if I could cast them whenever I wanted assuming I had sufficient energy, that would be marvellous.

 

No CD skills are a pain to balance, you just need to take a look at thief to understand this much. ANet is litterally cornered into giving thief's weapon skills exagerated initiative costs in order to avoid balance issues. Shiro used to have Phase traversal without CD and on a lower energy cost, it was enough of an issue in competitive mode for this skill to be nerfed repeatedly.

 

Also, a part of the initial design of the revenant have been lost over the years. Initially revenant had some traits that proc'd whenever it's energy moved past the 50% treshold. It was an attempt of creating a gameplay where the player stay as much as possible around this treshold of energy to maximize the benefits. The self restraint necessary for this gameplay was supposed to prevent no CD skill abuse, unfortunately such design was just inferior in practice to the more simple and straigthforward current design where you just blow your energy before switching legend to get more energy to blow.

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10 hours ago, Dadnir.5038 said:

 

No CD skills are a pain to balance, you just need to take a look at thief to understand this much. ANet is litterally cornered into giving thief's weapon skills exagerated initiative costs in order to avoid balance issues. Shiro used to have Phase traversal without CD and on a lower energy cost, it was enough of an issue in competitive mode for this skill to be nerfed repeatedly.

 

Also, a part of the initial design of the revenant have been lost over the years. Initially revenant had some traits that proc'd whenever it's energy moved past the 50% treshold. It was an attempt of creating a gameplay where the player stay as much as possible around this treshold of energy to maximize the benefits. The self restraint necessary for this gameplay was supposed to prevent no CD skill abuse, unfortunately such design was just inferior in practice to the more simple and straigthforward current design where you just blow your energy before switching legend to get more energy to blow.

Tbh, I still don't understand why they gave revenant weapon swap.

 

The class was supposed to be the heavy armor class with no weapon swap, since the other 2 armor classes had one of these (engineer for medium armor, ele for light armor).

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1 hour ago, Kodama.6453 said:

Tbh, I still don't understand why they gave revenant weapon swap.

 

The class was supposed to be the heavy armor class with no weapon swap, since the other 2 armor classes had one of these (engineer for medium armor, ele for light armor).

Because after HoT beta test it was clear that the legend switch mechanism was to rigid to be viable without weapon switch on top of it.

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On 7/6/2021 at 4:57 PM, Dadnir.5038 said:

 

No CD skills are a pain to balance, you just need to take a look at thief to understand this much. ANet is litterally cornered into giving thief's weapon skills exagerated initiative costs in order to avoid balance issues.

 

Which corner is the entire staff of ArenaNet literally huddled in?

 

And is that COVID safe?!

 

Seriously though, no, initiative costs aren't exaggerated. They vary based on usefulness / power. That's called balance.

 

I don't care if ANet literally suffers the pain of a thousand burning needles to balance stuff without CDs.

 

I enjoy CD-free gameplay.

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