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Ario.8964

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  1. What skill is getting nerfed without existing?
  2. Yes, much complexity in spamming cc chains. So interesting and engaging. Wouldn't be at all more complex to have to read what your team is throwing out as well and coordinate your attacks like in most team based games...
  3. Title says it all. The nerfs on classes can wait until we fix the atrocious amount of cc in this game. I don't mind playing against OP things nearly as much as I mind not being able to play my game at certain times due to constantly being under the effects of some form of cc. Easiest things to start with: Static aura needs either a longer icd or the stun needs to be removed entirely and replaced with something else (I'd also be in favor of changing static shield on engi to no longer stun in return for 1 sec extra block time. CC a target on block or when they hit you is interesting and cool in theoy, but with the amount of hits and Aoe in the game currently it just creates way too much control)Any traits that provide additional effects on cc need to go (immob on daze, chill on fear, dmg or any damaging conditions on cc, immob when striking a cced target, etc.)Remove or redesign sigils/runes that improve cc durations All cc access in the game needs to be looked at, not every weapon needs a cc and not every build should/needs to be able to cc chain an enemy (just a principle to remember)Some classes could use a reduction in stunbreak ability given reductions in cc presence but that can also be adjusted as needed
  4. Engi runs into a similar problem with vent exhaust. Though, the solutions for the two skills are different (remove LR's dmg and move the vent dmg to the end of the dodge like every other dodge proc in game). Would also be nice to see anet do something about all the passive cc in the game (really just cc in general, it's out of control right now)
  5. I didn't read anything prior I'm just posting my 2 cents here:The most effective way to start cutting down on cc with minimal impact to how you actually play the game is to remove extra effects from traits that enhance/add on effects to cc skills or add cc onto skills that don't have it already (I.E immob when you daze/stun, axe daze trait enhancement on FB, Chill when you fear, increase duration of stuns/daze, etc.) as well as any sigils or runes that increase the effect time of cc or have cc effects built into them (when you heal/use an elite inflict "x" cc effect). What this accomplishes is a "trim the fat" effect for the game where you begin to remove some of the bloated effects that make cc in this game so absurd. After all that is done, you re-evaluate what skills actually need to have cc effects and how long they need to be/what their cds should be and go from there (The first two things I would remove would be static aura as a whole and the cc effect of static shield on engi since they both apply cc effects based on the user being hit. In a game with lots of micro- attacks, this also causes tons of cc to be dumped out in short periods with people being unable to escape since maybe even their dodge has a dmg effect on it). The point is that as long as those bloated effects stay in the game, cc will always be too present and strong. Another possible solution to consider in addition to those changes is to remove all traits that apply damage or conditions when you cc someone (I.E Lightning rod, poison on immob, etc.) to stop players from being able to create builds that center around the concept of literally cc-ing someone to death using extra effects they can add onto their ccs through traits. Obviously it would require lots of redesign but it may be worth the effort to change the design into something more cohesive and interactive.
  6. The wiki says its every second, that wrong? In my experience, it pulses every 3 seconds. Even with that 17% is way too much res power for one skill. The skill would still be effective if it were nerfed so I completely back that suggestion.
  7. Imo, it simply comes down to principle. 1 shot builds are fundamentally broken because when they work (as in they pull off their combo without screwing it up) there is little to no counterplay. You can't dodge what you don't know is coming, that's called luck. That doesn't mean burst shouldn't exist or everything should be a bruiser, it just means that there is a threshold when dmg is too high for a short period and everything needs to be kept below that. You can argue that with condi or healing as well. At a certain point, the variable in question will become too high and there will be no counterplay to it outside of luck or overwhelm it with numbers. In short, no. 1 shot memes are not okay from a game health standpoint.
  8. Using it can be treated as a player skill and cc could interrupt the action, then apply the effects. No need for weird interaction, just cause the jump to be interrupted. Or rework the pillars into little portals like you take up to the skyhammer platform. Then you just prevent interaction while cced and you eliminate the clunky jump pads.
  9. Now that the meta has had a little more time to develop and everyone has had a bit more time to feel out the game, I wanted to post some observations and opinions about what is emerging/ought to be looked into next: (Note: These observations are from the perspective of an engi/rev main so if that results in any bias/misinformation feel free to correct me and I will edit things as needed.)1) CCThe biggest imbalance in this game is the prevalence of cc now that stunbreaks and stability have been reduced very heavily. The reduction in stability was overall good for the game, cc just needs to be toned down with it so it feels less spammy/fusterclucky. A few possible solutions: Remove all cc that comes from any non- player source (no pet cc, no summon cc, no turret cc, etc.). The intent of this change is to reduce some of the randomness of cc application while reducing the overall number of ccs in game.Remove traits that apply additional cc effects when ccing a target (I.E. immob target when you daze/stun them, immob when you strike dazed/stunned foes, etc.) This also reduces the total number of cc effects in game while having minimal impact on player sourced cc.If necessary, increase cds of remaining ccs/reduce duration of the effects2) Res PotentialCertain classes have way to much access to res buffs which can make cleaving or finishing downs near impossible at times (very noticeable in 2v2s). For many of the traits that buff res speed, there are additional effects that help secure the res like aoe healing for res, knockbacks, projectile reflection/destruction, etc. I propose the following: Allow those traits to retain a 10% res speed increase but remove all extra effects (no more knockback, projectile hate, healing aoes, etc. just for ressing). Signets, banners, gyros all exist to help boost res power and with the current dmg pace of the game plus ideally the other changes mentioned, this would help stabilize the imbalance of res potential.3) CondiNow that power damage has been lowered and the pace has slowed substantially (obviously not perfect and there are many more kinks to work out) condi has become a bit of an outlier damage- wise. It still retains it's high intensity stacking ability so it can pump out significantly more damage than a power build can. Given how easy it is to access cc, these builds are also capable of locking down their targets which allows these high damaging conditions to tick (can't cleanse if you can't use skills). It is too easy for builds to get high stacks on high damage conditions like burn which allow very tanky builds like firebrand or weaver to do lots of condition damage with very little investment into the actual damage. Conditions either need to be low stack access with high duration (or no stacking, just duration increases) or high stacks with very small durations (Ex. you stack 8 stacks of burn and do 6k ticks but it lasts for 1-2 seconds)4) Projectile- HateThe game has a ton of projectile- hate right now. To the point where projectile based builds can't do damage in teamfights due to the sheer amount of bubbles or reflects that are present. Projectile- hate is good to have as a counter but right now the durations are way too long for these skills. Skills either need projectile hate effects removed from them or all the bubbles/projectile- hate skills with a duration longer than 3 seconds need to be brought downProfession- Based observations:Necro Core sustain is way too highLich form damage is overtunedGuard Axe 2 buff trait is overloaded, remove the daze and the bleed.Symbols do too much damage/ are stacked too easily for high dmgBurn stacking potential is way too high and it allows fb to support teams while also being an optimal pick for small fights due to their high damage and healingEngi Inventions holo is too tanky, protection enhancement from over shield probably is unecessaryPurity of purpose needs a 1 second icd because it can generate an absurd amount of boons too quickly. It's too much free survivabilityOverall sustain potential for the class is really high (I've been able to self sustain in 1v3s with very little healing investment). Might be okay, but I thought it should be on the radarRev Torment stacking is a big problem but if condi changes are made hopefully this will be addressedCc access rn is kind of atrocious. Rev is capable of locking down targets very easily and for long durations which is a problem when their damage is stacked so easilyRanger Core sustain is really high which makes it really hard to kill when combined with how much mobility/disengage it hasDruid immob needs to be addressed. Regardless of whether the class is meta or not, that is bad design and is really unhealthyMesmer Lockdown potential is really highPistol 5 is overloaded as a skill. The stun should be reduced or the confusion should be reduced/removedEle Lightning rod is making cc spam builds very oppressiveTempest access to projectile- hate shuts out projectile based builds. In tandem with fb it's healing and support makes things unkillableWarrior Too many of it's skills have evades attached to them while dealing high damage or ccing a target. Remove the evade for things like gs3 or bull's chargeImmob on cc should be removedMagebane tether needs a cd increase, it is accessed too much and results in spellbreaker having way too much cc accessThief Haven't seen enough to really know what to do/sayAnd that concludes the wall of text.
  10. Maybe it's cause I haven't encountered many outside of teamfight scenarios or +1s but they still seem p easy to kill. I'll have to see more as I keep playing.
  11. Forgot about this, this is a big one. DH is unplayable with that change alone. If it was targeted the cast time would be justified but rn it's too slow and you have to predict where the enemy will be a second after you use the skill.
  12. I did a good deal of playing today and these are just some of my preliminary thoughts that I gathered throughout the day (this is from a holo/rev perspective if that helps give a reference view) CC is too present now. The reduction of stunbreaks and stab was great, and cc definitely feels more meaningful when it's actually landed on a target but there's just too much of it right now. It is way too easy to get rag dolled around for an entire fight just because you simply don't have the capability to deal with that level of cc. Please look into either reducing the duration of ccs that had extended durations or remove the control effects of many cc skills.Firebrand needs to be toned down more (specifically symbolbrand). Obviously since I don't play firebrand I can't say with absolute certainty but my first thought is the need to reduce/remove burn and bleed access for their kit as it allows them to stack too much damage while still being able to support their team (a more extreme solution would be to remove sage but I'd prefer not to remove amulets when that can be avoided). Their Daze on axe 2 doesn't need to be there either, it is not necessary for the function of the skill and just adds more unnecessary cc into the game. Projectile hate needs to be toned down. For projectile based builds in any sort of teamfight is is ridiculously hard to do consistent damage since there's almost always some sort of projectile hate up (bubble or hammer 2 from scrapper, Axe 5 on ranger, Shield 5 on guard, focus 4 air on ele, dagger storm, etc)Ranger greatsword is still overloaded as a set, maul still hits for absurd amounts on a 6 sec cd (I got hit for 11k today) AND gets instant reset from cc. Combine that with block on 4, evade on 3 (+ heavy mobility) and the set has way too much of defensive and offensive power on the same set. Maul either needs another cd increase, another damage nerf, or no more skill reset on cc. After that the weapon is fine imo.Pathing is still a huge issue for dash skills, I have skills like bull's charge going around pillars to hit me which defeats the whole purpose of LoS. Not a new issue, but still one that needs to be looked into.Engineer's bombs need a shorter fuse time. Short fuse got the cd reduction rolled into the skills but they needed the functionality change too. They are still too slow and will not hit anything reliably that doesn't just stand next to you. Also was pretty sure big boomer was supposed to heal 202 hp per second but even with healing power I'm getting like 178 a second instead.Rev battle scars is very underwhelming, you don't get enough healing for that investment and it doesn't matter because of something even bigger: REV ENERGY COSTS ARE TOO DAMN HIGH. Either remove energy costs from all weapon skills, or reduce the energy costs of the stunbreaks because the removal of EV combined with the shiro nerf was WAY too much (EV removal alone would've been enough to keep rev balanced but functional at least) Now you break stun 1 time and you have 0 cds you can use because energy costs...Overall, patch feels nicer. The game has slowed down to a reasonable pace but there are some outliers that were missed and still ought to be adjusted in the alleged follow up patches. Edits:Removed discussion about evade on auto because I'm somehow that much of an uninformed monkey. Apologies for the mistake, thanks for the correction.
  13. I read through the whole thing and I can put a more detailed response later but I just wanted to talk about some renegade stuff I'd like to see changed (from a pvp renegade perspective)1) Valid pathing for the summons needs to go away. There are so many random spots you can't summon on, or if the enemy/you kites at all, you lose all use of your utils' access for pathing reasons.2) Summons need to have some stab, evade, or invuln duration at the start of their channel time so you can at least get them to activate right away. I have had many a time when I summon one, and someone happens to drop a big aoe cc right after then suddenly the summons don't work for the next 5 seconds cause they don't have stunbreaks and have to re-channel the start of their effects which by then aren't worth having since you needed them about 5 seconds ago3) Bleed on hit summon should be turned into either some form of condi removal, or some form of damage reduction (renegade's heal has a 50% condi reduction, so doing a bit of dmg reduction wouldn't be impossible) but I'd prefer to see condi removal for team over just more dmg reduction.4) Daze on hit summon should either pulse stab to the renegade while they are in the vicinity of the skill, or the base stab needs to be 3 stacks for like 5 seconds. Right now, renegade is laughably punishable through cc in addition to having no safety nets (invulns, glint heal, extreme stab access, etc.) giving better access to stab that will allow the rev to get off the necessary skill casts and perform better against really every build currently in game since they all have a wide range of cc to use. Just like you mentioned with the shortbow, the #3 is clunky, I'd honestly like to see it keep the current functionality but let the converge point adjust based on where you put the cursor so that aiming the attack is doable and provides good payoff. Honestly, the 2 skill isn't very helpful either and I'd love to see it turn into some sort of blinding shot, or evade backwards and cripple your foe skill. These changes would make renegade functional for pvp and would really help to clean up a ton of it's flow issues. Probably not gonna happen, but it'd be nice if it did.
  14. I have candidates from healthy competitive games who would love to be part of this new balance team to put Guild Wars 2 in the right direction :)) (Obliviously of course!! it will cost Anet a wholesome pay) In the end, they will be worth every penny cause they take healthy competition seriously ---they will not allow any professions to go through years and years of excusable nerfings also--- more importantly, there will not be found of any Profession Favoritism within the balance team and to have their Favorite Profession to be excused of nerfing either- Definitely, Will Not Be Tolerated!! I'm all in for us building a new balance team :) Honestly, I'd start by doing it for free and then when we start to make anet money they pay us. Nothing to lose in it for them and I could make a game enjoyable to play.
  15. Rev damage is fine the way it is right now. I have 0 problem taking targets down quickly and I don't feel like I ever have a period where I can't do any damage at all. This is coming from someone using mara as well as drachonic echo (which is a p big dmg loss over FP). I wouldn't touch anything in that area, but what really needs to happen is a few things:1) Removal of root to shield 5 to make it a viable defensive tool for kiting and put it at a level that can compete with OH sword (also allows for more success on herald in condi focused games since you can use the shield trait for more removal)2) Removal of rising momentum (Put superspeed back on IO so the skill is worth the energy cost and can still provide mobility to people that don't use herald) replace it with something else (I'd give a suggestion but I haven't thought enough about it to give a reasonable one)3) Rework of F1 for glint stance since it's p underwhelming just to get a small boost to boon duration (I'd rather see it behave like the old true nature consume but maybe with less boon duration on the boons applied?) All that being said, Herald is still hella strong if you are willing to tweak your build from the cookie cutter max damage meta. The "meta" is somewhat weak solo and doesn't handle conditions well. By swapping to DE, rapid flow, and core value over the other selections as well as adding rune of resistance over leadership or other options you allow yourself to handle condition pressure on a much more consistent basis as well as improving sustain and general tankiness for fights or matches where you may not have a reliable support. You also don't lose mobility since rapid flow provides you with perma swiftness.
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