warrior zerker damage is really noticeable nerfed.... 20% at least . But like others said the problem is they didnt buffed support and tank roles, just nerfed zerkers , but still zerkers are best in slot with current mechanics. You can dodge the slow heavy damage boss attacks and you dont need tank to taunt the boss to save the rest of the party. If bosses have faster attacks and stuns and more single target heavy damage attacks then aoe attacks, may be some tank could be used to prevent that heavy single target fast attacks to hit the squishy ele or thief. Because they can dodge 1 or 2 attacks or exit an aoe circle but if the boss focus one of them and spam couple of some fast heavy damage attacks that almost 100% would destroy squishier professions and builds, then tank and healer or more supportive builds would fit in the meta . Other problem in my opinion is that support and tank builds are not enough strong to fit in that role so they are damageless and in the same time not so good at their supporting. Lets say one tanky warior can take 3 heavy attacks from a boss , while one zerker warrior can take only one and the second would kill him. The difference isnt so big. But tanky warrior damage is much lesser then zerker warrior. I am talking about warrior without using his op immortality skills but even in that case zerker warrior has them too so its the same. To prevent using of only zerker builds in pve Anet devs should change boss behaivour and skill set up and make supporting builds stronger and more effective. But that won't happen if Anet devs dont want to bring the "holy trinity" back. Because if all professions can survive alone without help , then why do we need support. They have to change traits and skills or connect survivability skills to some fixed traits. Lets say if you dont use some trait in hp/ toughtness lines , then your healing skills heal for much lesser numbers. So you have to choose to be pure dps and lack survival options or to go for strong and useful support/healing abilities but suffer some damage loss. Because atm warrior can output heavy damage and survive without problems . Even if you miss the doge you can use the new healing skill that makes you immortal for 3 secs and on the top of that fill your health bar if you take heavy damage or your endure pain and be immortal for 4 more seconds... or shield stance and after you waste all of them you still have 2 recharged dodges . WHy the hell tht warrior needs support? Just 4 of them and 1 mesmer or guard can kill everything effective without serious supporting with healing and protecting. So making all builds viable for fast dungeon clears is against their no holy trinity philosophy. Obviously that's devs mistake , because they couldn't find out at the alpha and beta tests that their "unique" no holy trinity philosophy isn't that perfect because it leads to maxing damage and nothing more.
Some people still think that full zerker groups are stupid elitism or ignorant asses, but ive been in few real ascended full zerker groups and the dungeon runs are almost twice as fast and smooth then group with tanky guard and warrior and only 2 or 3 zerkers.
Stealth is a forced and contrived gimmick which is illogical, toxic to game's health and the community. Obviously it has many fans, as every easy mode class, build or ability does. Oh, and most people, thankfully not usually present in gw2 community, enjoy stealth just for the ability to gank low level unaware noobs. Must be the kinds of people ganging up on women and elders in the backstreets at night.
But regardless of the stealth players and the community, it's obviously unimportant for gameplay and thus should be removed from the game completely. Visibility advantage full stealth provides is insurmountable by conventional tools without making other classes overpowered to compensate. Stealth offers little to no gameplay in itself and only forces people out of their preferred build to be competitive, while itself adding nothing to balance and diversity.
An example of stealth done right would be Planetside1, where being a stealth class limited your weapon choice to pistols and your inventory to 4 slots, compared to 16-24 slots other classes have. When translated to gw2 terms, it means reducing thief damage by 70-80%, removing utility skills altogether and slicing the health bar in half. Of course all of the stealth fan crybabies will instantly bail, since the only reason they are playing stealth is because it is inherently OP.
your butt hurts much ? Stealth is pretty cool option. I dont even play thief and i think stealth mode is cool.
raspberry jam, on 18 April 2014 - 03:13 PM, said:
Stealthily standing right in front of someone in broad daylight in an open field is of course something that have no place in any good game. That's why it's in GW2.
Tell me one example for good MMO then ? Are you searching logical answers for everything in a fantasy game?
See, now this is just distorted expectations, probably left over from Everquest days where they would spit one out every year. If you look at the industry giant (WoW), their NA release was late 2004. Burning Crusade didn't come out until late 2007. While the cadence picked up slightly after that, it still took that long for the first expansion to get finished and released.
We expect fast expansion because they did it that way with GW1. And i don't really care about Blizzard business models. They are greedy bastards and i hope Anet won't ever take ideas from them
YEsterday when i entered one custom arena , it was some new zone called "Courtyard" and it wasnt cap the point zone. It was deathmatch zone with sylvari themed land I am really surprised. I hope they make deathmatch mode for solo team arena and make more maps. But it was 10v10 and it was kinda massacre XD
Dont know if that zone is new, but that gives me some hope for spvp mode and it's new content at least for me.