What Class do you think could use a buff in PVE?
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Dervish, in my opinion. Second is Mesmer, third Paragon.
The reason? Dervs are totally outclassed in almost every way by A/W/R. Avatars are nice for certain things, but it doesn't stretch very far. Mesmers have their own niche, but it's not a very important one in PvE... an effective caller can be nice in spike groups, but how often is that viable in general gameplay? With power creep, a caller is pretty much unnecessary, because a good damage dealer can bring down nearly anything with sufficient timing and build. Paragons last because, meh, at least they have a semi-monopoly. They're the only ranged DPS with party support, and, while it hasn't really caught on, there are some pretty viable builds to accompany a physical-heavy team that only Paragon can do well.
The reason? Dervs are totally outclassed in almost every way by A/W/R. Avatars are nice for certain things, but it doesn't stretch very far. Mesmers have their own niche, but it's not a very important one in PvE... an effective caller can be nice in spike groups, but how often is that viable in general gameplay? With power creep, a caller is pretty much unnecessary, because a good damage dealer can bring down nearly anything with sufficient timing and build. Paragons last because, meh, at least they have a semi-monopoly. They're the only ranged DPS with party support, and, while it hasn't really caught on, there are some pretty viable builds to accompany a physical-heavy team that only Paragon can do well.
Ranger.
It must be the most boring profession around, no offense
I've got all profeesions on my account and this is the least I'm playing. Technically you can do plenty with the ranger but there is no excitement whatsoever
Good for running Ascalon <-> LA and Crystal Desert and that's about it
Boring, boring, boring. I apologize all rangers, it's not your fault
It must be the most boring profession around, no offense
I've got all profeesions on my account and this is the least I'm playing. Technically you can do plenty with the ranger but there is no excitement whatsoever
Good for running Ascalon <-> LA and Crystal Desert and that's about it
Boring, boring, boring. I apologize all rangers, it's not your fault
Dervishes need a mysticism buff for PvE and PvP, not a damage buff.
Paragons need motivation overhauled.
Rits need a slight communing adjustment.
Rangers need a few PvE/PvP skill splits to make them not have to use another professions weapon to do good.
Mesmers need a slight change to some domination skills. Any mesmers (Gwen, Norgu) I take now run tease.
Assassin's need no buff, they kill extremely fast with daggers in PvE.
Sin's Promise needs nerfed.
PvE skills need removed.
Paragons need motivation overhauled.
Rits need a slight communing adjustment.
Rangers need a few PvE/PvP skill splits to make them not have to use another professions weapon to do good.
Mesmers need a slight change to some domination skills. Any mesmers (Gwen, Norgu) I take now run tease.
Assassin's need no buff, they kill extremely fast with daggers in PvE.
Sin's Promise needs nerfed.
PvE skills need removed.
R
I think every class needs a buff in one way or another:
- Monks need more energy management within their own profession (counts for PvP).
- Rangers need a damage buff to the marksmanship attribute so they can actually contribute to a battle (splinter barrage doesn't count, since it relies on tank-n-spank tactics and is a huge drain on energy, even with a zealous weapon).
- Paragons could definitely use the motivation attribute again instead of its useful-as-tactics-in-PvE current form.
- Warriors (or people who play them) could use a buff to the tactics line, just enough to make it useful again in PvE.
- Assassins almost need an overhaul, since according to most of the GW community, it's either Shadow Form or nothing.
- Dervish desperately need a mysticism buff, as it's close to useless at 8 or lower.
- Mesmers don't need a damage buff in PvE, but the recharge times of most damaging spells need a shorter recharge time.
Strangely enough, I can't think of anything wrong with the ritualist, elementalist, or necromancer.
- Monks need more energy management within their own profession (counts for PvP).
- Rangers need a damage buff to the marksmanship attribute so they can actually contribute to a battle (splinter barrage doesn't count, since it relies on tank-n-spank tactics and is a huge drain on energy, even with a zealous weapon).
- Paragons could definitely use the motivation attribute again instead of its useful-as-tactics-in-PvE current form.
- Warriors (or people who play them) could use a buff to the tactics line, just enough to make it useful again in PvE.
- Assassins almost need an overhaul, since according to most of the GW community, it's either Shadow Form or nothing.
- Dervish desperately need a mysticism buff, as it's close to useless at 8 or lower.
- Mesmers don't need a damage buff in PvE, but the recharge times of most damaging spells need a shorter recharge time.
Strangely enough, I can't think of anything wrong with the ritualist, elementalist, or necromancer.
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Originally Posted by Red Intensity
Strangely enough, I can't think of anything wrong with the ritualist, elementalist, or necromancer.
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Elementalists are fine in NM but are seriously disadvantaged in HM due to reduction of their damage capabilities. Armour-ignoring damage from necromancers (e.g. Discord, Necrosis), monks (RoJ) and to some extent mesmers (CoP, Clumsiness etc.), as well as physical damage, outclasses elemental damage. Two possible changes:
1. Decrease enemies' resistance to the elements
2. Add an 'armour-ignoring factor' to Energy Storage for PvE, e.g. for each rank of Energy Storage, 5% of your elemental spells' damage ignores armour. This also addresses another problem, which is the relative weakness of Energy Storage to other primary attributes.
Necromancers are one of the most powerful professions in PvE and if anything their damage potential ought to be reduced.
Generally though, I agree with this:
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Originally Posted by Shayne Hawke
Most likely, nothing in PvE needs or deserves a buff until ANet can bring themselves to nerf all of the overpowered stuff running rampant in the game.
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A MASSIVE skill rebalance is needed for PvE. Anet however was going the easdy way of doing some absurdly imba buffs to make a class viable instead of making a large pool of skills work for that role. It's now waaaaay too much about the few specific skills that got buffed to absurd power levels with everything else being just terribad in comparison.
A good balance update should nerf the most absurdly overpowered elites to reasonable power levels and at the same time buff a bunch of others, but not randomly. This operation needs a lot of thought to be given into it as it's practically designing the classes again.
Every class needs it's role and in some cases more than one role (like for example Necros can now do many different things efficiently), so even with just 8 party slots and 10 classes none should be left out, just because many of them should be able to do for example efficient DPS or defense+support.
First, I'm surprised it gets no mention here but ELES outside of imba Ether Renewal builds are pretty useless in HM, none of the currently used teambuilds for anything use any eles. Ele damage is bad for HM since it can't ignore armor like other classes can and most of it suffers from the AoE scatter problem.
Then MES much more obviously also needs some buffs and giving him an important role in PvE. Mesmer is a class clearly designed for PvP where it's disruption and denial abilities generate long term advantage. But in PvE a mes should be able to quickly shut down It could be done through the PvE skills but it shouldn't turn into an imba all-mes-spike rolls over all pve faster than ursans. Maybe a Fast Casting attribute buff would be good, doing something like Fast Casting effect in PvE doubled on all Mesmer skills and also applying the same % to a faster recharge of Mesmer skills.
Secondly we got the melee problem - melee damage in PvE HM is severelly underpowered in comparison with caster/ranged damage (from minions/spirits) unless the whole teambuild has a lot of support for it. A class like Dervish can't contribute much to a team's victory plan and the same goes for Assassin if it's not a God-Tank. (I know A/D critical can do some pretty good damages).
ASSASSINS just like mesmers were not a well designed class for PvE, without permanent-GOD-mode they're just frontline squishies that don't even kill stuff fast. Assas probably need the rebalance the most, since SF absolutely should be nerfed so maintaining it is impossible, sins have to get a series of buffs in the same update, giving them an important role in full team PvE. But what role would that be? Maybe short time invulnerability and single target shutdown+spike damage and ability to retreat just as fast, without a significant penalty.
A good balance update should nerf the most absurdly overpowered elites to reasonable power levels and at the same time buff a bunch of others, but not randomly. This operation needs a lot of thought to be given into it as it's practically designing the classes again.
Every class needs it's role and in some cases more than one role (like for example Necros can now do many different things efficiently), so even with just 8 party slots and 10 classes none should be left out, just because many of them should be able to do for example efficient DPS or defense+support.
First, I'm surprised it gets no mention here but ELES outside of imba Ether Renewal builds are pretty useless in HM, none of the currently used teambuilds for anything use any eles. Ele damage is bad for HM since it can't ignore armor like other classes can and most of it suffers from the AoE scatter problem.
Then MES much more obviously also needs some buffs and giving him an important role in PvE. Mesmer is a class clearly designed for PvP where it's disruption and denial abilities generate long term advantage. But in PvE a mes should be able to quickly shut down It could be done through the PvE skills but it shouldn't turn into an imba all-mes-spike rolls over all pve faster than ursans. Maybe a Fast Casting attribute buff would be good, doing something like Fast Casting effect in PvE doubled on all Mesmer skills and also applying the same % to a faster recharge of Mesmer skills.
Secondly we got the melee problem - melee damage in PvE HM is severelly underpowered in comparison with caster/ranged damage (from minions/spirits) unless the whole teambuild has a lot of support for it. A class like Dervish can't contribute much to a team's victory plan and the same goes for Assassin if it's not a God-Tank. (I know A/D critical can do some pretty good damages).
ASSASSINS just like mesmers were not a well designed class for PvE, without permanent-GOD-mode they're just frontline squishies that don't even kill stuff fast. Assas probably need the rebalance the most, since SF absolutely should be nerfed so maintaining it is impossible, sins have to get a series of buffs in the same update, giving them an important role in full team PvE. But what role would that be? Maybe short time invulnerability and single target shutdown+spike damage and ability to retreat just as fast, without a significant penalty.
C
- 1. Dervishes. Hands down the weakest class in PvE right now. They can't do anything that another class can't do better.
Fundamentally, the problem is this: To rival warriors and sins, a melee needs to do at least 2 of the 3 following things very well: (1) generate a ton of buffable packets, (2) spam SY!, and (3) knock things on their butts. Well, sadly a dervish fails at all of these. Scythes are too slow to be good at generating packets, and none of the attack skills are very good for adding extra packets, and the packets you do generate aren't fully buffable because of damage type shifts. And, the adrenaline gain is too slow to spam SY! well. And, no native knockdowns, and no advantage with the PvE knockdowns.
Suggestions:- Start by removing the team-synergy-gimping damage type shifts from AoHM and the avatars. Being able to participate in the MoP/Barbs/Orders paradigm would be a huge buff on its own.
- On top of that, Mysticism needs something (either skills or an inherent effect buff or both) to make it more useful to a scythe user than CritStrikes, Warrior's Endurance+Strength, or Expertise.
- Next, do something useful in the packet-generation department. More multi-swing attacks or full-AoE attacks.
- Finally, either give them some way to gain adrenaline quickly (probably disguised as multi-swing attacks) or a decent knockdown skill.
- 2. Mesmer. After the CoP nerf, they've got one decent build left that other classes can't do better (Mandragor-in-a-Can).
Suggestion: Change CoP and do it right this time. "Interrupt target foe and remove one Mesmer enchantment. If a Mesmer enchantment is removed in this way, that foes and all foes in the area take 50...100 damage."
That would restore the class to being a decent damage dealer. To go further than that, the Hard Mode fast cast buff would need to be removed, or the class totally redesigned.
No, Verne, it's terribly, horribly nerfed. Degen doesn't stack. Even one CoP guy running CoP + Arcane Echo (+ AP) by himself gets far, far less damage out of it. Besides, a dead monster now is worth more than a dead monster in 10 seconds.Quote:People have done the calculations on damage from CoP, and it actually causes more damage now with the degen after.
However, since it can't be spiked like it used to, people consider it nerfed.
- 3. Ranger. The only thing this class does better than any other right now is dazed, which is only sometimes useful.
It's hard to fix this class with a total redesign. I can only suggest a couple of incremental changes:
- Allow preps with Barrage/Volley.
- Rework redundant bow attacks.
- 1 decent non-elite energy management skill. (Body Shot has too low e-gain to benefit if you apply cracked armor yourself, but is unreliable if you need to coordinate with someone else; Scavenger Strke requires 2 skillslots.)
- Some sort of party-buff role. Possibly make pet buffs have a ward-sized AoE around the pet??
- 4. Elementalist. The only thing this class is good for right now is monking. Armor-creep on the Hard Mode monsters renders eles impotent as damage dealers.
Suggestion: Change Intensity to grant significant armor penetration % to all elementalist skills. This will cause ele skills to gain effectiveness in step with monster armor as it increases.
- 5. Monk. Totally outclassed by ER eles. Only superior in areas where ER eles are unusable due to heavy enchant stripping.
ER eles have 2 significant advantages over Monks: First, effectively unlimited energy. Second, effectively no health sac for Infuse. At the very least, the energy problem needs to be solved for monks to become competitive.
Suggestions:- Return Selfless Spirit's cost reduction to 5, AND
- EITHER: Do it the simple way and reduce Selfless Spirit's recharge to make it maintainable or very nearly maintainable,
- OR: Take a worthless Divine Favor skill and change it into a reliable skill recharger to use to maintain Selfless Spirit. Example: "Holy Haste. cost 5; cast 1/4; recharge 20. Gain 5...20 energy and all of your monk skills are recharged."
M
dervish are the fastest runners hands down, if you've raced down to droks- you know what I'm talking about.. mesmer has always been weak in pve cause fast casting is more pvp related
oh yeah eles can exploit cracked armor.. the problem is some of their aoe causes scatter- monks roj the mobs like to sunbath in it
oh yeah eles can exploit cracked armor.. the problem is some of their aoe causes scatter- monks roj the mobs like to sunbath in it
Every class is overpowered because of pve skills.They need to go away.
There appears to be some truth to this statement at first glance, but when you think about it the worth of a player in a group depends on his skill. A skillful ranger or mesmer on a pve is going to make some great contributions to the mission, but no one will notice and credit may even be falsely contributed to a member of the holy trinity. I play both of these and it happens more than you think. The biggest problem they have is perception and other team members not knowing what actually is going on since these classes have no special effects.
There appears to be some truth to this statement at first glance, but when you think about it the worth of a player in a group depends on his skill. A skillful ranger or mesmer on a pve is going to make some great contributions to the mission, but no one will notice and credit may even be falsely contributed to a member of the holy trinity. I play both of these and it happens more than you think. The biggest problem they have is perception and other team members not knowing what actually is going on since these classes have no special effects.
Hello, this is my first post from off topic high end items etc. But nevermind of it my english is kinda bad. But I must admit after nerfing uwsc I wud like to see old CoP again or even better, yes I know more dmg now whit degen but still 50dmg+some degen isnt quick enuf to kill full of raged margos and titans in DoA. Yes theres FoCway but still kinda bad to think how it was beafor, yes me and guild tryed CoP (todays one) it kills abbadon creatures to 33% hp and bam they loose aggro = fail :/ but anyway thats just my thinking.Happy gaming
M
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Every class is overpowered because of pve skills.They need to go away.
There appears to be some truth to this statement at first glance, but when you think about it the worth of a player in a group depends on his skill. A skillful ranger or mesmer on a pve is going to make some great contributions to the mission, but no one will notice and credit may even be falsely contributed to a member of the holy trinity. I play both of these and it happens more than you think. The biggest problem they have is perception and other team members not knowing what actually is going on since these classes have no special effects. |
Not sure what order these would be in, but the only BUFFS I see PvE needing are:
Warrior Tactics
Ritualist Communing (small one)
Dervish Mysticism

