Dervish Update
saint666
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Originally Posted by reaper with no name
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Quote: Originally Posted by Xenomortis
Way of the Master is a broken skill - it should never have been introduced into the game. What it's intended to do (boost crit rates on a Sin for other weapons) is part of the reason why the Assassin gets stupid numbers out of a Scythe. The Assassin already exceeds the Derv without it from Critical Strikes alone. Just because a skill has been around a long time doesn't mean it's not stupid or broken.
1 skill>than the dervish? Do you realize WE make warriors just about as good as assassins in dagger spamming, does that make the assassin irrelevant? WoTM was introduced to encourage build experimentation and cross class builds. Like how everyone has necro healers, they're not even meant to heal not to mention with an unlimited supply of energy, this gave birth to a chain of gimmick triple necro builds or even 2 man, 3 man necroways. You know what's good for the health of them game, not a class that can play every single role in the game.Quote: Originally Posted by Xenomortis
Besides, WotM is not a staple skill. One commonly used Assassin build uses it and it's that particular build that's problematic for the Dervish and it's that build that needs to be hit.
WoTM is the staple skill in all cross class builds, crit spear, barrage, axe, sword, hammer, scythe. No1 cares except for the dervish, why because it's the only class that sucks with it's own weapon in the first place. Just like WE give warrior access not only to it's own energy based attacks but also dagger and scythe attacks, it's also only the dervish that complains about this one. The only place were I'd take another weapon over daggers is where range is needed. Dervish are weak because they are poorly designed. Do warriors make assassins suck at what it does? do assassins make warriors, rangers and paras suck at what they do?
And yet I've never seen a WE Dagger Warrior. The reasons for this are simple.
It's not the best thing a Warrior can do and it doesn't beat the Sin. Sure a Warrior would get through the Jagged-Fox-DB chain just as fast and could do almost as much damage with it, but WE doesn't match Critical Strikes and even with Zealous Daggers, energy won't be as solid. And he's burned away his elite without brining much else useful.
The problem here is that the Warrior doesn't bring anything really useful to Assassin builds that Sin's don't already have. However scythes lend themselves to Assassins very well.
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I use daggers on my warrior, the dps is pretty close to scythe anyways, but chains are easier to mess up than no brainer scythe spam. And you are right at best the warriors can just match what the sin can do because it's a solid class that bring something unique to the table, the same can be said in reverse for these two classes. But we can't say the same thing about dervishes where every class can match them in what it does, because it doesn't bring anything unique(that was supposed to be enchantment juggling but we know how wonderful that is right now). Let me correct you on something, WE can match the energy of a WotA sin easily, it's the higher double strikes and skill damage that makes WotA better. The thing about wars and sins are, although they are both able to use each other skills they cannot do better than what the other class already does. Because of the poor design of the dervish any caster can match the dps a dervish primary can put out, when primary melee classes comes into the picture the the difference is obvious. When a caster can match you in melee dps, maybe that's the first issue that needs to be addressed.It's not the best thing a Warrior can do and it doesn't beat the Sin. Sure a Warrior would get through the Jagged-Fox-DB chain just as fast and could do almost as much damage with it, but WE doesn't match Critical Strikes and even with Zealous Daggers, energy won't be as solid. And he's burned away his elite without brining much else useful.
The problem here is that the Warrior doesn't bring anything really useful to Assassin builds that Sin's don't already have. However scythes lend themselves to Assassins very well.
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Originally Posted by Xenomortis
The profession lacks direction. The caster based stuff is weak (PBAoE nukes are seldom worth the time, especially when you have a melee weapon already), buffing this won't achieve anything since everything done by these skills is already done much more effectively by the other casters. Since the physical side is more powerful and more desirable, it is this that gets focused on and hence we have another physical profession.
As for the enchantment side of things, that is also problematic. Guild Wars simply could not and cannot support a profession that relies on revolving enchantments. A build depending on a high turnover of enchantments coming from yourself is very time consuming for limited effect. Even if the effect were good, it would still result in a highly unstable power output. This would be fine if there were a support structure that could deal with it, but there isn't.
The other option for enchantments is simply to use longer lasting, more passive enchantments to boost the profession's output (largely what we have now), this makes the profession very much comparable to the Sin and Warrior but with a more fragile output.
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Originally Posted by saint666
As I said, I don't think CA needs touching. But you understand it's overpowered, yes? The armour does matter to an extent - it can turn a squishy character to something almost as durable as the Warrior. The downside is that it's usually the first thing to be stripped making it unreliable for this purpose.
I know what the huge numbers associated with the Scythe Sin are a result of. I also know that whatever numbers the Sin throws out, the Derv can too (apart from, perhaps, when Malicious Strike is used). The reason why the Sin has more raw power is purely due to the fact the Sin throws out more crits, meaning they hit at the top end of the huge damage range on a scythe more often than the Derv. Sin is a crit machine, that was the design of the class, every addition they've added to it is based on that. Unlike the dervish it's a finished and working design, maybe they should of just left it half done like the dervish? The dervish was designed to be an enchantment cycling machine, but it looks like they gave up on the class halfway before it was done. Let's see if this update can complete this class this time around. You do understand what multiplicative rather than additive means right, the dps difference might be 10 to 15 to begin with, but after Asuran Scan, AoHM, BuH it becomes 30 to 40.
The Dervish is a caster/physical hybrid. It has a collection of caster based skills often revolving around enchantments and a number of physical based skills also often revolving around enchantments. This causes a problem.I know what the huge numbers associated with the Scythe Sin are a result of. I also know that whatever numbers the Sin throws out, the Derv can too (apart from, perhaps, when Malicious Strike is used). The reason why the Sin has more raw power is purely due to the fact the Sin throws out more crits, meaning they hit at the top end of the huge damage range on a scythe more often than the Derv. Sin is a crit machine, that was the design of the class, every addition they've added to it is based on that. Unlike the dervish it's a finished and working design, maybe they should of just left it half done like the dervish? The dervish was designed to be an enchantment cycling machine, but it looks like they gave up on the class halfway before it was done. Let's see if this update can complete this class this time around. You do understand what multiplicative rather than additive means right, the dps difference might be 10 to 15 to begin with, but after Asuran Scan, AoHM, BuH it becomes 30 to 40.
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Second, the idea that such a change would destroy build diversity. This is a little funny to me, as for most of the thread we've heard the idea that Meta Assassin builds make a Dervish carry too high an opportunity cost; i.e. we've heard that the Assassin's use of the scythe decreases build diversity because it marginalizes the Dervish. I'm not convinced that moving the Assassin towards its native weapon would decrease diversity.
Third, that we should measure potential changes by complaints. If we went by the whims of the player base, by this point we would have a single skill that kills everything in the area. To me, it's far more important that an Assassin be a coherent character with a place in the game. The critscythe Assassin is a momentary glitch - if players complain about losing it, it is because they let themselves become too attached to a gimmick.
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Originally Posted by saint666
The dervish was designed to be an enchantment cycling machine, but it looks like they gave up on the class halfway before it was done. Let's see if this update can complete this class this time around.Quote:
There are a number of assertions here which warrant examination. First, is it the case that there are no restrictions to weapon uses? The hidden assumption is that we're talking about restricting weapons by class, but we've been talking about restricting weapons by skill, which is well-established in the game. Nobody, as far as I know, is saying that Assassins should have an inherent nerf to scythe usage; what I'm reading is that Assassin skills should work with daggers. This is no more novel or controversial than Spear of Fury being a spear attack.|
This isn't a problem for Paragons, because Paragons don't make their living just outright killing things with the weapon in their hand, Dervishes do. Rangers suffer different problems and Sins don't bother with a bow because crits from a bow aren't amazing, but crits from a Scythe are.
This is probably the best analysis of the situation I've seen. This has less to do with the Dervish than the scythe itself. There might be screams aplenty when the Assassin's skills are restricted to the dagger, but I see no reason for that to stop the developers moving in that direction. Nerf the Assassin. Buff the Dervish. It's not impossible to consider both simultaneously and I don't know why we're coming up with the sort of "you can't do _____ until you _____" rules. fr.aodhan
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Originally Posted by saint666
You could consider both, you might end up with similar problems or maybe more because you're touching a wider subject more than what is needed with further implications.
I'm not sure what this means practically (or grammatically). We shouldn't consider restricting Assassin skills to scythes, etc.?
fr.aodhan
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Originally Posted by saint666
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Second, the idea that such a change would destroy build diversity. This is a little funny to me, as for most of the thread we've heard the idea that Meta Assassin builds make a Dervish carry too high an opportunity cost; i.e. we've heard that the Assassin's use of the scythe decreases build diversity because it marginalizes the Dervish. I'm not convinced that moving the Assassin towards its native weapon would decrease diversity.
Third, that we should measure potential changes by complaints. If we went by the whims of the player base, by this point we would have a single skill that kills everything in the area. To me, it's far more important that an Assassin be a coherent character with a place in the game. The critscythe Assassin is a momentary glitch - if players complain about losing it, it is because they let themselves become too attached to a gimmick.
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This is a strawman. Since the roles the different casters were built and try to fill are different, this is not an apt comparison. The Assassin, Warrior and Dervish however, are all trying to fill the same role.|
With the assassin gone, the warrior and ranger are still better, you'd go "fixing" those too?
Yes, but without the pejorative quotation marks, and I'd do it in the context of positive changes to the Dervish. Quote:
I say that to establish and enforce the priority with which they should be considered. Both can be done but if only one can be...
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Like rits, mesmers and necros? please nerf them because they make the Ele look like a pansy. Especially the necro, unlimited energy gain for doing nothing, what caster role can't it fill? The are many powerful classes in the game if want to start counting. The standard measured these days are based on builds of these classes. Classes that meet this standard, they are pretty even, classes that don't are handicapped.
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The profession lacks direction. The caster based stuff is weak (PBAoE nukes are seldom worth the time, especially when you have a melee weapon already), buffing this won't achieve anything since everything done by these skills is already done much more effectively by the other casters. Since the physical side is more powerful and more desirable, it is this that gets focused on and hence we have another physical profession.
As for the enchantment side of things, that is also problematic. Guild Wars simply could not and cannot support a profession that relies on revolving enchantments. A build depending on a high turnover of enchantments coming from yourself is very time consuming for limited effect. Even if the effect were good, it would still result in a highly unstable power output. This would be fine if there were a support structure that could deal with it, but there isn't.
The other option for enchantments is simply to use longer lasting, more passive enchantments to boost the profession's output (largely what we have now), this makes the profession very much comparable to the Sin and Warrior but with a more fragile output.
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You do understand what multiplicative rather than additive means right, the dps difference might be 10 to 15 to begin with, but after Asuran Scan, AoHM, BuH it becomes 30 to 40.
This isn't relevant to what I was saying. Yes, I am fully aware how those skills work (AoHM actually works differently to what you implied here). When I said the Derv could match a Sin's numbers, I was referring to individual hits. DPS never entered into it. I acknowledged a Sin is going to deal more DPS (or at least implied) when I said:Quote: Originally Posted by Xenomortis
The reason why the Sin has more raw power is purely due to the fact the Sin throws out more crits, meaning they hit at the top end of the huge damage range on a scythe more often than the Derv.
How those skills work just isn't important to the point being made. All it means is that the damage disparity is potentially larger than it otherwise might be were they simply additive.
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Originally Posted by Xenomortis
First, forgive me for a small slip-up. I'm so used to H/Hing that I take Splinter Weapon on a hero or two for granted. But Conjure? Well maybe if you're running with H/H or are in a poor PuG but in a decent human team a conjure is likely to be counter-productive.Quote:
This could be an option if enchantment juggling proves too difficult to implement. But really you don't even have to do that if you can lower the damage output of warriors and assassins, maybe rangers too with scythes to dervish levels, you wouldn't even need any changes for the dervish, they'd be fine as they are.Quote:
But, I do disagree that an Assassin would struggles significantly with energy on a bow build, at least compared to the ranger. Barrage costs 5 energy and with a Zealous Bow, the skill can sometimes be essentially free. Sure, some of the skills are 10 energy but these are skills the ranger cannot use whenever he likes (i.e. on recharge) either. I didn't realize we were talking about teams rather than just characters. I might as well get my friend to bring GDW and lul at all the monsters. I forgot about brutal weapon, it better than conjour, when you're playing Asuran Scan, Glass Arrows, ESoH, triple shot, dual shot and forked arrow. If you have orders necro that's even better saves you the attribute points. I don't use bow other than for pulling. Barrage just isn't worth it without secondary buffs, and I can't use non barrage builds effectively, either because I don't have skills in EXP or the energy cost of some skills would just make it inefficient, other builds with traps and pets, rangers are just better.
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Quote: Originally Posted by saint666
But really you don't even have to do that if you can lower the damage output of warriors and assassins, maybe rangers too with scythes to dervish levels, you wouldn't even need any changes for the dervish, they'd be fine as they are.
I suggested nerfing three skills that allow Warriors and Assassins to strongly use a Scythe. You attacked these suggestions quite vehemently and this is the root of this rather pained discussion. Perhaps you would like to make your own suggestions based on this more sensible premise.I am not fully convinced Warriors outdamage Dervs when using a scythe but I'm certain Rangers don't. I can't even see how this could be the case.
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). I'm too lazy to check it against lower level foes.
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