Next Profession to get Update?

Daeheru

Daeheru

Academy Page

Join Date: Aug 2008

Hawaii

W/

So what do you guys think is the next profession to get a big update? The following already have recently (somewhat):

Dervish
Warrior
Mesmer
Ritualist
Assassin (I think I remember one?)

Assuming I'm right, that leaves the following to potentially get updates (assuming ANet isn't done with big profession updates):

Elementalist
Monk
Ranger
Necromancer
Paragon

I think that para might get the next one, simply because almost every one of them uses Imbagon and I believe I remember ANet saying once they wanted to address that. If a para isn't using Imbagon they either most likely haven't gotten all the skills yet or it's a hero.

These updates relate to PvE btw, not PvP. Also, I'm not saying that just because a profession hasn't gotten an update means that they need one. This thread is to discuss which ones are believed to need some kind update and why.

Gabriel of Ravn

Gabriel of Ravn

Desert Nomad

Join Date: Mar 2010

Virginia

None, retired to GW2.

W/A

I believe you're right on the paragon if I remember right anet did say they wanted to work on them.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

None, honestly. Not that there isn't a need, but it just doesn't seem to be a priority to Stumme.

john5813

Ascalonian Squire

Join Date: Mar 2011

E/

Monks had any update not to long ago. Only profession needing work is the Paragon. Other than that the other professions are fine.

mathiastemplar

mathiastemplar

Wilds Pathfinder

Join Date: Jun 2008

Denmark

Jade Reapers [JD]

W/

Only class that could use an update is paragon, rest are fine as they are.

Lord Dagon

Lord Dagon

Desert Nomad

Join Date: Jul 2009

Inside the Oblivion Gate

The Imperial Guards of Istan[TIGE]

E/Me

i would say paragon+ele.
paragon because simply outside of a few(like 3,maybe 4?) builds paragons arent used.

eles i would say need an update because when your supposed to be the nuker character of the game, and you do less then half the damadge the skill says, and you get beat by monks in aoe damdge by them using RoJ... you have a problem.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

Imo:
little nerf (pvp side) for dervs (Avatar of grenth + aura of grenth seems very abused now);
buff to non-imba paragon and smite monks (cause anet said they want to do it...)
ranger and ele MASSIVE rework. The first has useless mechanics like traps, most of spirits, pet and bow damage + preparation are pretty weak.
Ele need a rework of loads of very crappy skills(glyphs, PBAoE, Wards, water) a neew energy storage and the insuperable caster damage they should have.


P.S: there's not another thread in riverside (What's next on your....) ?

Marverick

Marverick

Forge Runner

Join Date: Aug 2006

R/

Rangers need an update cause Mesmers completely outclass them for shutdown after the last mesmer update, and with the nerf to Asuran Scan their damage output is terrible now.

Paragons need less niche skills... with 7 heroes I've actually found Paragons extremely useful; for example Lyric of Zeal is amazing energy management if you put a signet on every hero. But you don't often get to control the bar of every team member, so a lot of their potential isn't used. Idk what the best fix to this is; they are supposed to be a "team" profession so the fact that they aren't often used in random groups is kind of expected...

Intensity should add armor penetration to all elementalist spells. no major rework needed.

MYSTAKE

MYSTAKE

Lion's Arch Merchant

Join Date: Jun 2009

Gallarate, VA Italy

Bring Your Own Biatch [BYOB]

A/Me

as Anet said the next one will be the "non-imbagon"

Astral_Nomad

Frost Gate Guardian

Join Date: Nov 2008

Canada

[NBK] Natural Born Killaz

W/N

my bet is once they figger out just how overpowered 7-heroes in a party can be when people restructure their builds is its gonna be nerfopolis.. they will probably do nerfs across all professions.. none will be safe until they feel that things are a challenge again, unfortunately.

Boogz

Boogz

Lion's Arch Merchant

Join Date: Feb 2008

Variable Speed Farmers[VsF]

Mo/

elementalists, rangers and paragons need some love to be useful at PvE.

Right now, the only ranger build worth bringing to your party (hero or player) is the splinter barrage.
Eles don't use 25% of they're elite skills at PvE; water is absolutely useless except for blurred vision & ward on kathandrax/djinn boss at slaver's
Paragons are a joke, only a few command skills are worth using in a party, motivation is dead, leadership has almost no useful skills and spear mastery = vicious attack/spear of lightning, also no imbagon = no party for ya

gremlin

Furnace Stoker

Join Date: Oct 2006

GWAR

Me/Mo

Quote:
Originally Posted by Astral_Nomad View Post
my bet is once they figger out just how overpowered 7-heroes in a party can be when people restructure their builds is its gonna be nerfopolis.. they will probably do nerfs across all professions.. none will be safe until they feel that things are a challenge again, unfortunately.
Nope first they figure out how overpowered 8 people is and then nerf the players.

Seriously 7 heroes can be more powerful than hero henchmen mix but 8 good players way outclasses 7 heroes.

Heroes have more rapid reactions than players but their limited ai will always make them weaker.

Olle

Olle

Furnace Stoker

Join Date: Aug 2008

Ign: Miniature Julia

Teh Academy[PhD]

W/

>>[QUOTE=Daeheru;5411954]So what do you guys think is the next profession to get a big update? The following already have recently (somewhat):

Dervish
Warrior
Mesmer
Ritualist
>>>>>Assassin (I think I remember one?)



>>>Assassin (I think I remember one?)
>>>(I think I remember one?)

wat

Qing Guang

Qing Guang

Wilds Pathfinder

Join Date: Nov 2008

California

Lucid Spirits [LIFE]

N/A

Hopefully it's Paragons. I don't want to be an Imbagon, dangit! I want to be something else!

DiogoSilva

Krytan Explorer

Join Date: Feb 2011

Girl

E/

Quote:
Originally Posted by Daeheru View Post
So what do you guys think is the next profession to get a big update? The following already have recently (somewhat):

Dervish
Warrior
Mesmer
Ritualist
Assassin (I think I remember one?)

Assuming I'm right, that leaves the following to potentially get updates (assuming ANet isn't done with big profession updates):

Elementalist
Monk
Ranger
Necromancer
Paragon
It's actually the necromancer that got an update (for blood magic) and the assassin that needs some tweaks.

And however thinks elementalists and rangers are fine as they are now for pve... well, let's just say, they are in the same situation as the dervishes were: completely outclassed in everything by other profs. The only big difference between those two and the old dervs, is that at least ele and ranger are decently balanced for pvp.

NerfHerder

NerfHerder

Wilds Pathfinder

Join Date: Apr 2010

No more big profession changes, more like a few buffs/nerfs here and there across many professions. Although first, we may see an update to shake up the stale PvP meta. This is in the suggestion forum, so I am going to suggest what I think should and most likely will be worked on for PvE.

Paragon- More damage, preferably added damage to the party. Think Orders with a Paragon twist. Motivation buff to include more control of single target healing.

Elementalist- More Damage in HM. The intensity change was cute, but not a game changer.

Ranger- Easier use of Nature Rituals and Preparations. Buffs to traps in PvE would be nice. Synergy between a Ranger and Pet, to give incentive for beast masters.

Monks- Offensive changes in the Smiting line. Right now the good skills are all reactive damage. Give monks the option to go all offense.

p0int

Ascalonian Squire

Join Date: Dec 2008

Eternity Lost and Found [ELF]

In April 2010, ANet staff said, "[...] non-“Imbagon” Paragons, and the smiting line for the Monk" are "things we’ve been considering for major updates of their own."

source: http://wiki.guildwars.com/wiki/Upcom...s_and_features

there you go...

UnChosen

Wilds Pathfinder

Join Date: Mar 2006

Quote:
Originally Posted by gremlin View Post
Nope first they figure out how overpowered 8 people is and then nerf the players.

Seriously 7 heroes can be more powerful than hero henchmen mix but 8 good players way outclasses 7 heroes.

Heroes have more rapid reactions than players but their limited ai will always make them weaker.
Players being "stronger" doesn't even make up having to spam LFG in an outpost, check builds, discuss strategy, wait for bathroom breaks, 7x the chance of a disconnect, etc...All before starting to talk about "player competence". The only exceptions are speed clears but that had to do area design and like half a dozen skills more so than the players.

Quote:
Originally Posted by AndrewSX View Post
Imo:
little nerf (pvp side) for dervs (Avatar of grenth + aura of grenth seems very abused now);
buff to non-imba paragon and smite monks (cause anet said they want to do it...)
ranger and ele MASSIVE rework. The first has useless mechanics like traps, most of spirits, pet and bow damage + preparation are pretty weak.
Ele need a rework of loads of very crappy skills(glyphs, PBAoE, Wards, water) a neew energy storage and the insuperable caster damage they should have.
QFT. To be honest...I don't get why paras and smite monks are getting the attention first. 3 paragon heroes in a 7 heroes team is amazingly powerful, and 1 imbagon is accepted nearly everywhere. Smite monks have RoJ, one of the most powerful nukes, and they could always switch to prot and heal and join every group in the game without problem.

The order should be: Ranger/Ele -> Paras -> Smite monks...IMO.

Marverick

Marverick

Forge Runner

Join Date: Aug 2006

R/

Quote:
Originally Posted by NerfHerder View Post
Ranger- Easier use of Nature Rituals and Preparations. Buffs to traps in PvE would be nice. Synergy between a Ranger and Pet, to give incentive for beast masters.
Lol? In addition to traps/rituals, what Rangers need is a complete revamp of the entire Marksmanship and Beast Mastery line. Let me name all the useful skills in those lines....

BM: Enraged Lunge, Feral Aggression, Call of Haste (only to mitigate dumb pet AI), Scavenger's Strike, Brutal Strike.
Actually the main reason to bring a pet is to get access to a good IAS, namely Never Rampage Alone.

Marks: Prepared Shot, Concussion Shot, Savage Shot, Broad Head Arrow, Needling Shot, Volley, Read the Wind (even Penetrating/Sundering Attack are bad now without Asuran Scan)

What other profession has, 5-6 useful skills in an entire attribute?
Who uses stuff like Bestial Pounce, Feral Lunge, Pounce (and the former two are even kindly duplicated)... or Arcing Shot, Crossfire, Forked Arrow, Hunter's Shot, Power Shot, Precision Shot, Splinter Shot ...... I don't even know what Arcing Shot does apart from flying super slow.


@ Smiting Monks: Echo RoJ currently beats every single Elementalist nuke, and Eles are a "nuking" profession. I think they need fixing waaaay before smiting Monks do.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

- Cap armor values to something reasonable (60-100)
- Turn strength of honor into a self-buff akin to spirit's strength, adjust power or add IAS as needed.

This would slightly hit absurd melee, give ranged physical a small boost, set eles to about right, and give smite monks another option if they don't want to heal their heros. Seems alot easier than redesigning professions anyway.

Chrisworld

Chrisworld

Krytan Explorer

Join Date: Aug 2010

Gameamp Guides [AMP]

W/

I'd like to see Paragon get a few tweaks. Don't get me wrong, they have a few great skills but the class as a whole leaves me wanting more.

Daeheru

Daeheru

Academy Page

Join Date: Aug 2008

Hawaii

W/

[QUOTE=kajusbonus;5412049]>>
Quote:
Originally Posted by Daeheru View Post
So what do you guys think is the next profession to get a big update? The following already have recently (somewhat):

Dervish
Warrior
Mesmer
Ritualist
>>>>>Assassin (I think I remember one?)



>>>Assassin (I think I remember one?)
>>>(I think I remember one?)

wat
Well that's a quote fail right there. I'm going to assume you're talking about me mentioning a sin update. If I remember correctly, it was the last time SF got nerfed, and some other skills were changed. However, now that I think about it I believe the update was mostly for PvP purposes (I can't remember exact details so it's hard to say, but I remember that around that time sins were extremely popular and complained about a lot, ie Seeping Wound).

Edit: Wow I think your quote fail messed my quote up too.

Quote:
Originally Posted by DiogoSilva View Post
It's actually the necromancer that got an update (for blood magic) and the assassin that needs some tweaks.

And however thinks elementalists and rangers are fine as they are now for pve... well, let's just say, they are in the same situation as the dervishes were: completely outclassed in everything by other profs. The only big difference between those two and the old dervs, is that at least ele and ranger are decently balanced for pvp.
Now that you mention it I vaguely remember a necro update some time ago, I probably just don't remember too well because I don't play necro and it probably didn't affect me too much.

So it seems that most people are thinking similarly to how I was. Para needs an update, eles could use one (1 attribute is nearly useless in general PvE, actually 2 because earth magic doesn't see much action outside of farming and SCs).

Rangers in my opinion are ok, just ok. Maybe some tweaking as they aren't meant for damage, so there aren't many builds out there that can do much (I have a couple that work well with my ranger, and are not splinter barrage and I don't believe his heroes' builds compliment his specifically). That leaves only a support role, which is what they are meant for, but that doesn't make a huge difference in PvE. For example mesmers are better at rangers because of fast casting and there's no delay between when the spell is cast and when it interrupts, plus mesmers can easily interrupt multiple enemies. Rangers don't shine in anything, but they aren't bad at anything either.

So anybody have any specific ideas as to how these professions could be fixed, mainly paragon.

Bright Star Shine

Bright Star Shine

Furnace Stoker

Join Date: Nov 2009

Belgium

Club of a Thousand Pandas [LOD???]

E/

First up are ele's on my list, they need to be pulled out of the well they were dropped in to where the only useful thing they can do is ER prot. There is something seriously wrong with your game when your nuking profession, which, as stated on the official website "can do more damage with a single spell than any other profession" is a better prot than your healer profession, and that same healer profession is a better nuker than the ele, or am I just seeing things?

Para's can use some love, but I don't give a damn honestly. And rangers need to be looked at too.

Necro's are fine as they are. They can do loads of damage, have some good shutdown skills, pressure with degen, conditions, etc.

yitjuan

Lion's Arch Merchant

Join Date: Aug 2007

GMT +8

redt

Rt/

btw what does Blood Magic for Necro and Smiting Prayers for Monking do? Do these two trees need reworking as well, albeit minor?

Bright Star Shine

Bright Star Shine

Furnace Stoker

Join Date: Nov 2009

Belgium

Club of a Thousand Pandas [LOD???]

E/

Smiting can still do quite a bit of damage, if used properly. In HM you even outdamage an ele with it, which is ridiculous.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

And blood is mostly used in pvp. In pve there are still nice skills for support(mark of fury, blood bond, blood ritual, etc.)

agrios

agrios

Krytan Explorer

Join Date: May 2006

South America

Naked Stalkers of America[Nude]

W/

Id say Eles could use some love, since nowadays everyone seems to outdamage them.

But with that comes an issue: some elementalist monsters are already scary (specially if packed in groups). I we get some fiery mojo, so will they, unless ANet re-balance the mobs, what can take quite some time and effort.

But one thing that (maybe) should help eles in HM it would be if monsters were somehow aligned with some element.

For an example: Icy/Plant monsters should halve all damage and all effects associated with water. In other hand, they should receive +50% damage when hit by fire spells and having its harmfull effects, like burning, increased by 20%.

Beastie mobs (like minotaurs, insects and humans) should remain neutral alignment wise.

Additionally, what really could add some spice is if every elemental spell should have a "luck effect" associated. For example: all fire spells could have some probability (to say, 1% to every 2 points in the associated attribute) of inflicting burning. In the same way, water could slow, all earth could blind or weaken, and all air could crack armor or daze.

I believe that could add some color to the endgame, nowadays dominated by the dark powers of armor ignoring damage.

Maybe we could change the focus. Instead of making Eles more powerful, simply by pumping their muscle, what could lead to another cycle of powercreep, we should find a way of monsters to be more vulnerable to elemental spells somehow, like the one I explained before.

What say you?

Daeheru

Daeheru

Academy Page

Join Date: Aug 2008

Hawaii

W/

Quote:
Originally Posted by agrios View Post
Id say Eles could use some love, since nowadays everyone seems to outdamage them.

But with that comes an issue: some elementalist monsters are already scary (specially if packed in groups). I we get some fiery mojo, so will they, unless ANet re-balance the mobs, what can take quite some time and effort.

But one thing that (maybe) should help eles in HM it would be if monsters were somehow aligned with some element.

For an example: Icy/Plant monsters should halve all damage and all effects associated with water. In other hand, they should receive +50% damage when hit by fire spells and having its harmfull effects, like burning, increased by 20%.

Beastie mobs (like minotaurs, insects and humans) should remain neutral alignment wise.

Additionally, what really could add some spice is if every elemental spell should have a "luck effect" associated. For example: all fire spells could have some probability (to say, 1% to every 2 points in the associated attribute) of inflicting burning. In the same way, water could slow, all earth could blind or weaken, and all air could crack armor or daze.

I believe that could add some color to the endgame, nowadays dominated by the dark powers of armor ignoring damage.

Maybe we could change the focus. Instead of making Eles more powerful, simply by pumping their muscle, what could lead to another cycle of powercreep, we should find a way of monsters to be more vulnerable to elemental spells somehow, like the one I explained before.

What say you?
I kind of like this, but as always with any update to eles, ele mobs become pretty scary (think of the burning spirits in sacnoth valley now, then think of them after an ele buff). The ele prof will have to be completely reworked for players to keep mobs in PvE from becoming OP.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

Quote:
Originally Posted by agrios View Post
Id say Eles could use some love, since nowadays everyone seems to outdamage them.
About this we agree all.

Quote:
But with that comes an issue: some elementalist monsters are already scary (specially if packed in groups). I we get some fiery mojo, so will they, unless ANet re-balance the mobs, what can take quite some time and effort.
I've heard loads of times the thing "OMG; don't buff ele, HM ele mobs are already smashing my team!". Well, it's the way the game work. I mean, why, then, nobody screamed like that when they changed Rits and Memers? Now you can be hit by some 400ish Spirit Rifts, 120ish E-surge( x4, think about roaring ethers groups), but nobody is QQing. Why Eles should be different?
Also, it's easier to counter ele damage respect armor ignoring. Wards, SY(and anything add armor), interrups(cause eles are just the toy of a good mesmer), just for example.

Quote:
But one thing that (maybe) should help eles in HM it would be if monsters were somehow aligned with some element.

For an example: Icy/Plant monsters should halve all damage and all effects associated with water. In other hand, they should receive +50% damage when hit by fire spells and having its harmfull effects, like burning, increased by 20%.

Beastie mobs (like minotaurs, insects and humans) should remain neutral alignment wise.
This solution was already discussed, and i still believe that isn't the way to go. It would bind the skill choices of players to the mob composition, wich can be even couteractive(e.g:meele mobs weak to fire/water and resistant to earth/air, wich meas no eruption/Bsurge/mass blind for follow the mob weaknesses).

Quote:
Additionally, what really could add some spice is if every elemental spell should have a "luck effect" associated. For example: all fire spells could have some probability (to say, 1% to every 2 points in the associated attribute) of inflicting burning. In the same way, water could slow, all earth could blind or weaken, and all air could crack armor or daze.

I believe that could add some color to the endgame, nowadays dominated by the dark powers of armor ignoring damage.
Just reminding you....HM mobs have very higher attribute levels. If a player could inflict burning even 10% of times, a HM mob could do it 20-25% of times.

This is just repeating what said in countless other threads.
The "Ele HM damage and crappy skills/attributes" problem is already discussed: the point now is hope that Anet will do something.

agrios

agrios

Krytan Explorer

Join Date: May 2006

South America

Naked Stalkers of America[Nude]

W/

Quote:
Originally Posted by AndrewSX View Post
About this we agree all.

I've heard loads of times the thing "OMG; don't buff ele, HM ele mobs are already smashing my team!". Well, it's the way the game work. I mean, why, then, nobody screamed like that when they changed Rits and Memers? Now you can be hit by some 400ish Spirit Rifts, 120ish E-surge( x4, think about roaring ethers groups), but nobody is QQing. Why Eles should be different?
Also, it's easier to counter ele damage respect armor ignoring. Wards, SY(and anything add armor), interrups(cause eles are just the toy of a good mesmer), just for example.

This solution was already discussed, and i still believe that isn't the way to go. It would bind the skill choices of players to the mob composition, wich can be even couteractive(e.g:meele mobs weak to fire/water and resistant to earth/air, wich meas no eruption/Bsurge/mass blind for follow the mob weaknesses).

Just reminding you....HM mobs have very higher attribute levels. If a player could inflict burning even 10% of times, a HM mob could do it 20-25% of times.

This is just repeating what said in countless other threads.
The "Ele HM damage and crappy skills/attributes" problem is already discussed: the point now is hope that Anet will do something.
On the subject of ele mobs, well..they still scare me. Specially earth ones.

About mob elemental alignement. Lets take for and example, our rocky friends outside sardelac. They are Earth and Melee. So they are resilient to Eruption. But in the other hand, it would be desirable to counter then with air magic (blinding flash) or water (blurred vision) or even throw dirt, since it is a skill, not an elemental spell. Even some sin skills and rit spirits could apply blind on earth-resilient foes. In GW there is always more than one way to do anything. I still dont see any issue on it.

Plus, its kinda logical, why would anyone dont bring fire when facing enemies based on cold? Its just a matter of fore planning. Since the game allows us to change builds at every outpost, why not?

Why dont we discuss specific cases of possible problematic monster encounters?

And to address the high attributes of monsters in HM its just a matter of capping "luck effects" at 10%.

DiogoSilva

Krytan Explorer

Join Date: Feb 2011

Girl

E/

Removing the extra armor from HM foes (in exchange for something else, say, regeneration) and making the two pve-elementalist skills strong would already go a long way to make them the best nukers again - without affecting the mobs.

Sure, it still wouldn't fix their other issues, but those are usually related to bar compression, energy management, lots of useless skills, etc; and not about buffing the damage of skills that already are great at dealing damage.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

@ agrios: sure, the point actually isn't say "This skill doesn't do enough damage, let's double it!" for all ele skill. That would be really a bad balance. What ele needs are (like says DiogoSilva) radical changes to the 80% of useless/undesirable skills/attribute/mechanics. For example, bar compression(3pve skills + at least 2 e-management skills = 3 or less slot for real playing), energy management(80 ene ISN'T good e-management..), lots of useless skills(PBAoE for example), glyphs sucks(except maybe GolE, that could still be improved), wards are like traps for rangers(static way of fighting is really undesirable, and makes very susceptible to AoE), cast time/cooldown issues, vulnerable when using Attunements(strip or interrupt it=60 sec of no energy), pve skills are pathetic compared with others profs.....just some examples.

And yes, the HM mob is one of biggest issue of a ele balance. And now i'm not scared of vanquish Drakkar lake(the lake i mean), filled by Dervishes, only thanks to new 7 heores...

P.S:If you'd like to see suggestion made, there's an apposite thread in this section...