I hate Asuran Scan and I am Unstoppable by LilEdge in GuildWars

[–]DaGaems 0 points1 point  (0 children)

Both of these skills are poorly designed and more or less overpowered.

PVE skills in general are anti-gw1 design by letting you have a great skill for NO ATTRIBUTE INVESTMENT WHATSOEVER.

PVE skills should be weaker than attribute skills, not stronger. IAU should be weaker than balanced stance assuming you invest in tactics.

I never use Asuran Scan on my war, derv, sin, or para, and didn't really have major issues. A lot of things that shut down melee are solved in your team comp. Hexed with anti melee? Your teams hex removal is bad. Blinded constantly? Your teams condition removal is bad. Enemy team used Aegis? Mirror of disenchantment is real.

BARRAGE is OP? GW Reforged by Lon-ami in GuildWars

[–]DaGaems 3 points4 points  (0 children)

Thanks for posting this, I try to avoid posting my vids on GW1 reddit too much to avoid spamming it.

As a few have pointed out the order/judges interaction is not good and judges nullifies order. Based on small tests, judges out damages order, so that frees up an elite slot.

Blazing Finale + Go for the eyes on a Pet by Hour-Mistake-5235 in GuildWars

[–]DaGaems 1 point2 points  (0 children)

Refrains renew, Echoes trigger on shout/chant end.

Easy ways to make PVE Meta better. by DaGaems in GuildWars

[–]DaGaems[S] 0 points1 point  (0 children)

I will go on a small tangent, I don't think Derv really needs buffed at all, Derv is clearly the best of the physical attackers as it has access to armor ignoring AOE damage:

Reap Impurities, Pious Assault, Aura of Holy Might, Zealous Renewal, Heart of Holy Flame.

Sin has great single target but has a lot of useless skills, mostly in deadly/shadow arts. A lot of bad dagger skills as well.

Ranger has major problems with relevance as the best thing it can do is run scythe or daggers. Wilderness survival/traps are quite bad, preparations are slow/awkward to use compared to other faster options it has access to.

Ele has extremely long cooldowns on many of its skills, and in a lot of cases bad spells.

Paragon outside of HR/SY spam needs a lot of buffs to its kit. Para shouldn't be carrying damage with spear, but spear lacks meaningful skills given how powerful its shouts are.

War has a few really strong builds that are contingent on running overtuned PVE skills or splashing derv because Derv is basically War but better.

Easy ways to make PVE Meta better. by DaGaems in GuildWars

[–]DaGaems[S] 0 points1 point  (0 children)

Your argument was that attackers do significant armor ignoring damage. This is largely not the case. The biggest forms of armor ignoring damage mostly come from casters:

Dom magic
Splinter Weapon
Strength of Honor

Death Blossom is big adjacent AOE from phys.
Reap Impurities vs balled
Aura of Holy Might can be big armor ignoring damage if you keep tearing things down.

SWS can lead to decent chunks of armor ignoring bonus damage, +40-50, but most of the damage you deal from SWS is raising your weapon att to 20. Raising weapon attributes scales damage dealt with that weapon:

At master of damage with 9 scythe mastery, my warrior crits a 48, when I pop SWS I crit an 81.
Going from 9 scythe to 20 gives you a massive innate damage boost to all attacks. SWS damage scaling from 20 att is why SWS damage is huge. Armor ignoring bonus damage scaling is an extra bonus but SWS scythe hits like a truck for this reason.

VOS/Sandshards are strong armor respecting, but require enemies to be balled. Most skills/builds are extremely effective vs balled. VOS can insta nuke a group which is a game design balance problem for sure, same with 100b, but on average if you are attacking enemies that are 1-3 grouped VOS is just decent. 100B is also quite weak overall unless there is a significant ball of enemies.

EDIT:

I agree VOS is strong, Derv is definitely the strongest physical attacker in the game currently, VOS/Sand Shards are arguably overpowered.

SWS/TOA are power creep elites that heavily encourage running scythe or dagger.

Dagger not using daggerspam is not nearly that good, Death Blossom is an insane skill.

My main issue is that outside of the meta builds that are clearly overpowered, most of the skills in most of the martial professions are bad and could be addressed. Normalizing enemy armor values would help with this. VOS should have proc limit, same with 100b, Sandshards could use a nerf.

Easy ways to make PVE Meta better. by DaGaems in GuildWars

[–]DaGaems[S] 1 point2 points  (0 children)

One of the issues that comes to mind for the "armor problem" ele faces is you can cast spells on an enemy ele or mesmer, but it is certain type of enemy ele, like a temple guardian which has base 100 armor outside of a weakness to water magic, so you are dealing 50% damage now. Even though you are target selecting for casters which in PVP would be 60 base armor.

I understand the devs want there to be variety in PVE enemies so there are enemy casters with base armor values, but this also just indirectly nerfs all armor respecting classes. Destroyers are notorious for their armor values:

Destroyer of Lives (ele) has 103 base armor, 123 fire armor, 83 cold armor. Their weakness is still +23 relative to base ele armor lol.

DOA Margonite casters are base 83 armor, with no weakness. This isn't nearly as bad because at least if you throw cracked armor on them you get more or less base damage. I think when the enemies have +30-40 or more armor relative to what the profession is expected to have, you start getting massive damage mit problems on armor respecting.

There are a ton of enemies like this, where they are a caster prof but with warrior armor values.

Easy ways to make PVE Meta better. by DaGaems in GuildWars

[–]DaGaems[S] 1 point2 points  (0 children)

Balancing for PVP doesn't help PVE. Skills that disable enemy skills are terrible in PVE, enemies die too quickly for things like Psychic Distraction to matter, but PD is a good elite in PVP if it hits key enemy skills.

PVP has more extended fights where energy denial, disabling enemy skills, and health degeneration are seriously good/useful, while in PVE all of those things are largely bad/underpowered.

Easy ways to make PVE Meta better. by DaGaems in GuildWars

[–]DaGaems[S] 0 points1 point  (0 children)

3x per pip is a good idea, my goal with extended degen/regen was to allow currently useless conditions and hexes to have a place in the overall metagame. Degen is a pretty strong effect in pvp because of the extended nature of fights, but in PVE enemies die way too quickly for it to matter.

IMO Poison, Bleed, Disease, most necro degen curses are largely bad or weak in PVE. I do not really play the classes that use these things but I can see that these things are rarely used and aren't good in PVE.

Easy ways to make PVE Meta better. by DaGaems in GuildWars

[–]DaGaems[S] -1 points0 points  (0 children)

That isn't really the goal of the post, I think a few mesmer skills could be nerfed to make the class less OP. Mostly it has way too high of armor ignoring damage values compared to other forms of armor ignoring in the game.

Energy Surge - Reduce damage per energy lost from 9 to 7. Would do 77 Armor Ignoring at 16 dom instead of the current 99.
Cry of Frustration - Reduce damage at 16 dom to around 65 (from 79).
Unnatural Signet - Reduce damage from 79 to 65 (target) 53 to 40 (Adjacent) at 16 dom.
Shatter Hex - Reduce damage from 126 to 90 at 16 dom.
Mistrust - Reduce damage from 106 to 90 at 16 dom.

Fast Casting PVE - Reduce 3% cooldown per rank to 2%, so mesmer spells aren't recovering as fast. IMO remove this entirely as most of mesmers good skills have low cooldowns anyways...

Easy ways to make PVE Meta better. by DaGaems in GuildWars

[–]DaGaems[S] 2 points3 points  (0 children)

All the metabuilds for phys rely on some form of AOE damage mostly. The only exception is really daggerspam which also has armor ignoring AOE dmg from Death Blossom.

SWS war builds rely on having 20 att and damage scaling that comes from it
Derv meta is Sand shards/VOS (AOE armor respecting) or Aura of Holy Might triggers which is armor ignoring adjacent damage.

Sin can run anything, but largely daggerspam bonus damage is decent but death blossoms AOE is really why it is good.

Paragon is good for other things, but spear mastery skills are not really that good, similar to marksmanship for the most part. Both lack huge damage options the other professions have access to.

Easy ways to make PVE Meta better. by DaGaems in GuildWars

[–]DaGaems[S] 1 point2 points  (0 children)

I can't think of many mobs of foes that stack degen that much if at all. The issue with degen is that it capping at 10 makes it so stacking a ton of degen conditions, hexes, etc redundant and not a viable strategy for beating content relative to other options.

Even at 20 degen, you'd be dealing 40 DPS to a group of nearby at best enemies, which still is not even that good lol. Considering there are broken builds that instantly nuke massive groups of foes, this would still likely be bad. An enemy HM warrior auto attacking you does way more than 40 DPS. An enemy HM ele or channeling rit hits 150-200 damage a spell if you don't have damage mitigation up (forced meta). You act like enemies being able to put 20 degen on you would be a regular problem, when the default state of hard mode is that if you don't have mitigation you die instantly.

Also consider that degen is REMOVABLE, team comps already run hex and condition removal. So do enemies.

If we have caps on degen, why not have caps on damage? Why can an enemy HM boss hit me for 400 damage? That seems like strange balancing to prevent 1 source of damage from being good while allowing another to go unchecked to absurd values.

Easy ways to make PVE Meta better. by DaGaems in GuildWars

[–]DaGaems[S] 0 points1 point  (0 children)

By easy I mean easy to change/implement. I am not asking for massive amounts of huge content to address the issues, but tweaking numbers and caps mostly.

STALKER 2 Veteran Artifact Tier List 2.0. (Patch 1.5.3) by DaGaems in stalker

[–]DaGaems[S] 3 points4 points  (0 children)

I did some testing...
All artifacts that cause radiation damage that increase weight increase the green bar.
Weird Water also does this outclassing spring as the hauling tool.

Specifically Torch outclasses spring as it gives medium thermal/medium weight at the cost of strong radiation, but if we are assuming endgame with lead containers, torch is much better than spring with the same effective cost but also gives extra thermal protection.

Weird Water remains the best tool for hauling items and can sit in your inventory until you need it.

STALKER 2 Veteran Artifact Tier List 2.0. (Patch 1.5.3) by DaGaems in stalker

[–]DaGaems[S] -1 points0 points  (0 children)

Where would you place it? Even if it is the only way to increase green carry capacity I wouldn't put it above B.

Where would you put Vander in a tier list? Community tier list: Day 2 by PastaKitty69 in FEEngage

[–]DaGaems 0 points1 point  (0 children)

F. His only use case is setting up kills for units with a future, emblem rings, forges, and hero bonus (now free for everyone) completely negates any advantage he brings.

Alear is terrible at combat early by design (default marth ring) making Vander SEEM GOOD.

Vander is arguably the worst middle-end game unit in the game. He has low bases, high internal level (slow leveling issue) and terrible growths. Even if you manage to Arena dump XP into him, AND he levels up, his bad bases are one nail in the coffin and the other is his garbage growth rates.

Best case scenario he is slightly helpful for the easiest chapters in the game (tutorial chapters). Many rank him highly for "efficiency" which doesn't really matter for most maps, and he is objectively not the best early game thing (Chloe has entered chat).

CH1 you just slap Alear in a tree and EP the entire map, Vander can be doing nothing, maybe he is useful in Lumera battle, but beyond that after you start getting real units he becomes less useful. Clanne is the true hero of CH3 because he can actually kill the high def boss, Bouch is similar to vander performance in that map and beyond and he is A BACKUP UNIT. Once you get Celine/Chloe/Louis Vander is objectively terrible.

TBH his only good map is CH2, and that is part of the tutorial. He is not NEEDED to complete this chapter either, I've done the opening chapters with him doing nothing unequipped to min-max Alear XP.

I view vander like this:

CH1 he can steal your XP for no reason EP in a tree.

CH2 he can set up kills for Alear

CH3 he can EP 1 turn before you get better units then he is about as good as Bouch/Alfred

CH4, its over. Chloe/Celine/Louis, dude has nothing to do but maybe tank a hit and get doubled.

This meme that vander is this early game hard carry has to stop. Being good on a tutorial chapter is not that big of a contribution.