Cele nerfs good but could still go further imho. Still waiting for Willbender to get gutted. The most ridiculous thing ever. Great breakdowns tho, GGZzzzzzzz and subbed
I really like how they are now pushing firebrand to be more of a healer, i think empowering mid zerg fight is based for more endurance, i think warrior mace is gonna be used.
I like the celestial nerf, but this will not make roaming more balanced. Some classes / spec's just have too much. If you have more boons, cc, damage, sustain and mobility than 90% of other classes, that has to be addressed. Most of the time when Anet is balancing something in sPVP, they are omitting those changes in WvW, and this is why roaming is in such a terrible state.
these changes make roam one shot fiesta. some classes come with eod are more powerfull than others such as willbenders. and some come with eod rely on use of celestial like catalysts. idk how specs with low mobility and boons will survive againsts willbenders in current situation.
Professions and specs with low mobility and boons are probably going to struggle to survive against most things in a 1v1 situation regardless -- those are two very important factors that those professions are missing. It's difficult to not generate boons, and not have movement utilities, and perform well.
anet have started down a bad road here. adjusting stats lke this and potentially minstral stats, is lazy and ignores the real issue, the design mechanics around boons. This will just lead to even more 1second burst kills, which already plague the game. I've seen it before in other games, it kills the game mode pretty quickly once it starts, its a self enforcing cycle of misery to all but those lame people who engage in it.
I think the big change with Necro's transfuse might have helped a lot in PVP/WvW but I think a lot of players are more made bc of the PVE aspect. Spear 5 is confusing for sure
PvE is definitely not my area of expertise, but yeah, it was a decision to make that change affect all gamemodes, rather than another competitive balance split. I can't speculate much on that decision, though.
The cele stats removal is good. Tho not enough but i believe since they now got the mechanic to stuff like this there might come more stat changes in the future xP
Thieves still glitching into tower but transfusion was an issue. Lol 😅 also, where is the natural armor and health pool discussion and how the class skills don't always balance out that disparity. It's why the most popular roaming classes are thieves/willbenders/condiwars.
I mean to be honest I’d expect thief to be able to sneak into things since… they are thieves? Also so many spots they can’t just do that or even port because of the “no valid path to target”
@@sheffplaysgames for example they allow transfusion to be op and game warping for year with no efforts to tweak number of targets, cd or range to make the ability more reasonable. Scourge will likely already take a hit and need to specialise more damage oriented (as their boon coverage and uptime is pretty bad) or full support and learn into being able to supply barrier. But then transfusion arguably one of the most thematic and best utility next to boon corruption necro offer is gone in all game modes. This pattern where anet nuke something into the ground and then wait and see if they need to buff it back into relevance later is just comically them for me at this point. I would prefer to see them trying to tweak stuff bringing op, meta warping stuff down in power with the variables they have to change and maybe even buffing classes that are really underperforming. They are capable of this and did so recently with revenant spear taking it from the most broken pve thing in the game where a boondps was the single highest benchmark in the game to a much more reasonable spot without making it unusably bad. You mentioned some ways scourge and transfusion had alot of skill expression in the video as well as the issue of a good scourge Vs bad scourge being too much of a deciding factor I find it hard to believe anet didn't think we could give transfusion pull a 30-45-60 second internal cd and make it only pull 1-2 people depending on cd maybe make the range rven shorter so the scourge and squad have to play around that or the scourge has to place a sand wraith on downed playets to pull them. I agree in it's current state it's not good for the game I can see alot of ways to fix it without destroying a really good thematic class fantasy utility they came up with. But i guess we'll see how this shakes out. Since launch of Gw2 balance feels like it has been all over the place and the they nerf stuff into the ground to then buff it later as its completely underplayed in the meta is a pattern I've seen so often from them now and probably alot of cool ideas are in the bin somewhere cause they came up with couldn't be bothered balancing it to a reasonable spot and then just ditched it. Necro spear 5 is another good recent example rather than try to balance that shorter effective window, only eats 1 boon, max 5 targets for fear of it getting abused they nerfed it before the potentially abuse and class stacking could even happen. That mechanic seems to me like a natural counterpart to aegis the ability to negate 1 boon application on an enemy. We have alot of boon corrupt and steal in the game already which is fine. So i guess the issue was necro spear 5 being the only one to have this ability yes I can see that as an issue but if the ability were balanced well enough I think it would be something that could have been added to other classes, weapon kits that were lacking a bit. Would have been my choice as it was cool bit of kit and tech rather than being scared of it over performing before it ever did so. Sorry for the long post but I have given examples of two balance changes that were a bit heavy handed and one that was appropriate. Tldr: Just wish they used a scalpel and 3d printer for their balance more often than the sledgehammer and chainsaw.
Alacrity and Quickness are probably a bit too prevalent right now. I think there's a lot of people who would like to see Alac/Quick exist as personal boons exclusively.
Zergs used cele first then roamers did to compete when swarmed by them. Also thief is only crutch with deadeye or p/p condi daredevil since they only rely on stealth d/p and s/d builds mainly just evade or blind with barely any booms yet will ended can port and get every boon basically in the game while having high dps stability to never get cc’d and invulns and blocks and tons of aegis. Revealed getting buffed so the thief crutch is less valid also the fact that thief gets melted by any class face to face
Thank god. I’m so sick of roaming invis players or willbenders. I play holosmith lately and I legit struggle in those fights because I have virtually no mobility or ways to move around. Then I switch to willbender and have 10 ways to move around a area. Total bs and broken. It’s not even fair someone can go in and out of combat with ease with no punishment
The reason people are unable to understand the reason Extirpate was removed as a thing is that they fundamentally have no understanding of how broken OP Boons are in this game. If Boons only had 1/3 or 1/4 of their power, Extirpate would only be a minor annoyance. Instead, it's majorly crippling since Boons are such a large part of player power. A 33% reduction in power damage taken is almost as good as stacking as much Topughness as you can. Extirpate can never be balanced as the Boons are right now. It'll either be too OP or utterly worthless, there's no in-between.
I'm inclined to agree. Winds of Disenchantment got nerfed for the same reason -- there's a giant difference between removing boons that have been applied, versus preventing boons from ever being applied in the first place.
@@sheffplaysgames Whenever I see people lamenting that there should be more Boonstrip or Boon prevention I always scream in my head that the reason we have so little and they get constantly nerfed in Competitive is because Boons are such a large part of a character's power that if you remove it you nerf them severely. If say, Protection only reduced damage by 10% or 15% then something that could remove it or prevent the application would be a minor inconvenience. When it has a 33% damage reduction, then it's a MAJOR part of the character's defensive capabilities and removing or preventing it completely wrecks them before the fight has even begun for real.
Cele nerfs good but could still go further imho. Still waiting for Willbender to get gutted. The most ridiculous thing ever. Great breakdowns tho, GGZzzzzzzz and subbed
I really like how they are now pushing firebrand to be more of a healer, i think empowering mid zerg fight is based for more endurance, i think warrior mace is gonna be used.
it’s not really a healer if you even max out the capabilities 😂 fb is terrible in comparison to tempest our scrapper.
Thanks for doing an overview of this, Always loving your content! Keep it up!
This one was so well explained, keep up the content friend!
I like the celestial nerf, but this will not make roaming more balanced.
Some classes / spec's just have too much.
If you have more boons, cc, damage, sustain and mobility than 90% of other classes, that has to be addressed. Most of the time when Anet is balancing something in sPVP, they are omitting those changes in WvW, and this is why roaming is in such a terrible state.
these changes make roam one shot fiesta. some classes come with eod are more powerfull than others such as willbenders. and some come with eod rely on use of celestial like catalysts. idk how specs with low mobility and boons will survive againsts willbenders in current situation.
Professions and specs with low mobility and boons are probably going to struggle to survive against most things in a 1v1 situation regardless -- those are two very important factors that those professions are missing. It's difficult to not generate boons, and not have movement utilities, and perform well.
Thanks Sheff! *^_^*
Definitely will be interesting to see how the cele nerfs change group comps, should get the theorycrafters excited!
anet have started down a bad road here. adjusting stats lke this and potentially minstral stats, is lazy and ignores the real issue, the design mechanics around boons. This will just lead to even more 1second burst kills, which already plague the game. I've seen it before in other games, it kills the game mode pretty quickly once it starts, its a self enforcing cycle of misery to all but those lame people who engage in it.
What are the design flaws of boons, exactly? They've been a core part of the game since release.
@@sheffplaysgamesboon pumping was not easy at the begining. after eod anet simply lost his way how boons applied and sustained.
I think the big change with Necro's transfuse might have helped a lot in PVP/WvW but I think a lot of players are more made bc of the PVE aspect. Spear 5 is confusing for sure
PvE is definitely not my area of expertise, but yeah, it was a decision to make that change affect all gamemodes, rather than another competitive balance split. I can't speculate much on that decision, though.
The cele stats removal is good. Tho not enough but i believe since they now got the mechanic to stuff like this there might come more stat changes in the future xP
Thieves still glitching into tower but transfusion was an issue. Lol 😅 also, where is the natural armor and health pool discussion and how the class skills don't always balance out that disparity. It's why the most popular roaming classes are thieves/willbenders/condiwars.
I don't roam, so it's not really my area of expertise. Whatever discussion I would be able to contribute to that topic would be uninformed.
I mean to be honest I’d expect thief to be able to sneak into things since… they are thieves? Also so many spots they can’t just do that or even port because of the “no valid path to target”
Anet loves to balance with a sledgehammer smh
For which balance change specifically?
@@sheffplaysgames for example they allow transfusion to be op and game warping for year with no efforts to tweak number of targets, cd or range to make the ability more reasonable. Scourge will likely already take a hit and need to specialise more damage oriented (as their boon coverage and uptime is pretty bad) or full support and learn into being able to supply barrier. But then transfusion arguably one of the most thematic and best utility next to boon corruption necro offer is gone in all game modes. This pattern where anet nuke something into the ground and then wait and see if they need to buff it back into relevance later is just comically them for me at this point. I would prefer to see them trying to tweak stuff bringing op, meta warping stuff down in power with the variables they have to change and maybe even buffing classes that are really underperforming. They are capable of this and did so recently with revenant spear taking it from the most broken pve thing in the game where a boondps was the single highest benchmark in the game to a much more reasonable spot without making it unusably bad. You mentioned some ways scourge and transfusion had alot of skill expression in the video as well as the issue of a good scourge Vs bad scourge being too much of a deciding factor I find it hard to believe anet didn't think we could give transfusion pull a 30-45-60 second internal cd and make it only pull 1-2 people depending on cd maybe make the range rven shorter so the scourge and squad have to play around that or the scourge has to place a sand wraith on downed playets to pull them. I agree in it's current state it's not good for the game I can see alot of ways to fix it without destroying a really good thematic class fantasy utility they came up with. But i guess we'll see how this shakes out. Since launch of Gw2 balance feels like it has been all over the place and the they nerf stuff into the ground to then buff it later as its completely underplayed in the meta is a pattern I've seen so often from them now and probably alot of cool ideas are in the bin somewhere cause they came up with couldn't be bothered balancing it to a reasonable spot and then just ditched it. Necro spear 5 is another good recent example rather than try to balance that shorter effective window, only eats 1 boon, max 5 targets for fear of it getting abused they nerfed it before the potentially abuse and class stacking could even happen. That mechanic seems to me like a natural counterpart to aegis the ability to negate 1 boon application on an enemy. We have alot of boon corrupt and steal in the game already which is fine. So i guess the issue was necro spear 5 being the only one to have this ability yes I can see that as an issue but if the ability were balanced well enough I think it would be something that could have been added to other classes, weapon kits that were lacking a bit. Would have been my choice as it was cool bit of kit and tech rather than being scared of it over performing before it ever did so. Sorry for the long post but I have given examples of two balance changes that were a bit heavy handed and one that was appropriate. Tldr: Just wish they used a scalpel and 3d printer for their balance more often than the sledgehammer and chainsaw.
Ngl I'm prob gonna use signet of courage with quickness, what happens if you stack multiple signet of courage
Should give you a pretty chunky heal, but I think if you wanted as much raw healing as possible, you'd play Vindicator or something like that.
Why can't herald have quickness in wvw now that alacrity and quickness is more widespread?
Alacrity and Quickness are probably a bit too prevalent right now. I think there's a lot of people who would like to see Alac/Quick exist as personal boons exclusively.
Because both Alac and Quick are two utterly broken OP things that should be removed from the game entirely?
What are the extra UI addons that you're using?
he is using ARCdps and the ARCdps healing addon
Correct. There's a guide to setting it up elsewhere on the channel if you are interested in using it.
Thanks!
Roamers might actually have to play with some skill now that they lose their crutch stats.
Cele made roaming more welcoming for less experienced player. Something tells me you'll prob see a lot less roamers.
@@smoov5046it's still a good stat even without concentration and expertise
Are we going to talk about WB and Thief and their crutch mechanics? Didn't think so.
Zergs used cele first then roamers did to compete when swarmed by them. Also thief is only crutch with deadeye or p/p condi daredevil since they only rely on stealth d/p and s/d builds mainly just evade or blind with barely any booms yet will ended can port and get every boon basically in the game while having high dps stability to never get cc’d and invulns and blocks and tons of aegis. Revealed getting buffed so the thief crutch is less valid also the fact that thief gets melted by any class face to face
Thank god. I’m so sick of roaming invis players or willbenders. I play holosmith lately and I legit struggle in those fights because I have virtually no mobility or ways to move around. Then I switch to willbender and have 10 ways to move around a area. Total bs and broken. It’s not even fair someone can go in and out of combat with ease with no punishment
Hey Sheff, have I ever said I like your voice?
With how much I have to struggle with my mic to get it to sound good to me, I'm shocked (but appreciate the compliment nonetheless).
@@sheffplaysgames TBF I even told you the taste of your voice while with ViP so, yeah, your mic sounds really good, but your voice does help a lot.
The reason people are unable to understand the reason Extirpate was removed as a thing is that they fundamentally have no understanding of how broken OP Boons are in this game. If Boons only had 1/3 or 1/4 of their power, Extirpate would only be a minor annoyance. Instead, it's majorly crippling since Boons are such a large part of player power. A 33% reduction in power damage taken is almost as good as stacking as much Topughness as you can.
Extirpate can never be balanced as the Boons are right now. It'll either be too OP or utterly worthless, there's no in-between.
I'm inclined to agree. Winds of Disenchantment got nerfed for the same reason -- there's a giant difference between removing boons that have been applied, versus preventing boons from ever being applied in the first place.
@@sheffplaysgames Whenever I see people lamenting that there should be more Boonstrip or Boon prevention I always scream in my head that the reason we have so little and they get constantly nerfed in Competitive is because Boons are such a large part of a character's power that if you remove it you nerf them severely.
If say, Protection only reduced damage by 10% or 15% then something that could remove it or prevent the application would be a minor inconvenience. When it has a 33% damage reduction, then it's a MAJOR part of the character's defensive capabilities and removing or preventing it completely wrecks them before the fight has even begun for real.