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Author Topic: Jon Peters opinions on class difficulty  (Read 480 times)

Offline Bartlebe

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Jon Peters opinions on class difficulty
« on: June 11, 2012, 12:36:28 PM »


I'd agree with the elementist being pretty high. If you make an attempt to dance between the different elements and use a variety of offensive and defensive abilities, it can be pretty challenging.

If you just stick to fire and faceroll AoE skills, maybe not.  :P

Thoughts?

Offline Bartlebe

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Re: Jon Peters opinions on class difficulty
« Reply #1 on: June 11, 2012, 12:37:57 PM »
Cartwright seems to agree with Peters opinions. Check out the middle column.


Offline Keen

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Re: Jon Peters opinions on class difficulty
« Reply #2 on: June 11, 2012, 01:26:39 PM »
I think the Engineer is definitely tough to get the most out of right now.  I tried one in the first BWE and felt like I had to play 'just right' to compete. The healing turrets were super strong in battlegrounds, though.
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Offline krigare

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Re: Jon Peters opinions on class difficulty
« Reply #3 on: June 11, 2012, 03:27:47 PM »
I tried engineer out in BWE1 and it felt pretty weak in pug play, though I think with a bit of tweaking it would be great in a tournament situation.  As for WvW I have no idea since I haven't played it.

Offline Odius

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Re: Jon Peters opinions on class difficulty
« Reply #4 on: June 11, 2012, 06:01:33 PM »
Wanted to try Engi this BWE, but after reading the Reddit thing where they said it was still a little weak, i decided to wait. tried warrior instead and found my love.


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Offline Evalissa

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Re: Jon Peters opinions on class difficulty
« Reply #5 on: June 12, 2012, 09:26:42 AM »
I rolled up an engi and played it in BG's with a turret/defence spec

I could hold a point against two people normally, and often get two kills if they did not run, however if they AOE'd my turrets i would die, or if i placed my turrets apaprt to avoid AOE's and they picked my turrets of 1 by 1 and ignored me, i died
It was quite fun tho

I did not enjoy mesmer PvE because i felt like the illusions were a waste in PvE. they did almost no (or 0 for some of them) damage and the mobs ignored them or just aoe'd you and killed them
Mesmer PvP might be good, but I did not try it
Warrior was great fun but a little too soft for my tastes, definatly not the heavy warrior we are used to, much more a meele dps scrapper type
Guardian seemed to be the strong choice for Meele PvE, but lack of strong range attacks and gap-closing ability make it challenging for some fights, and for PvP
Ranger is probably my favourite class currently, and the one I will be picking as my first unpaired character, Elementalist was also fun and looked to be very powerful for both PvE and PvP
I have not tried necro or rouge yet, but rogue dose not appeal to me, I am a fan of necromancers in other games tho and will be trying one out at some stage

Offline Untos

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Re: Jon Peters opinions on class difficulty
« Reply #6 on: June 12, 2012, 01:55:30 PM »
well I tried Eng in the Mist and it feel disjointed and random everything.   May try more next Beta to see.

I've been playing Mesmer and Guardian.


Guardian do well on PVE.  PVP.. I feel the lack of Range makes him useless.  It doesn't help that If I run up to be front line I drop quick.


Mesmer PVE wise is exactly what Evalissa said.  Illusions does nothing while Mobs just Beeline for you.  I can't take on more than 1 mob w/o dying.  The same mobs I have no problem at all w/ Guardians.  this including dodging, switching weapons, using different utility abilities and heals.

PVP wise.  Mesmer feel like they are jsut making extra targets for enemy to kills.  dmg wise, we're not doing much and we barely have any real AOE.  Shatter currently isn't doing much and most Illusions died before they Run up to the target to explode...  AOE and Terrain is the bane of illusions Shatter.  Doesn't help that they reduce Clones dmg alot.

I posted this suggestion Official Beta..  In hopes for them to overhaul the Illusion system.

POST:

I understand that Mesmer is still being tweak being that it’s the last class that is implemented.

Current issues including: Clones summoning that override Phantasm, Shatter that doesn’t do much, the AI in ability to find target due to Terrain.

I’ve noticed that Clones was tweaked to have more health but do less damage during BWE2. Phantasm Haste is “bugged” according to alot of people.

Here’s my suggestions:

1) Shatter only Shatter CLONES. (not Phantasm)

2) Allow Maximum of 2 (or keep it 3 Clones)

3) Clones do small damage like now, but have enough health to be distraction/decoy.

4) Phantasm are summon like before but does not count toward Clones maximum.

5) Once summoned the same ability change to Shattered that Particular Phantasm with added effect. (eg. Berserker Cripple when shatter)

6) Once Phantasm Shattered that’s when the CoolDown starts, before another of the same type can be summon again.

7) Shattering Phantasm is a Projectile or a Leap (for combo reason) so Terrain problem is avoided for Phantasm Shatter. so Mage turn into a bolt, Berzerker turn into flying Illusion 2-handed sword toward target.. Etc.

8) Current list I have: Berserker= Cripple+dmg(aoe like other shatter), Duelist=Blind+dmg, Swordman=Bleed, Disenchanter = DMG+Remove 1 Boom, Defender=dmg+1 Aegis buff, Warlock = dmg+aoe Random conditions, Mage=dmg+Aoe Confusion…

This will allow 2(or 3) max Clones and 2 Phantasm. will Eliminated Clones overriding Phantasm.

Would it be asking too much to allow 1 phantasm summon w/o Target? (maybe as a Trait?)

Also, the Main Hand weapon for single is a bit limited. Any chance of Main handing Dagger or Pistol for Range?

That’s my suggestions..

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Offline Bartlebe

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Re: Jon Peters opinions on class difficulty
« Reply #7 on: June 12, 2012, 02:21:34 PM »
I hated the clones and phantasms business. Trying to match which skills summon clones or phantasms, trying to match that with the right traits and with the correct weapon combos all while thinking about which utilities are summoning clones or phantasms....

What a headache.

Offline krigare

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Re: Jon Peters opinions on class difficulty
« Reply #8 on: June 12, 2012, 03:51:32 PM »
I hated the clones and phantasms business. Trying to match which skills summon clones or phantasms, trying to match that with the right traits and with the correct weapon combos all while thinking about which utilities are summoning clones or phantasms....

What a headache.

I didn't play this BWE but I read a bunch about the mesmer changes and it seems they really separated the specs out...a phantasm build isn't going to want to shatter because the phantasms do beastly damage (heard they were bugged this build but still) while a clone build will shatter shatter shatter since the clones aren't doing anything otherwise.  This means a phantasm build will 1. never want to shatter and 2. not take any clone abilities because the clones can replace the phantasms.  Likewise, a clone build will never want to take a phantasm skill because as soon as he shatters, his truckin phantasm is gone.  I also heard shatter damage was nerfed but I'm not sure if its true.

I'm not quite sure where this leaves the mesmer but on paper it really reduces the choices you have in your builds.

I'm hoping there will be a BWE with a somewhat final build so I can try out the classes one more time.
« Last Edit: June 12, 2012, 03:56:33 PM by krigare »

Offline Eternity

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Re: Jon Peters opinions on class difficulty
« Reply #9 on: June 12, 2012, 06:41:02 PM »
Some classes are stronger then they apear if you spec them right, I saw some video of a bomb enginer 1v4 and win and hold his own in pvp (not wvw). Just remember that the game hasn't been played a lot and many new builds and way of playing classes will probably arise.