User talk:DIVA

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This wiki is not the official forums. ArenaNet isn't going to read your complaints about game balance here, and they are not relevant to the documentation of the wiki. Please wait for the forums to re-open and post your balance complaints there. Thank you. —Dr Ishmael User Dr ishmael Diablo the chicken.png 15:24, 4 August 2012 (UTC)

Above applies to mainspace talk pages mostly, of course. In general, talk pages are kept for the purpose of discussing contents and revisions and documentation of the subject of the article – on mainspace articles, that usually means topics strictly related to documentation. Other topics like game balance and builds can be discussed in other areas like user talk pages (like here) or in other userspace discussion pages. :) Still, forums like GW2Guru and any other community sites are obviously better to talk about such than here on wiki. Mediggo 15:42, 4 August 2012 (UTC)


moved from Talk:Discipline

This attrbute needs a serious nerf. Take a close look at other profession-unique attributes. They only reduce recharge rates. HOW does Anet justify a % increase in damage?! There is 2 options for Anet imao: 1. Erase the %increase of damage 2. Inmprove ALL other profession-attributes. --DIVA 13:13, 4 August 2012 (UTC)

Balancing complaints don't belong to mainspace. Arenanet won't read them anyway. Gnarf 13:32, 4 August 2012 (UTC)
+% damage fits the warrior because their unique mechanic is mostly used to directly deal damage, unlike many other professions' unique mechanics. Necromancer's unique attribute increases their life force pool, and ranger's Empathy increases their pet's attributes, so those two don't have anything to do with recharge rates either. Mediggo 15:21, 4 August 2012 (UTC)
an increased damage (higher dps) is consistent with a reduced recharge (increased dps). The two can be virtually identical in effect. —Torrenal 16:43, 4 August 2012 (UTC)
Well I disagree. There are 3 types of profession-unique attributes.
1. Recharge only attributes: Guardian= Willpower,Engineer= Ingenuity,Thief= Cunning,Ele= Intelligence,Mesmer= Guile This is okay. But if you ask me, thos mechanic need anoter unique thing to it.
2. Increasing attributes: Necro= Hunger, Ranger= Empathy This is stronger and *much* more determined than a decrease in cooldown. Those are well fitting.
3. Recharge *plus* increasing attributes: Warrior=Brawn. Enough said. A %increase in damage? PLEASE! if u max this you get +30% damage increase. Please point out one attribute that is even remotely as strong. --DIVA 09:07, 5 August 2012 (UTC)
One last thing. I don't care if Anet reads this or not, but in my opinion this is worth a discussion.--DIVA 09:07, 5 August 2012 (UTC)
The problem with this kind of balance discussion is that you compare a certain game element per class without taking into concern other game elements where this class might be weaker. An example: Guardians and Warrior are broken, because they use Heavy armor and Heavy armor is clearly superiour to Medium armor and Light armor, which by the way is weaker than the other two so it needs a buff. You see just to say that Brawn needs a nerf, because it is clearly the best of the class-specific traits, isn't such a wise claim. Because imo warriors not the most competent class. They are easy to pick up and play, yes. And I think the way Brawn is designed does help to support this easy to go mentality, that the designers wanted to have. But the warrior as a whole is not hopelessly overpowered.
After this long on topic answer. I share another concern, with my fellow contributers. Usually these kind of dicussions I would expect in a User space. Not the offical part of the wiki. Because I can'T think of any way how this discussion improves the quality of this article. But again, you are right. Your worries are a worth a discussion. I think a forum or your user space would be a better place. - Yandere Talk to me... 09:24, 5 August 2012 (UTC)
Ya'll do realize Brawn only increases the damage of Burst skills, of which there's only like 1 per weapon and it has a long CD? It's not like a passive 30% damage increase. -Auron 09:29, 5 August 2012 (UTC)
I also thought that there might be a misunderstanding like that as well. Furthermore, it is not enough to simply look at the unique attributes, or even the unique mechanics, but the profession as whole. And the professions are very hard to compare against each other in a critical way, in my opinion. Mediggo 20:36, 5 August 2012 (UTC)
I fully agree to this. And even though my title is kiddy-like I am 100% against nerfs. I'd much rather be more satisfied with the unique attribute from mesmer, engineer and guardian especially. But does anybody believe that a max of 30% decreased CD is anywhere near a %increase in burst damage? I mean I will play warrior myself, but I see 16k damage+ with the right build. This is okay, because it is THE unique thing of a warrior (to be able to put out max dps for a short time) but I am missing this on other professions. Post Scriptum: Thx for all the feedback and being patient with me.--DIVA 21:07, 5 August 2012 (UTC)
Whether you reduce recharge by 30% or increase the damage by 30%, the DPS increase is the same. For mesmer/engineer/etc. it makes sense to reduce the recharge, since they aren't pure damage-focused, and this lets them apply the non-damage effects of their abilities more often. Warriors, on the other hand, are primarily focused on damage, so it makes more sense to give them a damage increase on their profession mechanic rather than a recharge reduction. Furthermore, reducing the recharge on burst skills wouldn't help much, since you still have to build up the adrenaline in order to use them at full effect, and it probably takes longer than the recharge time to build a full bar of adrenaline. —Dr Ishmael User Dr ishmael Diablo the chicken.png 21:33, 5 August 2012 (UTC)
Warriors are not primarily focused on damage. They have also lots of support and control. Like every other profession in this game. — Gnarf ~ El Psy Congroo ~ 21:46, 5 August 2012 (UTC)
We're talking about the profession mechanics, I forgot to reiterate that specifically. —Dr Ishmael User Dr ishmael Diablo the chicken.png 21:55, 5 August 2012 (UTC)
Also, the recharge rate attributes (such as Engineer) reduce the recharge of 4 skills, not just 1. I would much rather be able to use skill that does something other than damage (like the mesmer's daze shatter) more often than a boost on a single shot damage (which can be dodged, blocked, weakened, or missed from blindness).~ Allusir User Ao Allusir PhD Logo.png 22:48, 5 August 2012 (UTC)
I don't see Brawn being over powered. If any are imbalance, I'd probably say Intelligence. I can't see why you would need to switch you attributes quicker unless you mis-clicked. Although the whole effect when attuning thing is still a tad confusing (do you need traits for them? Or is it there before and traits just improve it?). Still, I don't see many people abusing rapid attunement for those little bursts, or at least to the point I'd want Intelligence over any other attribute... Cunning also seems a little weak, but Steal can gain a lot of buffs by traits. But yah, I don't see Brawn being any more powerful than Ingenuity, Empathy, or most of the others. BioMasterZap 23:33, 5 August 2012 (UTC)
Cunning does seem weak but the thief already has dual skills and initiative on top of stealing, so it's balanced in entirely different way. Elementalist's trait lines also have rather unique structure in my opinion, so it really is pointless to compare primary attributes or individual unique mechanics of two professions. :) Mediggo 15:02, 6 August 2012 (UTC)
Yah, thief has a lot to it. I just don't like the steal as much as initiative. But even without focusing on stealing, when planning my traits, it ended up pretty good with apply poison and such. And it is a shadow step too. For the Ele, it isn't so much that I find it's unique attribute weak compared to the others, I just find it weak. The whole attunement thing is a great mechanic, but the recharge on swapping is already very low. I just don't see why I'd use traits to further lower the attunement over things like damage, armor, or life. There are a few traits in the line I do like though, but unless Intelligence is improved a bit, I don't see myself going for them. Although other players may find play styles where quicker attunement swapping is useful, I just don't see it being for me =P BioMasterZap 16:53, 6 August 2012 (UTC)

weapon screenshots[edit]

We talked about this, remember? We were going to use .jpg for the weapons screenshots, because <item name>.png is reserved for the icon. Also, I responded to your question on my talk page. — Rari User Rari sig.png 13:39, 13 August 2012 (UTC)

Just worry about the screenshots; your icons are badly cropped. I'm uploading better versions of them. — Rari User Rari sig.png 14:08, 13 August 2012 (UTC)