A quick poll re: stomping in PvP.

A quick poll re: stomping in PvP.

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Posted by: SupahSpankeh.8452

SupahSpankeh.8452

Which of the following (if any) do you deem to be unreasonable and/or annoying to the point you feel the game should be changed to remove it/them?

  • Finishing while in stealth
  • Finishing with quickness
  • Finishing with stability

IF you think they’re all fine, do they then consider all of the classes current downed states to be reasonably balanced, and if not…

  • Which class has the biggest downed state issues
  • Which class has the most OP downed state issues

Keep it civil.

Mad Skullz | 80 Necro | Piken Square

A quick poll re: stomping in PvP.

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Posted by: YTY.4712

YTY.4712

Finishing from stealth is BS, everything else is fine. I think all the downed abilities could be toned down a bit, especially the ones which move the downed character. This is because at the moment it takes just an unreasonably long time to kill a downed thief or ele. I mean, they are already downed, why should it be hard to finish them after that? Imo downed state is only for a small window of opportunity for your allies to save you, not a state where you can make the whole enemy team run circles behind you.

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Posted by: Larynx.2453

Larynx.2453

Eles and Mesmers have fairly overpowered downed states. Engineer, necromancer, and any others with a single target interrupt besides warriors should be buffed to AoE, or all the AoE should be nerfed to single target. Warrior is fine because of vengeance.

Here’s the point, no profession should be immune to all forms of stomping. Eles and to a lesser degree mesmers are. The mesmer 2 is actually pretty okay, it’s just the 1 and 3 in combination that tilts it. On the bright side for eles, mist form no longer contributes to point capturing.

IMO, they should just standardize them. 1 = single target attack, 2 = single target interrupt, 3 = aoe interrupt, 4 = bandage.

(edited by Larynx.2453)

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Posted by: Red Falcon.8257

Red Falcon.8257

Imo the stomps are fine – BUT downed skills need to be tuned.
All classes need to be equal on that: either they all get AoE rupt or not, etc.

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

You forgot about invulnerability stomps.

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Posted by: Puff Pure.8631

Puff Pure.8631

Stealth: pants – you can get stealth really easily as some classes, and unless people know you are there, then you are basically invulnerable.
Quickness, stability: Intelligent use of buffs/boons, good job. You can still be damaged while you have these, and its not as if you can get the as easily as stealth
invuln stomping (e.g: mistform): Depends, if it is invuln where you normally cant attack, then it is massive bs, otherwise, if it is like the warrior stance (which I forgot the name of) fantastic, and enjoy the cooldown!

Ele is a little op in pvp because you can move so far, e.g jumping off the keep in Forest of Niflhel, and ressing up in the bushes (I do this often), but in pve it kinda sucks, especially solo, because you mist form away, and then just get pecked to death, also you cant use your skills as soon as you come out of mistform, which sucks when you have a big downed penalty, mistform is just a losing battle most of the time, unless you have chums!

Vengence I find is very good on my warrior, when 100b and frenzy are on cd, but any good player can avoid that.

Ranger is really good in pve, but it is kind okittenward being licked by my ice drake, thankfully I don’t choose a spider pet because that would be really scary.

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Posted by: Penguin.5197

Penguin.5197

Which of the following (if any) do you deem to be unreasonable and/or annoying to the point you feel the game should be changed to remove it/them?

  • Finishing while in stealth
  • Finishing with quickness
  • Finishing with stability

IF you think they’re all fine, do they then consider all of the classes current downed states to be reasonably balanced, and if not…

  • Which class has the biggest downed state issues
  • Which class has the most OP downed state issues

Keep it civil.

I think finishing in anything is fine. However, with the downed states there is clearly an imbalance. I know I’ll be able to kill warriors/engies/rangers/guardian/necros when they are downed on first try, as you can counter their defence. But thiefs,mesmers and eles are a pain to kill. I don’t see why they should have a special treatment where you have to wait for them to use their warp/movements before you can even attempt to do it.
Imo it should be at the point where either everyone can move in the downed state or no one can.

Edit: Also there are some lame downed skills where you pretty much will never be able to use them, as they are in still cd long after you kick the bucket. Those should definitely be changed.

(edited by Penguin.5197)

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Posted by: Nurse.1085

Nurse.1085

Finishing, especially in World vs World, feels just plain wrong in PVP. It’s great for PVE, but for PVP it feels like the battles are just circle jerks. It’s also a pain in 1v2 or 1v3 situations.

Zergs also get an advantage over small groups because of the downed state. I can’t tell you how many times my group of 5 friends have wiped out many people in a Zerg, only to have them get resurrected by the Zerg again. /facepalms

Some people may argue “it’s also good for small groups!” but think about it like this:

If you’re in a group of 5, going against a group of 15, they can spare 5 people to resurrect 1 person. In fact, they do so rapidly because the more people that resurrect, the faster they’re alive. If someone in your group of 5 dies while up against a group of 15, then the chances of you resurrecting your team mate is very, very slim.

I think that resurrection skills (utilities/elites) should instead be changed to include fully dead people if they were to take out the Downed state in PVP/WvW. That way, you still have a way to resurrect, but you’d need to bring a resurrect skill. In turn, you’d have a higher chance of saving your team mate in small groups instead of almost getting killed yourself trying to resurrect them against a Zerg or not having your Resurrect utility/elite not go off in time before they’re stomped.

Just my 2 cents.

PS I kind of wish they had a static set of downed skills that was shared between all of the professions so it’d be equal. I don’t see a point of professions having different downed skills. For example, everyone’s skills would be :

  • Skill 1 : Auto Attack
  • Skill 2 : AOE Knockback
  • Skill 3 : Escape Mechanic
  • Skill 4 : Help Me!

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Posted by: TheBlackLeech.9360

TheBlackLeech.9360

The only thing that I feel should be changed about finishing a downed opponent is Elementalists who use mist form or whatever it is called at the same time they use a finisher. There is literally nothing you can do against that unless you have a downed skill that can teleport you to another location.

Stability, stealth, and quickness are all fine, IMO.

As far as downed state skills go…

Necromancer seems to be the worst off…
Your auto-attack immediately begins firing on whatever it seems the game wants to attack… and its a 10 second cast…. meaning if you went into downed state and started attacking the wrong target….. you are SOL until after 10 seconds…. (or if you burn your fear to stop attacking) The skill that you can use to stop someone from finishing you is also a single-target only….

Ranger is the next worst…
While you are downed, you have a skill that is almost completely useless. “Lick Wounds” revives your pet if it is downed and calls it to your location to revive you.

By the time this skill is able to be used…. you are most-likely dead… or have used your interrupt (which is AoE at least)… but foes just walk up to you and finish you by the time it is charged and your pet runs to your location.
By the same token…. under water “Lick Wounds” is the most overpowered downed skill in the game atm. Since players cannot finish downed players under water. you can survive an assault of up to 3 players while your pet keeps you alive.

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Posted by: Kilger.5490

Kilger.5490

As a necro whos played a mesmer and elementalist I’ll say the necro is least likely to recover from downed state but I dont believe they all need to be balanced either.

The necro downed #3 puzzles me, havent figured out what I’m supposed to do with it. A great alternative would be an AOE life leech like shroud #3 to get us on our feet faster, that could hit theives in stealth too.

Kilger – Human Ranger
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry