Balance: A job well done, but still some minor issues.
Portals are very simple to fix.
Simply make it so that any bundles are dropped when moving through one. Apply the same restrictions to all teleport/transform/stealths and bingo! Intercepting the repair kit carrier is now something that’s actually possible, since the only thing that will allow you to get back a bit quicker is going to be swiftness, and you can’t just dodge past any interceptors any more.
Would really like to see the aforementioned change to Portal. Just make people drop bundles when stepping through them. Balance!
Portals are TOO GOOD, and it’s more of a problem than just the bundle in Khylo. Portals offer unprecedented map control without the need to physically move to the point once the exit is down. Portals are just as good, if not better, on Foefire and Niflhel, than they are on Khylo.
Even if kits are nerfed going through portals, at the end of the day, tPvP is reliant on point and map control. Mesmers will STILL be the #1 pick for any tPvP team because of the team mobility power of portals.
My suggestion is to make portal exits attackable and destroyable objects.
Preparation time please to 1-1:30 mins max. Sometimes we play less than we wait for the game. For paid tournaments and serious games would be fine, but currently its an overkill.
Also, lets be honest. In Guild Wars 1, you’ve made the mistake of having several builds being constant meta and forcing everybody to play them. Please, don’t do that.
What is it with you people and how terrible you are dealing with portals?
Camp your best 1v1er on the Trebuchet once the Mesmer flees. DO NOT destroy the Trebuchet until the mesmer returns via portal. The Mesmer wastes his time going to the repair kit before it’s up and will have to travel back.
Leaving the Treb on low life insures that the next time he mouts the treb, the treb will be quickly destroyed by your roamer, you then camp the treb portal.
Your team can tell you if the Mesmer has given up on the Treb to help assault/defend a point, at that point you can destroy the treb and push a separate point/gank contested point.
Sorry but Mesmer portal is pathetically predictable, and not broken in the least.
Kalar Meadia – what you said works just the same against any other class on enemy trebuchet. That is the exact tactic we do – however, when a mesmer decides to repair a treb – its done as twice as fast compared to others. This is a minor advantage – but still an advantage that you just have to utilize.
This was a pretty good post op!
Portals are very simple to fix.
Simply make it so that any bundles are dropped when moving through one. Apply the same restrictions to all teleport/transform/stealths and bingo! Intercepting the repair kit carrier is now something that’s actually possible, since the only thing that will allow you to get back a bit quicker is going to be swiftness, and you can’t just dodge past any interceptors any more.
That’s a pretty brilliant idea. Not sure why it wasn’t implemented to begin with.
My guess would be it has something to do with Engineer kits.
Since the OP, and everybody else neglected to do it, let me have the honor of mentioning Guardians as a major issue affecting all levels of tPvP. In your extended PvP experience, I am sure you have seen or been the cause of the issues that Guardians cause in any given match.
If your competitive team runs 2 Guardians, and they’re good at what they do, you have a significantly higher advantage than the opposing team. This is true for Guardians only. No other class affects competitive game play as much as they do. An honorable mention goes to Mesmers.
The necro can already absorb a good amount of damage if you use DS properly. So I do not think we need a defensive boost since that would make him unkillable in 1vs1 even with a glass-cannon build.
What the necro needs is some way to avoid damage through some escape ability, so he does not get focused so easily in coordinated group play. Currently the only way is plague form which is an elite with a long CD.
Another problem is that the burst damage of a glass-cannon necro is still worlds below that of other professions. On the other hand the survivability is much better. And that is simply due to DS which every necro has. So due to balancing reasons the necro must not be allowed to have high burst damage. In effect, the current DS mechanic is severely limiting the available roles the necro can play in PvP. In my opinion, the most elegant solution would be to add a #5 skill to DS which consumes all available life force (and so kicks the necro out of DS) for beneficial buffs like might/protection with a duration that depends on the amount of consumed life force.
@Merciless – yes, 2 guardians can make a point not accessible for the enemy team. But they are so… static. U completely lose half the flexibility, and will fall to any good and organized team – because conquest is won with movement. period.
I do think the balance of the game is great, all I’m saying is “it could be a bit better”.