Condition Meta, Stun Meta, Immobilize Meta

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Is this the really the fate of PvP? Being permanently locked into gimmicky, unskillful builds?

Uncalled for buffs, unneeded nerfs. You HAVE to carry stun breakers AND condition removal. Whoever has their condition removal not on recharge wins.

Congrats on fail game design, you made condition damage viable but PvP is not.


Are we ever going to see the condition meta die or ‘balancing’ condition damage vs. power is the ideal thing to do?

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Posted by: Errant Venture.9371

Errant Venture.9371

Stacking immobilize wouldn’t be as big a deal if you could dodge-roll-in-place while immobilized. Being able to lock someone down for 5+ seconds with something as spammable and easy to apply as immobilize is just silly.

This is why a PTR is needed to test balance changes before they hit live. Anet and their QA team simply don’t have nearly as good a feel for their mechanics as the playerbase do.

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Posted by: Knote.2904

Knote.2904

Stacking immobilize wouldn’t be as big a deal if you could dodge-roll-in-place while immobilized. Being able to lock someone down for 5+ seconds with something as spammable and easy to apply as immobilize is just silly.

This is why a PTR is needed to test balance changes before they hit live. Anet and their QA team simply don’t have nearly as good a feel for their mechanics as the playerbase do.

This, or if cleansing prioritized immobilize. Or both, it’s really a strong control.

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Posted by: Daishi.6027

Daishi.6027

imo there needs to be passive condi removal on all builds, or some sort of base mechanic inherent to call classes (like doge roll = remove 1 stack of 1 condition)

for the most part burst can be avoided by just ya know, avoiding it.

Condi’s come easy and are on more skills than doge able and there is no real mitigation unless you roll a 100% counter condi build which has no damage, while most condi builds are tanky against strait damage.

as to imob meta, it’s just a spin off of condi meta.

“I control time and space; you can’t break free.~”
“Maybe I was the illusion all along!”

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Posted by: Knote.2904

Knote.2904

imo there needs to be passive condi removal on all builds, or some sort of base mechanic inherent to call classes (like doge roll = remove 1 stack of 1 condition)

for the most part burst can be avoided by just ya know, avoiding it.

Condi’s come easy and are on more skills than doge able and there is no real mitigation unless you roll a 100% counter condi build which has no damage, while most condi builds are tanky against strait damage.

as to imob meta, it’s just a spin off of condi meta.

No, that’s called power creep and this game suffers from it.

Everything needs to be nerfed and toned down somewhat.

Even passive cleansing is a bad thing just like condition spam.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

imo there needs to be passive condi removal on all builds, or some sort of base mechanic inherent to call classes (like doge roll = remove 1 stack of 1 condition)

for the most part burst can be avoided by just ya know, avoiding it.

Condi’s come easy and are on more skills than doge able and there is no real mitigation unless you roll a 100% counter condi build which has no damage, while most condi builds are tanky against strait damage.

as to imob meta, it’s just a spin off of condi meta.

No, that’s called power creep and this game suffers from it.

Everything needs to be nerfed and toned down somewhat.

Even passive cleansing is a bad thing just like condition spam.

ArenaNet keeps confusing stronger as creative.

The trait system is failed opportunity, so many boring traits. I could spec 30 points into Fire Magic and I’ll see no difference if I spec anywhere else.

They do need to tone down everything and introduce a more creative trait system.

If 30 points into a defensive line should feel play different than 30 points into offensive.

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Posted by: Red.3572

Red.3572

The reason Immob was so good in the first place was because it could be a game-changer or it could simply do nothing depending on how it was used. If ‘plays’ were planned around a root, it could allow a damage spike to go through fully without a dodge roll negating any of it.

Sure, you could stack roots before, but the old version required high-level coordination and timing to do so. Even then a window of opportunity would present itself ‘between each application’ allowing the rooted player to save themselves from the death chain.

This meant timing the second root wasn’t always so obvious and needed thought, even theory craft. High risk/High Reward right there.

Now with Arena Net’s latest change, you don’t have to think any more. Just use as much Immobilise as you can fit into a player/team build, then dump as much damage on that location as possible. Dude isn’t going anywhere…

Sure you could band-aid fix this by making dodge work through Immob (making another pointless feature of the game), or some other indirect arbitrary crap like more Zerker Stance type skills, or Purging Flames style changes to pretend the game has any depth, degenerating the game experience even further into a skill-less void of nonsense… Or you could simply return the only ‘good’ condition in the game back to being exactly that. One of the ONLY High risk/High reward features.

Wonder what will happen… A return of the old Immobilise, or a pointless round of changes across 6 months that dance around a problem that didn’t need to exist in the first place…

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Posted by: Errant Venture.9371

Errant Venture.9371

The reason Immob was so good in the first place was because it could be a game-changer or it could simply do nothing depending on how it was used. If ‘plays’ were planned around a root, it could allow a damage spike to go through fully without a dodge roll negating any of it.

Sure, you could stack roots before, but the old version required high-level coordination and timing to do so. Even then a window of opportunity would present itself ‘between each application’ allowing the rooted player to save themselves from the death chain.

This meant timing the second root wasn’t always so obvious and needed thought, even theory craft. High risk/High Reward right there.

Now with Arena Net’s latest change, you don’t have to think any more. Just use as much Immobilise as you can fit into a player/team build, then dump as much damage on that location as possible. Dude isn’t going anywhere…

Sure you could band-aid fix this by making dodge work through Immob (making another pointless feature of the game), or some other indirect arbitrary crap like more Zerker Stance type skills, or Purging Flames style changes to pretend the game has any depth, degenerating the game experience even further into a skill-less void of nonsense… Or you could simply return the only ‘good’ condition in the game back to being exactly that. One of the ONLY High risk/High reward features.

Wonder what will happen… A return of the old Immobilise, or a pointless round of changes across 6 months that dance around a problem that didn’t need to exist in the first place…

QFE

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Wonder what will happen… A return of the old Immobilise, or a pointless round of changes across 6 months that dance around a problem that didn’t need to exist in the first place…

They added a new mechanic in a game not designed for it.

Power creeping will also be an issue as now dungeons will become easier and easier with more ascended gear.
Once again, NOT designed for higher stats.

Power creeping already hit PvE and is now peeking it’s ugly head in PvP.

If they want to add something new and exciting, ArenaNet should redesign every, single, trait. Make each one unique, giving a visual feel to builds instead of random, ugly numbers.

Will it be balanced? Hell no. However, I redesigned the entire elementalist trait system to something fun and exciting to build your character. I doubt anyone bothered to look.

You balance by going to your player base, make forms to fill for each and every possible change.

Focus less on making things viable, focus more on making things fun.

You’ll get two entirely different results that way.

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Posted by: CachoDm.4639

CachoDm.4639

Not re-design every single trait but when they have changed some it has worke

R48 Nooßlêss Multiclass Looking for a best friend.

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Posted by: Rym.1469

Rym.1469

Currently, I see it like this:

Pre-Condition Meta (Power Meta):
Domination: Mesmers, Thieves, Guardians, Elementalists

Condition Meta:
Domination: Necromancers, Spirit Condibunker Rangers, Engineers

Whatever Meta atm:
Domination: Worrior

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Posted by: azuzephyr.7280

azuzephyr.7280

Immobilize is strong mostly because of how it is applied. I think the condition itself is in a good place but certain classes have too easy access to it. Look at necro dagger 3, big cast time, obvious animation, long cooldown. Guardian hammer 3, same deal…then there’s thieves, yeah.

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Posted by: PizzaSHARK.2741

PizzaSHARK.2741

Is this the really the fate of PvP? Being permanently locked into gimmicky, unskillful builds?

Uncalled for buffs, unneeded nerfs. You HAVE to carry stun breakers AND condition removal. Whoever has their condition removal not on recharge wins.

Congrats on fail game design, you made condition damage viable but PvP is not.


Are we ever going to see the condition meta die or ‘balancing’ condition damage vs. power is the ideal thing to do?

You need to stop worrying about what is and isn’t “skillful.” Stop stroking your ego; I guarantee you that you aren’t anywhere near as talented and amazing as you believe yourself to be.

If you don’t like the path the PvP is headed in, don’t play it. Certainly no one of importance is going to listen to you if you only have something negative to say and aren’t able to produce arguments without insulting them.

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Posted by: style.6173

style.6173

It’s really sad that before this patch, necros and warriors were OP. After this patch, necros and warriors are OP. Seriously, it took 3 months to not fix the balance issues?

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Posted by: Nova Stiker.8396

Nova Stiker.8396

It’s really sad that before this patch, necros and warriors were OP. After this patch, necros and warriors are OP. Seriously, it took 3 months to not fix the balance issues?

Remember PvP before Torment? How everything was balanced.

Then BOOM POWER CREEP TIME!!!

Someone slap the combat designer and tell him, viable isn’t a synonym for fun. If you want to add something fun, you fix your traits to be interesting.

As of right now, more than 20% of all the traits are deal X% more damage. Very creative. Claps slowly

What is the point of having traits to increase damage, isn’t that what Runes and Sigils are for?

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Posted by: sorrychief.2563

sorrychief.2563

Just call it “I died because I’m bad and meta”.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Just call it “I died because I’m bad and meta”.

lol me bad? I’ll be happy to duel you, I’ll give you a handicap. See if you can beat my naked Elementalist. Here is a spoiler, you can’t win.

This buff to immobilize is just broken. Mesmers are probably the lowest PvP tier, that immobilize just kittens them up so hard. Pin Down, throw Balas, they have no choice but to blow Arcane Thievery. If that is on cooldown, GG, 10 seconds of just eating attacks.

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Posted by: Rym.1469

Rym.1469

When I understand all hate for immobilize, I think it should’e been stackable since the release. Yes, it can really mess some things up, like for Ranger where you have to either wait for proc or waste cleanse signet to get out of immobilize, but hey! Now at least Ican immobilize-lock people for better kiting and I like it!

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
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Posted by: Errant Venture.9371

Errant Venture.9371

Just call it “I died because I’m bad and meta”.

lol me bad? I’ll be happy to duel you, I’ll give you a handicap. See if you can beat my naked Elementalist. Here is a spoiler, you can’t win.

This buff to immobilize is just broken. Mesmers are probably the lowest PvP tier, that immobilize just kittens them up so hard. Pin Down, throw Balas, they have no choice but to blow Arcane Thievery. If that is on cooldown, GG, 10 seconds of just eating attacks.

Lol are you the one who’s been running the naked kamikazee staff ele all evening? So many stupid teams get wiped b/c they don’t think to train out the staff ele lmao

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Just call it “I died because I’m bad and meta”.

lol me bad? I’ll be happy to duel you, I’ll give you a handicap. See if you can beat my naked Elementalist. Here is a spoiler, you can’t win.

This buff to immobilize is just broken. Mesmers are probably the lowest PvP tier, that immobilize just kittens them up so hard. Pin Down, throw Balas, they have no choice but to blow Arcane Thievery. If that is on cooldown, GG, 10 seconds of just eating attacks.

Lol are you the one who’s been running the naked kamikazee staff ele all evening? So many stupid teams get wiped b/c they don’t think to train out the staff ele lmao

lol, no, I’m the naked D/D Ele that everyone focuses and completely ignores my team hoping for an easy kill. Not noticing the 3 scepter glass necromancers piling on massive conditions at a safe distance.

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Posted by: sorrychief.2563

sorrychief.2563

Just call it “I died because I’m bad and meta”.

lol me bad? I’ll be happy to duel you, I’ll give you a handicap. See if you can beat my naked Elementalist. Here is a spoiler, you can’t win.

Dueling me won’t change if you are bad or not. :/ Also think you found the wrong class to play nakid, try warrior or guardian and you can probably afk against most people and still win. Anyway back on topic conditions are not so hard to combat. It’s probably a lrn2play issue or people use their cleanses too early.

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