Foefire 24/7 vs bunker teams
let me get you right..you say this map+bunker meta is problem because?
the distance between points is too big?
bunkers can defend lord way too good?
what exectly do you claim here?
let me get you right..you say this map+bunker meta is problem because?
the distance between points is too big?
bunkers can defend lord way too good?
what exectly do you claim here?
It’s a snowball map meaning that you keep mid, it’s very easy to snowball in either direction, the layout of the map allows bunkers to kite way too easily, making them near unkillable, the map is not suitable for the current balance and gamemode as it favour premade vs soloers
It’s a snowball map meaning that you keep mid, it’s very easy to snowball in either direction, the layout of the map allows bunkers to kite way too easily, making them near unkillable, the map is not suitable for the current balance and gamemode as it favour premade vs soloers
This.
Graveyard is too big to try to hard-cc/aoe a bunker out of it for some seconds, it’s braindead easy to kite inside of it.
It’s a snowball map meaning that you keep mid, it’s very easy to snowball in either direction, the layout of the map allows bunkers to kite way too easily, making them near unkillable, the map is not suitable for the current balance and gamemode as it favour premade vs soloers
This.
Graveyard is too big to try to hard-cc/aoe a bunker out of it for some seconds, it’s braindead easy to kite inside of it.
It honestly isn’t fair how DH traps have shorter cooldowns than signet of stone and strength of the pack. If anything other nodes need to be made bigger especially after bunker specs get brought in line. Skill should involve making skills count, you use static or ice field at the wrong time and it should be punished, but if a node is small enough the window for wrong time is much narrower meaning unskilled, random play is still likely to be useful still as far as AoE field dropping goes. Big AoE CC and damage has its place but make its placement and timing more skillful and sometimes it’s a byproduct of aurasharing (static field after wind attunement opening). Node progress should be earned with skillful play or at least decent coordination and free dodge baiting or cooldown burns handicaps the defender if the node is too small.
This whole pvp meta is a mess. Just one big huge aoe, bunker kitten fest mess.
I dont think ANET intended for this. But their lack of experience, balance testing, and general knowledge of how a competitive MMO PvP should work is diabolical at best.
Their track record over the past 3 years speaks for itself to be honest.
The fact they did no balance before the leagues started, other than nerfing mesmers because thats what everyone whined about is just laughable.
I dont play thief or warrior, but i would be furious that they got no help what so ever, when it was obvious for weeks and weeks they were in a bad spot.
I always get the feeling that because this is not P2P, and there are no monthly subscriptions, they don’t feel accountable for having to put out regular balance patches/listen to what the people at the top, who actually are trying to push this game to ‘esports’, are saying.
– 7772 games played, 5274 games won.
“Nuke or be Nuked” – Said every mesmer ever
It’s a snowball map meaning that you keep mid, it’s very easy to snowball in either direction, the layout of the map allows bunkers to kite way too easily, making them near unkillable, the map is not suitable for the current balance and gamemode as it favour premade vs soloers
This.
Graveyard is too big to try to hard-cc/aoe a bunker out of it for some seconds, it’s braindead easy to kite inside of it.
It honestly isn’t fair how DH traps have shorter cooldowns than signet of stone and strength of the pack. If anything other nodes need to be made bigger especially after bunker specs get brought in line. Skill should involve making skills count, you use static or ice field at the wrong time and it should be punished, but if a node is small enough the window for wrong time is much narrower meaning unskilled, random play is still likely to be useful still as far as AoE field dropping goes. Big AoE CC and damage has its place but make its placement and timing more skillful and sometimes it’s a byproduct of aurasharing (static field after wind attunement opening). Node progress should be earned with skillful play or at least decent coordination and free dodge baiting or cooldown burns handicaps the defender if the node is too small.
There is no way a druid just complained about Trap daze. Or any other class for that matter.
You do realise that your class has more access to daze that the nr 2 and 3 combined?
It honestly isn’t fair how DH traps have shorter cooldowns than signet of stone and strength of the pack. If anything other nodes need to be made bigger especially after bunker specs get brought in line. Skill should involve making skills count, you use static or ice field at the wrong time and it should be punished, but if a node is small enough the window for wrong time is much narrower meaning unskilled, random play is still likely to be useful still as far as AoE field dropping goes. Big AoE CC and damage has its place but make its placement and timing more skillful and sometimes it’s a byproduct of aurasharing (static field after wind attunement opening). Node progress should be earned with skillful play or at least decent coordination and free dodge baiting or cooldown burns handicaps the defender if the node is too small.
B-but pet damage is skillful right guys?
I mean.. foefire has always been a hot favourite. And the current meta is bunker.. so what do you expect really?
- Primordial Legend
Semi-active.
(edited by ReaperJr.5967)
It honestly isn’t fair how DH traps have shorter cooldowns than signet of stone and strength of the pack. If anything other nodes need to be made bigger especially after bunker specs get brought in line. Skill should involve making skills count, you use static or ice field at the wrong time and it should be punished, but if a node is small enough the window for wrong time is much narrower meaning unskilled, random play is still likely to be useful still as far as AoE field dropping goes. Big AoE CC and damage has its place but make its placement and timing more skillful and sometimes it’s a byproduct of aurasharing (static field after wind attunement opening). Node progress should be earned with skillful play or at least decent coordination and free dodge baiting or cooldown burns handicaps the defender if the node is too small.
B-but pet damage is skillful right guys?
While the pets are way overtuned you have to press the pet skill button at the right time (not obstructed by minions and especially not after an enemy used earth staff 3 or overload in bristleback’s case or wash over someone elses’s combo field with smokeskelk’s stealth which is useful for the targeting wash than the actual stealth) to optimize your chances of downing someone.
“There is no way a druid just complained about Trap daze. Or any other class for that matter.
You do realise that your class has more access to daze that the nr 2 and 3 combined?”
For the signet daze (best use is cleanses in celestial avatar anyway) you need to sacrifice signet of the wild or sic’em and you only have a limited time in celestial avatar form. Time spent dazing a target is time spent not using CA skills for tactical cleanses, skill 5 (very situational but great when you can time it right) or the big CA 4 healing skill. There’s also the trap skill on DH you can’t staff 3 out of but tempest can lightning flash out. We don’t have the big health pools of elite and vet mobs so we really need to separate balance between PvP and PvE. The skills are perfectly fine for PvE, but for PvP balancing in general is a mess.
All classes need tuning somewhere and the maps were designed before elite specs came out anyway. In other words the maps assume everyone will be base specs.
Weird Supreme, I remember you defended extreme bunkers a lot? What has changed?
Already quit PvP. Just log in here and there to troll.
Weird Supreme, I remember you defended extreme bunkers a lot? What has changed?
I wasn’t really defending bunkers as a matter of fact I loathe them as I stated before.
I posted already a set of balance suggestions to bring bunkers in line while not promoting absurd dmg as a consequence, after all extreme bunkers exist to counter extreme burst.
Furthermore I stated that the real problem is the simplicity with which extreme bunker/burst are achieved, would the two be a result of pure personal skill then I’d have np
I mean.. foefire has always been a hot favourite. And the current meta is bunker.. so what do you expect really?
Meta Bunker: Mesmer, Ele. Driud.
Not Guard Bunker. All the above classes have damage and can kill not Guard Bunker. Anet punish us and push us to DH spec
Foefire always gets more than half the votes if it’s on the rotation. If not, those votes go to Niflhel as the second option.
I always vote something else than those two. Not because I dislike the maps, but to actually get to see other maps besides those two.
Thousand Lakes Alliance [TLA], Desolation
4 Champion titles, solo/duoq Legend, best old LB rank 64.
Remember when we had another game mode. Team death match……? Good times for me at least
Supreme if your concern is with spending less time at foefire, then surely you have tried forming a party of 5 with an agreement to vote away from foefire right? You have valid reasons, but you also have ways at your disposal to still play the game to your preference half of the time.
This whole pvp meta is a mess. Just one big huge aoe, bunker kitten fest mess.
I dont think ANET intended for this. But their lack of experience, balance testing, and general knowledge of how a competitive MMO PvP should work is diabolical at best.
Their track record over the past 3 years speaks for itself to be honest.
The fact they did no balance before the leagues started, other than nerfing mesmers because thats what everyone whined about is just laughable.
I dont play thief or warrior, but i would be furious that they got no help what so ever, when it was obvious for weeks and weeks they were in a bad spot.
I always get the feeling that because this is not P2P, and there are no monthly subscriptions, they don’t feel accountable for having to put out regular balance patches/listen to what the people at the top, who actually are trying to push this game to ‘esports’, are saying.
This is a different pvp team, not the gw1 team which was very renowed. These guys are straight of college/university. They don’t know what they’re doing, they need veteran devs to properly balance this monstrosity.
At least, if the people would stop engaging mid if it’s cap to the enemy (bunker had always been in the game…) and simply play side to have an auto +1 fight.
I completely agree that double ELE is still stronger than anything in game for supports, survivability and versatility.
HF
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/
This whole pvp meta is a mess. Just one big huge aoe, bunker kitten fest mess.
I dont think ANET intended for this. But their lack of experience, balance testing, and general knowledge of how a competitive MMO PvP should work is diabolical at best.
Their track record over the past 3 years speaks for itself to be honest.
The fact they did no balance before the leagues started, other than nerfing mesmers because thats what everyone whined about is just laughable.
I dont play thief or warrior, but i would be furious that they got no help what so ever, when it was obvious for weeks and weeks they were in a bad spot.
I always get the feeling that because this is not P2P, and there are no monthly subscriptions, they don’t feel accountable for having to put out regular balance patches/listen to what the people at the top, who actually are trying to push this game to ‘esports’, are saying.
This is a different pvp team, not the gw1 team which was very renowed. These guys are straight of college/university. They don’t know what they’re doing, they need veteran devs to properly balance this monstrosity.
They don’t need veteran devs, they need to sit down and think! Some abilities are so blatantly strong from the get go I don’t know how they expected pvp to be balanced. You have 4 classes which rule the meta, 2 that can pull their weight when a player is good, and 2 classes that are almost completely forgotten.
90% of kills come from aoe spams/which ever team can drop the most condis and interrupts
There are way to many passive procin’ invuls, which need to go.
Celestial amulet is cancer
Similar skills on different classes are completely unbalanced, herald heal vs warrior heal, some mesmer sword and thief sword skills, different traps etc….
The second your team lacks damage, and the comp is in the enemy teams favor it’s impossible to carry due to the AoE nonsense.
I called this all the day they introduced leagues, that pvp would be a total kittenestorm because there would be no balance, everything is tuned for pve, and anet can’t manage what their employees do to save anyones kitten . All of it is a mess.