GZ on buffing Dragon Hunters

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Posted by: Supreme.3164

Supreme.3164

Brilliant move! Absolutely magnificent!

It’s not like over 80% of your playerbase steadily walk into the traps like they’re giving away free candies.

So now we’re stuck with this revamped noob stomper in a game where the MMR is absolutely horrendous ..if there is any at all.

Now from double condi war..we have double dh trap spammer on point with your team feeding opposition like lemmings.

(edited by Supreme.3164)

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

how exactly are dragon hunters buffed ?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

i mean, look at the notes

Guardian
Guardians are receiving a few reworks and changes to their baseline abilities. We felt it was odd to have heavily incorporated symbols to the profession and its traits but not have symbols available with all weapon builds. Thus, both sword and scepter are now receiving symbols, with both also receiving a few other changes to improve quality of life. In other areas, we looked to make quality-of-life improvements to baseline weapon and utility skills.

Faithful Strike: This skill now strikes up to three targets, with the healing aspect only activating on the first outgoing hit. Base healing per level has been increased by 20%. The healing contribution has been increased by 39%. The healing radius has been increased from 120 to 180.

Protector’s Strike: In addition to granting protection, this skill now grants aegis to nearby allies when it ends via block. Protection is no longer applied in a radius if the guardian does not block anything.

Mighty Blow: This skill no longer places the guardian in midair, is now affected by quickness and slow, and can be used in conjunction with Judge’s Intervention.

Sword Wave: This skill no longer fires missiles but instead delivers three melee attacks at different angles, with all three attacks hitting enemies directly in front of the guardian. The number of targets this skill can strike has been reduced from 5 to 3 per attack.

Flashing Blade: This skill has been renamed Symbol of Blades and now drops a symbol at the guardian’s feet, applying fury to nearby allies for 1.5 seconds. Initial impact damage has been increased to normal symbol values.

Zealot’s Defense: The missile velocity of this skill’s projectiles has been increased by 33%. Reduced the variability of the angle that projectiles are launched at by 50%, which enhances their overall accuracy.

Zealot’s Speed: The health threshold of this skill has been increased from 50% to 75%.
Orb of Wrath: The aftercast of this skill has been reduced by 0.16 seconds. The range of this skill has been reduced from 1200 to 900.

Smite: This skill has been renamed Symbol of Punishment and now drops a symbol at the target location that deals damage to the area every 1 second, additionally delivering smaller Smite attacks. The Smite damage interval has been increased from 0.25 seconds to 0.5 seconds and will persist as long as the symbol is active (meaning more strikes when the Writ of Persistence trait is active). The range of this skill has been reduced from 1200 to 900.

Banish: The recharge of this skill has been reduced from 25 seconds to 18 seconds.

Signet of Resolve: The recharge of this skill has been reduced from 40 seconds to 35 seconds.

Sanctuary: Increased the radius of this skill from 120 to 180. Increased the base healing per pulse by 60%. Increased the healing attribute contribution by 275%. The recharge of this skill has been reduced from 90 seconds to 75 seconds. Fixed a bug that caused Sanctuary to last longer than intended when not affected by traits. The number of enemies that can be knocked back by this skill has been reduced to 10; Sanctuary will disappear after the tenth enemy is knocked back.

Hallowed Ground: The recharge of this skill has been reduced from 80 seconds to 60 seconds. Updated the skill description to properly reflect the skill’s functionality.

Signet of Mercy: The casting time of this skill has been reduced from 3.75 seconds to 3 seconds. The aftercast has been reduced by 0.25 seconds.

Shield of Courage: With the Indomitable Courage trait equipped, this skill will now grant stability when the skill begins rather than when it completes.

Virtue of Resolve: This skill now removes up to 2 conditions from the guardian baseline. This effect has been carried through to Wings of Resolve as well.

Spear of Justice: In addition to burning, this skill now cripples tethered enemies for 1.5 seconds.

Communal Defenses: Fixed a bug in which aegis could be applied to infinite targets.

Master of Consecrations: This trait now grants 2 seconds of increased consecration time instead of an ambiguous 20%.

Supreme Justice: Aspects of this trait have been merged into the grandmaster trait Permeating Wrath. In addition to burning enemies in the area, this trait now allows Virtue of Justice to cause burning more frequently. Increased burning duration has been removed. This trait has been renamed Virtuous Solace.

Virtuous Solace: Drop a Merciful Sanctuary at your location when your health reaches the 25% threshold. This trait functions similarly to Sanctuary and is classified as a consecration, but it has less active time and slightly less base healing value.

Glacial Heart: The recharge of this trait has been reduced from 15 seconds to 10 seconds. The damage of this trait has been increased by 33%.

Heavy Light: Deflecting Shot now knocks enemies back a distance of 300 on each hit, with no internal cooldown. Gain stability for 6 seconds when knocking back, launching, or pulling an enemy. The stability aspect has a 10-second internal cooldown.

Monk’s Focus: Fixed a bug in which Renewed Focus had a longer cooldown than intended if the player went into a downed state while casting Renewed Focus.

Bow of Truth (Command): Increased the base healing per hit by 3 so that this skill no longer heals for 0 when scaled into low-level areas.

i mean, look at them.
i dun see where it says traps are buffed.

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Posted by: Supreme.3164

Supreme.3164

i mean, look at the notes

Guardian
Guardians are receiving a few reworks and changes to their baseline abilities. We felt it was odd to have heavily incorporated symbols to the profession and its traits but not have symbols available with all weapon builds. Thus, both sword and scepter are now receiving symbols, with both also receiving a few other changes to improve quality of life. In other areas, we looked to make quality-of-life improvements to baseline weapon and utility skills.

Faithful Strike: This skill now strikes up to three targets, with the healing aspect only activating on the first outgoing hit. Base healing per level has been increased by 20%. The healing contribution has been increased by 39%. The healing radius has been increased from 120 to 180.

Protector’s Strike: In addition to granting protection, this skill now grants aegis to nearby allies when it ends via block. Protection is no longer applied in a radius if the guardian does not block anything.

Mighty Blow: This skill no longer places the guardian in midair, is now affected by quickness and slow, and can be used in conjunction with Judge’s Intervention.

Sword Wave: This skill no longer fires missiles but instead delivers three melee attacks at different angles, with all three attacks hitting enemies directly in front of the guardian. The number of targets this skill can strike has been reduced from 5 to 3 per attack.

Flashing Blade: This skill has been renamed Symbol of Blades and now drops a symbol at the guardian’s feet, applying fury to nearby allies for 1.5 seconds. Initial impact damage has been increased to normal symbol values.

Zealot’s Defense: The missile velocity of this skill’s projectiles has been increased by 33%. Reduced the variability of the angle that projectiles are launched at by 50%, which enhances their overall accuracy.

Zealot’s Speed: The health threshold of this skill has been increased from 50% to 75%.
Orb of Wrath: The aftercast of this skill has been reduced by 0.16 seconds. The range of this skill has been reduced from 1200 to 900.

Smite: This skill has been renamed Symbol of Punishment and now drops a symbol at the target location that deals damage to the area every 1 second, additionally delivering smaller Smite attacks. The Smite damage interval has been increased from 0.25 seconds to 0.5 seconds and will persist as long as the symbol is active (meaning more strikes when the Writ of Persistence trait is active). The range of this skill has been reduced from 1200 to 900.

Banish: The recharge of this skill has been reduced from 25 seconds to 18 seconds.

Signet of Resolve: The recharge of this skill has been reduced from 40 seconds to 35 seconds.

Sanctuary: Increased the radius of this skill from 120 to 180. Increased the base healing per pulse by 60%. Increased the healing attribute contribution by 275%. The recharge of this skill has been reduced from 90 seconds to 75 seconds. Fixed a bug that caused Sanctuary to last longer than intended when not affected by traits. The number of enemies that can be knocked back by this skill has been reduced to 10; Sanctuary will disappear after the tenth enemy is knocked back.

Hallowed Ground: The recharge of this skill has been reduced from 80 seconds to 60 seconds. Updated the skill description to properly reflect the skill’s functionality.

Signet of Mercy: The casting time of this skill has been reduced from 3.75 seconds to 3 seconds. The aftercast has been reduced by 0.25 seconds.

Shield of Courage: With the Indomitable Courage trait equipped, this skill will now grant stability when the skill begins rather than when it completes.

Virtue of Resolve: This skill now removes up to 2 conditions from the guardian baseline. This effect has been carried through to Wings of Resolve as well.

Spear of Justice: In addition to burning, this skill now cripples tethered enemies for 1.5 seconds.

Communal Defenses: Fixed a bug in which aegis could be applied to infinite targets.

Master of Consecrations: This trait now grants 2 seconds of increased consecration time instead of an ambiguous 20%.

Supreme Justice: Aspects of this trait have been merged into the grandmaster trait Permeating Wrath. In addition to burning enemies in the area, this trait now allows Virtue of Justice to cause burning more frequently. Increased burning duration has been removed. This trait has been renamed Virtuous Solace.

Virtuous Solace: Drop a Merciful Sanctuary at your location when your health reaches the 25% threshold. This trait functions similarly to Sanctuary and is classified as a consecration, but it has less active time and slightly less base healing value.

Glacial Heart: The recharge of this trait has been reduced from 15 seconds to 10 seconds. The damage of this trait has been increased by 33%.

Heavy Light: Deflecting Shot now knocks enemies back a distance of 300 on each hit, with no internal cooldown. Gain stability for 6 seconds when knocking back, launching, or pulling an enemy. The stability aspect has a 10-second internal cooldown.

Monk’s Focus: Fixed a bug in which Renewed Focus had a longer cooldown than intended if the player went into a downed state while casting Renewed Focus.

Bow of Truth (Command): Increased the base healing per hit by 3 so that this skill no longer heals for 0 when scaled into low-level areas.

i mean, look at them.
i dun see where it says traps are buffed.

The buffs are no significant , yes they deal more dmg with sword which is now projectile free and more glacial heart dh are emerging..but that’s not the whole problem.

At the same time they heavily nerfed any spec able to stand on the point like scrapper and tempest.

Sure they’re still playable but they require far greater skill than the opposition using double/triple dh, a level of skill that you won’t find below high legend.

As I have said the build is a noob stomper..and there is plenty of noobs in GW2 who will walk into the traps at all cost rather than range/kite and now they remove the “carry me” bunker builds for noobs who are now not able to go toe to toe with a dh anymore.

This creates very lopsided and frustrating matches because not matter what you do ( even holding up to 3 people with a miracle ), you will always turn and see 3 of your team in downed state..against a single dh…

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Posted by: Zelulose.8695

Zelulose.8695

I warned them that after sustain went away DH would steadily get stronger. Yet sustain has to go. DH damage will be toned down eventually.

Lucky Leaf, Ángël, Clergyman, Side Kick -Lets make Gw2 a better game

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Posted by: Hunter.4783

Hunter.4783

1 day into the patch and there are already people who are qQing about dh. This time though it’s different.

Because the OP knows that if he dies to DH traps is most definitely his fault he saw says that his TEAMMATES are the ones who mess up and die.

So perhaps instead of nerfing the class because your team (and yourself ) can’t find the dodge key perhaps they need to learn proper pvp play?

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Posted by: Xillllix.3485

Xillllix.3485

There is no point trying to convince people that DH is overpowered. People do not understand that damage should be proportional to how easy or difficult it is to play a class.

The simple fact that in most games there is more DH than any other classes proves it. It’s the easiest and most rewarding class to play.

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Posted by: moobs.5862

moobs.5862

There is no point trying to convince people that DH is overpowered. People do not understand that damage should be proportional to how easy or difficult it is to play a class.

The simple fact that in most games there is more DH than any other classes proves it. It’s the easiest and most rewarding class to play.

and there’s no point trying to convince people on these forums that all they have to do is learn to play or play a build that’s more faceroll. The fact is that DH isn’t the easiest class in the game, not even close. People probably thought that until they had to actually play it because it’s viable now, but I really doubt people think it’s easier than a scrapper spamming skills off cd or a revenant who has to press 3 2 F1 ~ 5 for 25k+ damage and just random dodge every 5s for passive perma stab. Then you have druids and warrs… literally just spam stuff off cd. DH is probably one of the most calculated builds in the meta right now. Get over it if youre at such a low tier that the ones who press every button on their bar in 3 seconds can kill you. l2p

NL m0bz

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Posted by: Zintrothen.1056

Zintrothen.1056

I was afraid they wouldn’t redesign traps to be more noob friendly while being better against higher end players. DH’s are still gonna stomp noobs while being nearly useless against better players.

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Posted by: Xanctus The Dragonslayer.2318

Xanctus The Dragonslayer.2318

There is no point trying to convince people that DH is overpowered. People do not understand that damage should be proportional to how easy or difficult it is to play a class.

The simple fact that in most games there is more DH than any other classes proves it. It’s the easiest and most rewarding class to play.

and there’s no point trying to convince people on these forums that all they have to do is learn to play or play a build that’s more faceroll. The fact is that DH isn’t the easiest class in the game, not even close. People probably thought that until they had to actually play it because it’s viable now, but I really doubt people think it’s easier than a scrapper spamming skills off cd or a revenant who has to press 3 2 F1 ~ 5 for 25k+ damage and just random dodge every 5s for passive perma stab. Then you have druids and warrs… literally just spam stuff off cd. DH is probably one of the most calculated builds in the meta right now. Get over it if youre at such a low tier that the ones who press every button on their bar in 3 seconds can kill you. l2p

quoted for the truth

It’s this kind of mob mentality which leads to unjustified nerfs and removal of amulets Can’t believe this kitten.

Can’t believe people can’t still kittening deal with traps. It’s not even just the act of dodging kitten.

U have invulnerables, blocks, evade skills. And it’s still not kittening enough. It’s not just that people can’t deal with it. It’s outright stated in the OP that DH bieng a revamped noob stomper is a problem.

Wouldn’t surprise if they removed friggin marauder amulet. Because DH is too strong.

then we get another pathetic kitten excuse of how the pvp team can only balance amulets and the like.

(edited by Xanctus The Dragonslayer.2318)

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Posted by: Kuya.6495

Kuya.6495

I’ve seen people run so many builds of DH in unranked right now, and so many have been viable that i honestly see a guardian and i no longer know what i’m gonna be up against. Is it a bunker guard running shouts? A bunker guard running aegis? A trap guard? A medi guard? Is he running hammer, sword, focus, shield, bow, scepter, torch, mace or greatsword?

At this point i just wait to see what the DH is doing before i decide what he is.

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Posted by: Ragnarox.9601

Ragnarox.9601

I have almost all classes, and if you die to traps than you are just a casual player that don’t pay attention to his surroundings. If you see a guardian defending a point there is 100% chance that traps are under him, 1 dodge negate traps. Average player can understand that. So can I ask you what are you doing to negate traps?

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Posted by: Aeolus.3615

Aeolus.3615

Even vanilla bunker mace/shield guard kills DH -.-"…. even spirit weapons can put DH in trouble….

Any class with non squishy stats and no “expect to win skill spam” can beat easilly a dh, it doesnt need to be even a good player …

DH traps only work in a power creep situation…DH f3 can be interrupted same goes to f2, if they dont have stability or not using virtues traitline.

DH f3 can be easilly interrupted/disrupted even while in effect.. theres just so many counters to the class…

1st April joke, when gw2 receives a “balance” update.

(edited by Aeolus.3615)

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Posted by: Galtrix.7369

Galtrix.7369

Just roll a Chronomancer. I literally kill DH’s all day long without a problem. They’re normally the second class that I target in PvP (the first being Thieves).

[~Galtrix~] [~Level 80 Elementalist~] [~GoM~]

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Posted by: Rezzet.3614

Rezzet.3614

1 day into the patch and there are already people who are qQing about dh. This time though it’s different.

Because the OP knows that if he dies to DH traps is most definitely his fault he saw says that his TEAMMATES are the ones who mess up and die.

So perhaps instead of nerfing the class because your team (and yourself ) can’t find the dodge key perhaps they need to learn proper pvp play?

1 day into the patch and everyone magically happens to play a dh and all of a sudden all dh’s are professionally skilled

but yes dh traps werent buffed
they were OP since day one

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Posted by: mrauls.6519

mrauls.6519

Hey guys Why don’t we relax a bit?

I think the main traps people have an issue with are the elite and the whirling one. Combined together, they can seriously hurt you if you don’t have a block or stability…

Just give it time. Builds/people will adjust… Like I’ve had to, season after season…

Mes (Guardian)
I make PvP & WvW videos

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Posted by: Xanctus The Dragonslayer.2318

Xanctus The Dragonslayer.2318

Hey guys Why don’t we relax a bit?

I think the main traps people have an issue with are the elite and the whirling one. Combined together, they can seriously hurt you if you don’t have a block or stability…

Just give it time. Builds/people will adjust… Like I’ve had to, season after season…

I’m just getting a bit tired, after hearing. DH this, DH that constantly i guess.

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Posted by: Darknicrofia.2604

Darknicrofia.2604

Hey guys Why don’t we relax a bit?

I think the main traps people have an issue with are the elite and the whirling one. Combined together, they can seriously hurt you if you don’t have a block or stability…

Just give it time. Builds/people will adjust… Like I’ve had to, season after season…

and those are the 2 traps that any guard worth half a kitten would never bring because it is so utterly useless against even above average players.

Darknicrofia Sage – Bad Gerdian, Merciless Legend, Platinum NA Solo Que

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Posted by: mrauls.6519

mrauls.6519

Hey guys Why don’t we relax a bit?

I think the main traps people have an issue with are the elite and the whirling one. Combined together, they can seriously hurt you if you don’t have a block or stability…

Just give it time. Builds/people will adjust… Like I’ve had to, season after season…

and those are the 2 traps that any guard worth half a kitten would never bring because it is so utterly useless against even above average players.

:) Say it again for the ones that didn’t hear you

Mes (Guardian)
I make PvP & WvW videos

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Posted by: Lucred.1802

Lucred.1802

1 day into the patch and there are already people who are qQing about dh. This time though it’s different.

Because the OP knows that if he dies to DH traps is most definitely his fault he saw says that his TEAMMATES are the ones who mess up and die.

So perhaps instead of nerfing the class because your team (and yourself ) can’t find the dodge key perhaps they need to learn proper pvp play?

So, within hours of patch multiple threads reporting that DH traps ignored block/dodge/skill-based evades/[anything not invul]. Surprise, servers go down for most of the day, come back up bug is “gone”.

DH traps were already rather deadly in team fights (where you have basically no way of dodging them, though this is true for all ground-targeted AoE), and are only 1 of 2 classes where they CANNOT BE SEEN AT ALL. It’s not like necro marks, and they’re far more damaging than druid traps. I mean, yeah, 1v1 you have about a 9000% chance that the DH is standing in the middle of his traps, but when he’s leaving them on a point and either going halfway across the map or just 20 feet away, if you have no idea they’re there you can’t dodge them. And yes, not every class has the option of basically permanent on-demand stunbreaks or condi cleanse, so they’re quite dangerous even with little or no incoming damage from the DH himself.

So when you pair the dangerous/annoying traps with a significant buff to active DPS on a DH and they went from being not viable in high-end PvP to being quite powerful.

There’s a reason why you’d go from seeing 1 every other match to most matches having at least 2 per team, something normally only witnessed with condi warrs and necros.

I’m not calling for a nerf here, but I really do think traps need a rework. The skill floor for being a competent DH is one of the lowest in the game (drop traps, stand in traps, touch no other buttons or movement keys, receive at least some free kills) solely because of how powerful their traps are.

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Posted by: moobs.5862

moobs.5862

1 day into the patch and there are already people who are qQing about dh. This time though it’s different.

Because the OP knows that if he dies to DH traps is most definitely his fault he saw says that his TEAMMATES are the ones who mess up and die.

So perhaps instead of nerfing the class because your team (and yourself ) can’t find the dodge key perhaps they need to learn proper pvp play?

So, within hours of patch multiple threads reporting that DH traps ignored block/dodge/skill-based evades/[anything not invul]. Surprise, servers go down for most of the day, come back up bug is “gone”.

DH traps were already rather deadly in team fights (where you have basically no way of dodging them, though this is true for all ground-targeted AoE), and are only 1 of 2 classes where they CANNOT BE SEEN AT ALL. It’s not like necro marks, and they’re far more damaging than druid traps. I mean, yeah, 1v1 you have about a 9000% chance that the DH is standing in the middle of his traps, but when he’s leaving them on a point and either going halfway across the map or just 20 feet away, if you have no idea they’re there you can’t dodge them. And yes, not every class has the option of basically permanent on-demand stunbreaks or condi cleanse, so they’re quite dangerous even with little or no incoming damage from the DH himself.

So when you pair the dangerous/annoying traps with a significant buff to active DPS on a DH and they went from being not viable in high-end PvP to being quite powerful.

There’s a reason why you’d go from seeing 1 every other match to most matches having at least 2 per team, something normally only witnessed with condi warrs and necros.

I’m not calling for a nerf here, but I really do think traps need a rework. The skill floor for being a competent DH is one of the lowest in the game (drop traps, stand in traps, touch no other buttons or movement keys, receive at least some free kills) solely because of how powerful their traps are.

You should not be having an issue with traps. They even have .5s activation time that dazes you which makes most players just instinctively dodge anyway. Learn, to, play

NL m0bz

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Posted by: Darknicrofia.2604

Darknicrofia.2604

who gives a rip about low skill floor when all that floor gets you is mid/high ruby tier?

yes, the brain dead DH might get an output of 5 from a skill input of only 3, but any further than that the input output scale sharply drops off, to the point where at high end levels, you need a skill input of 10 to achieve an output of 8-9.

If you have trouble dealing with 5s 1 shotting you with traps, get better. Guardians are literally the squishiest class in the game when their 3 defensive cooldown skills are spent. (lowest health pool, worst mobility)

Darknicrofia Sage – Bad Gerdian, Merciless Legend, Platinum NA Solo Que

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Posted by: Kageseigi.2150

Kageseigi.2150

From a Thief’s perspective, the main issue with Dragonhunter traps is that they are duration-based instead of instant. When a Guardian drops a trap, it turns that area into its own personal playground. It is a Thief-free zone that is strictly enforced.

Again, evading a trap is not the issue. The problem is even when you evade, you lose… especially when your evade doesn’t carry you far enough away.

Suggestions to overhaul the Thief…

* * * Thief Trait Shakeup * * *

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Posted by: moobs.5862

moobs.5862

who gives a rip about low skill floor when all that floor gets you is mid/high ruby tier?

yes, the brain dead DH might get an output of 5 from a skill input of only 3, but any further than that the input output scale sharply drops off, to the point where at high end levels, you need a skill input of 10 to achieve an output of 8-9.

If you have trouble dealing with 5s 1 shotting you with traps, get better. Guardians are literally the squishiest class in the game when their 3 defensive cooldown skills are spent. (lowest health pool, worst mobility)

NL m0bz

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Posted by: Saiyan.1704

Saiyan.1704

There is no point trying to convince people that DH is overpowered. People do not understand that damage should be proportional to how easy or difficult it is to play a class.

The simple fact that in most games there is more DH than any other classes proves it. It’s the easiest and most rewarding class to play.

and there’s no point trying to convince people on these forums that all they have to do is learn to play or play a build that’s more faceroll. The fact is that DH isn’t the easiest class in the game, not even close. People probably thought that until they had to actually play it because it’s viable now, but I really doubt people think it’s easier than a scrapper spamming skills off cd or a revenant who has to press 3 2 F1 ~ 5 for 25k+ damage and just random dodge every 5s for passive perma stab. Then you have druids and warrs… literally just spam stuff off cd. DH is probably one of the most calculated builds in the meta right now. Get over it if youre at such a low tier that the ones who press every button on their bar in 3 seconds can kill you. l2p

/thread

Granted, the OP was talking about more players playing Guard (probably due to no ez ele builds) so there’s a surplus of guards stacking traps on a given team.

Now here’s why it’s not an issue OP… stacking guards is not nearly as efficient as stacked Rangers, or Revs, or even Necros. The skill factor comes quickly later in the divisions where anything more than purification and ToF becomes gimicky. They’re Amber killers, noobstompers, a noneissue except for maybe Thief QQ threads… and this thread.. a post that’s completely irrelevant to the balance patch but was brought up.

aka FalseLights
Rank: Top 250 since Season 2
#5 best gerdien in wurld

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Posted by: ResJudicator.7916

ResJudicator.7916

From a Thief’s perspective, the main issue with Dragonhunter traps is that they are duration-based instead of instant. When a Guardian drops a trap, it turns that area into its own personal playground. It is a Thief-free zone that is strictly enforced.

Again, evading a trap is not the issue. The problem is even when you evade, you lose… especially when your evade doesn’t carry you far enough away.

What? Just walk into the trap and then dodge backwards.

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Posted by: Pride.1734

Pride.1734

I’ve seen people run so many builds of DH in unranked right now, and so many have been viable that i honestly see a guardian and i no longer know what i’m gonna be up against. Is it a bunker guard running shouts? A bunker guard running aegis? A trap guard? A medi guard? Is he running hammer, sword, focus, shield, bow, scepter, torch, mace or greatsword?

At this point i just wait to see what the DH is doing before i decide what he is.

This is pretty amazing.

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Posted by: Aeolus.3615

Aeolus.3615

I’ve seen people run so many builds of DH in unranked right now, and so many have been viable that i honestly see a guardian and i no longer know what i’m gonna be up against. Is it a bunker guard running shouts? A bunker guard running aegis? A trap guard? A medi guard? Is he running hammer, sword, focus, shield, bow, scepter, torch, mace or greatsword?

At this point i just wait to see what the DH is doing before i decide what he is.

This is pretty amazing.

IF that is what is happening atm guardian is in a good spot, pitty our SW cant be much of a use heheheh, and probably signets need more change than SW.

People are just used to be carried by builds on certain stats and call it skill, they hate adapt to another pvp competitor.

1st April joke, when gw2 receives a “balance” update.

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Posted by: Kageseigi.2150

Kageseigi.2150

What? Just walk into the trap and then dodge backwards.

Oh, believe me, if that didn’t result in me ending up flat on my face, I wouldn’t have posted.

Dodge roll, Withdraw, Roll for Initiative… they’ve all ended up in faceplants. Shadowstep seems to be the only consistently successful escape method. Keyword there is “consistently.”

Suggestions to overhaul the Thief…

* * * Thief Trait Shakeup * * *

(edited by Kageseigi.2150)

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Posted by: Mortifer.2946

Mortifer.2946

LoL, OP, you must be a really bad PVPer. Have you even tried DH? Compated to some other professions he is hard AF. Any half-decent pvper will dodge the traps. Characters like scrappers can just faceroll you. Which brings me to question: have you tried playing scrapper? I did, and compared to my experience with playing DH, revenant, warrior and necro, scrapper is a total noob class. You just spam CC after CC, jump around, do ridiculous amount of damage with your homing hammer, break out of stun with a million of abilities and when you get low, you turn immortal, invisible and charge your health back to full. Rinse and repeat. DH is by far much harder character to play, and you can’t just rush into a teamfight and faceroll everyone.

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Posted by: Aeolus.3615

Aeolus.3615

@Kageseigi.2150

Cant you just knock/pull guardian out of its traps????

For sure he will panic….

1st April joke, when gw2 receives a “balance” update.

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Posted by: jayson.6512

jayson.6512

So perhaps instead of nerfing the class because your team (and yourself ) can’t find the dodge key perhaps they need to learn proper pvp play?

How to dodge multiple DH trap coming from 2 or 3 DH in a point and if you try to run you will lose the point unless your talking 1vs1 the game is not balance in 1 vs 1 there will always 1 teammate that will help that DH and you will be 1vs2 the dh now can lay traps while the other will pressure you. To make DH traps balance they have to put 1 sec cast or 2 for laying traps just like in ranger in guild wars 1.

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Posted by: Ryou.2398

Ryou.2398

Facepalm its not dragon hunter that got buffed lol, not really. All I got to say is not one class is meant to be strong against all classes learn to cordinate teams, join a guild that pvps.

If anything dh is back in line after it got nerfed a bit to much before.

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Posted by: Kageseigi.2150

Kageseigi.2150

@Kageseigi.2150

Cant you just knock/pull guardian out of its traps????

For sure he will panic….

Unfortunately, the only pull I have access to is Scorpion Wire. It is far too unreliable to depend on even when it does actually hit. Even if it did work well, I require Roll for Initiative and Shadowstep just to survive, and my third slot rotates between Shadow Trap, Haste, Assassin’s Signet, Shadow Refuge, and Blinding Powder… depending on the build and situation. But yes, I would love to have a dependable pull/knockback available.

Suggestions to overhaul the Thief…

* * * Thief Trait Shakeup * * *

(edited by Kageseigi.2150)

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Posted by: Kuya.6495

Kuya.6495

I would honestly be more afraid of guardians running sword/focus and mace/shield with hunters fort and pure of heart with fragments of faith than full trapper or medi trapper. The sustain on this variation of bunker turned bruiser is enough to 2v1.

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Posted by: Mortifer.2946

Mortifer.2946

So perhaps instead of nerfing the class because your team (and yourself ) can’t find the dodge key perhaps they need to learn proper pvp play?

How to dodge multiple DH trap coming from 2 or 3 DH in a point and if you try to run you will lose the point unless your talking 1vs1 the game is not balance in 1 vs 1 there will always 1 teammate that will help that DH and you will be 1vs2 the dh now can lay traps while the other will pressure you. To make DH traps balance they have to put 1 sec cast or 2 for laying traps just like in ranger in guild wars 1.

It is easy. If 2-3 guardians stand on one point they are noobs. Just ignore them and get other two points.
Meditrappers are not as good as you think.

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Posted by: SolarDragon.7063

SolarDragon.7063

Meditrappers have always been reliable but not able to compete at the top due to projectile hate and lack of real sustain.

However, their two best counters (tempest and scrapper) have been nerfed, probably not unduly, but the nerfs have undoubtedly allowed DH to actually compete at the top level again.

Also combined meditrap bursts are probably scarier than any other class if they duo you and you don’t have access to invulns (many classes don’t).

However, DH still has lower brawling power than most classes. Don’t try and facetank their alpha burst skills and you can normally get the kill, sometimes even force THEM off point.

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Posted by: kdaddy.5431

kdaddy.5431

Brilliant move! Absolutely magnificent!

It’s not like over 80% of your playerbase steadily walk into the traps like they’re giving away free candies.

So now we’re stuck with this revamped noob stomper in a game where the MMR is absolutely horrendous ..if there is any at all.

Now from double condi war..we have double dh trap spammer on point with your team feeding opposition like lemmings.

I got insta downed twice today on my thief. Im using the Power/pre/tough/ferocity amulet and i knew it was coming but it was a close match and i needed to get on it to prevent it from getting capped. Boom insta downed

the other time i got pulled so cudos to that guardian. But we won!!!!!!

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Posted by: Mortifer.2946

Mortifer.2946

Meditrappers have always been reliable but not able to compete at the top due to projectile hate and lack of real sustain.

However, their two best counters (tempest and scrapper) have been nerfed, probably not unduly, but the nerfs have undoubtedly allowed DH to actually compete at the top level again.

Also combined meditrap bursts are probably scarier than any other class if they duo you and you don’t have access to invulns (many classes don’t).

However, DH still has lower brawling power than most classes. Don’t try and facetank their alpha burst skills and you can normally get the kill, sometimes even force THEM off point.

I tried my meditrapper after the patch. It is now actually possible to kill bunker Ele but it still takes a long time which is OK I think. And scrapper, well he beat me 4 times in a couple of seconds. Basically he will stun lock you and get you down instantly. There is no much you can do. Only to prolong the suffering little longer. It is kind of strange that engi is so strong. I played it during the season and I kept destroying enemies even in 1v2. No matter what class.

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Posted by: Mortifer.2946

Mortifer.2946

Brilliant move! Absolutely magnificent!

It’s not like over 80% of your playerbase steadily walk into the traps like they’re giving away free candies.

So now we’re stuck with this revamped noob stomper in a game where the MMR is absolutely horrendous ..if there is any at all.

Now from double condi war..we have double dh trap spammer on point with your team feeding opposition like lemmings.

I got insta downed twice today on my thief. Im using the Power/pre/tough/ferocity amulet and i knew it was coming but it was a close match and i needed to get on it to prevent it from getting capped. Boom insta downed

the other time i got pulled so cudos to that guardian. But we won!!!!!!

As thief you are not really supposed to run onto contested point. You steal the empty ones and gang poor souls in the woods. Always on move and never against stationary targets like guardian ele or scrapper

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Posted by: ResJudicator.7916

ResJudicator.7916

What? Just walk into the trap and then dodge backwards.

Oh, believe me, if that didn’t result in me ending up flat on my face, I wouldn’t have posted.

Dodge roll, Withdraw, Roll for Initiative… they’ve all ended up in faceplants. Shadowstep seems to be the only consistently successful escape method. Keyword there is “consistently.”

The only trap that does what you’re describing is Dragon’s Maw, and that’s only after the activation happens. You have half a second after you first trigger the trap to dodge out.

If you’re slow and get stuck inside w/o shadowstep, it’ll hurt. But depending on the circumstances you can still use shadowshot, shortbow5, or F1 to escape.

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Posted by: Buran.3796

Buran.3796

DH, worst class in PvP, no spot in tournaments in a streak of 14+ months, and baddies yet unable to play vs such crap…

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Posted by: Loco.4561

Loco.4561

How can you guys still be crying about Dragon Hunters? How? No spot in tournaments for how long and yet everyone still cries about them? Traps easy to avoid by the multitude of things people have already listed.

If you are dying to Dragon Hunter traps the problem is YOU not the DH. The only time I ever and I mean EVER die to a trap is when a DH medi-ports to me when I’m already fighting someone else, I don’t see them coming and get trap bombed. That’s it.

If I see a DH on a point I know he’s gonna have trap under him, if he’s bad he’s dropped all three, if’s he’s really good, he won’t have dropped any traps. Either way I know he’s going to a) Try to pull me or Try to bait me, either way I have dodges, blocks, evades etc… etc.. to help me.

If you are dying to DH traps or worse still if you are in ranked and dying to DH traps then you need to practice, learn and get better. Stop crying about a class that has no placed in the upper tiers of ranked and can be so easily countered by BASIC gameplay.

Mashup Bootleg ~ WvW Mesmer
Cyrus Glitch – sPvP/tPvP Mesmer
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Posted by: Highlie.7641

Highlie.7641

Here are two easy examples:

-give thief’s stability (i would put it on bandit’s defense)
OR
-Increase the stun activation time from 1/2 seconds to 3/4.

It’s really that easy.. see the problem is thief’s are used to avoiding damage, we see a guardian and we all dodge to activate the trap. which end’s up killing us since we get tagged with the stun.

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Posted by: Kuya.6495

Kuya.6495

Actually, the problem with thfs is that you can’t dodge out of a ward, so when they try to dodge out of a trap they already activated, they just keep falling back in. You gotta port out of the ward if you wana get out but you will get hit by test of faith. If you already took damage from procession of blades and dragon’s maw and are at low hp, the blades from test of faith will probably finish you when you try to port out.

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Posted by: Lucred.1802

Lucred.1802

@Kageseigi.2150

Cant you just knock/pull guardian out of its traps????

For sure he will panic….

Assuming he doesn’t have stability up (I know they have very limited access to it, but they still do have access to it), yes.

Then he just drops more, because they have ridiculously short cooldowns for how powerful they are.

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Posted by: SolarDragon.7063

SolarDragon.7063

@Kageseigi.2150

Cant you just knock/pull guardian out of its traps????

For sure he will panic….

Assuming he doesn’t have stability up (I know they have very limited access to it, but they still do have access to it), yes.

Then he just drops more, because they have ridiculously short cooldowns for how powerful they are.

*cough*Headbutt*cough*

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Posted by: Zelulose.8695

Zelulose.8695

Guardian will probably get a nerf and hopefully a sustain nerf with follow across the board.

Lucky Leaf, Ángël, Clergyman, Side Kick -Lets make Gw2 a better game

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Posted by: mrauls.6519

mrauls.6519

Why would Guardian get a nerf?

There’s nothing over the top about the profession. AN understands that Guardian has been in a poor state and they’re set on correcting that. These complaints will only go so far. For once I can say, “I’m not worried.”

Mes (Guardian)
I make PvP & WvW videos

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Posted by: Darknicrofia.2604

Darknicrofia.2604

if anything they still need more QoL changes on weapons like hammer/staff and reworks on entire useless trait lines (zeal in pvp, radiance) and the dichotomy of half the virtue traits encouraging spam activation while the other half encourages NEVER activating

a trait like zealous scepter and big game hunter existing in the same class is just hilarious.

Darknicrofia Sage – Bad Gerdian, Merciless Legend, Platinum NA Solo Que