I'm actually kinda enjoying this patch.
it’s growing on me i have to say. dat 100nades tho
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria
What are you a a burn guard or a nade engi?
After few bugfixes, and balances, a lot of people will be saying that too I guess. There are several serious problematics at the moment with some classes however.
Never seen so many rally bot
InstaGib meta
I’m enjoying the faster pace also as its more of an “edge of your seat type combat” where skill differences between players are magnified. If you watch games, its the quick combat that is exciting to watch and not duels between bunkers or sustains. Its the same if you’re playing as well.
Generally, its the people who cannot adapt or new players that aren’t having fun. Its not fun going from 100-0 in the blink of an eye over an over again and feeling as though you can’t do anything about it. I play sPVP mostly and the ones complaining are always those who fit in the above category.
To solve most of the nerf threads, there needs to be an option for newer players to be matched with other newer players so that the playing field is even. Without this, the PVP playerbase will not grow and will consist of just veteran players farming the inexperienced.
Lee Oren – Ranger
Eve Oren – Revenant
(edited by Leodon.1564)
I also have been enjoying this patch as well!
I enjoy it and do not at the same time
As Leodon said, the gap (or lack there of) of skills between players has grown exponentially.
The fights are either drawn out for a very long time, or end up faster than you can blink.
I love this sort of games, mistakes are severely punished and you need to know your game to play, it’s not about faceroll and bruising anymore.
However, major bugs, major problems are still there, and beside a thread made about “the things the devs knew” we simply don’t have feedback.
We don’t even know if the power and condition creep is intended or not.
I don’t like receiving 3 stack of burning in my face, to clean it, to receive it again, to clean it, and then to receive it again with no means of cleansing myself.
“shortest duration spawn” maybe, but it’s the fastest way to kill anything too.
They just hide the burn behind cripple/bleed/poison and you can’t even hope to remove it.
Sometimes I burn so fast, I can’t even hit decoy on time.
I don’t like this meta. I like the potential behind it, I like the ideas behind it, but the actual result is depressing and saddening.
I liked it at first, and now getting on feels like a chore, my mesmer get bursted down, or I shatter people and kill them before any of them could react, getting insulted for using “cheesy shatter”
I use a boonshare build I love a lot and seems to work, until guardian or ele roll in and melt my face.
I may have 11 cleans condis, one on a 10 sec cooldown, it’s sometimes not enough. Even if I intelligently cleanse it.
How do you want to clean burning smartly? I don’t even want to see it, I don,t even want to feel it, I feel like I’ve been bursted down by DoT
Where is the diversity the devs talked about?
All I see are the same power/condis builds. Anything going away from that gets bursted down
What’s left for me? For everyone? get on this new burning/power train and leave it to the first hit for deciding the winning?
Nope.
I think I’ll just go on another game for awhile. Witcher 3 tempted me, I may very well take a break from GW2 until the bugs are fixed.
Once all the bugs get ironed out I feel that we’ll have a decent patch on our hands. In First Person Shooters longer time to kill encourage good aim and skill. In MMOs, high TTK means that sustain is easy enough that even poor players can do decent. This patch seems to have put a nice gap between the skilled and the ones who were carried by their build before.
Glass vs. glass is now about not making mistakes and the one who does so first, dies. I’m avoiding WvW atm but I bet battles will feel much more tense, after we remove piercing nades and stacking Guards.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Can we put the ‘I hate this patch’ and ‘I love this patch’ threads in one thread of each respective opinion?
We get it, some people enjoy power creep while others don’t.
Once all the bugs get ironed out I feel that we’ll have a decent patch on our hands. In First Person Shooters longer time to kill encourage good aim and skill. In MMOs, high TTK means that sustain is easy enough that even poor players can do decent. This patch seems to have put a nice gap between the skilled and the ones who were carried by their build before.
Glass vs. glass is now about not making mistakes and the one who does so first, dies. I’m avoiding WvW atm but I bet battles will feel much more tense, after we remove piercing nades and stacking Guards.
I have that same feeling, especially when i’m against any class 1v1. Also, i’ve played games where I only have 1-2 burn stacks at any time in a zergy tpvp match. The game felt so even that nothing felt over powered. I suspected the opposite team were running self sustaining meta builds.
When dueling a player, I never feel my conditions is over powering. It’s usually a 50/50 chance depending on the other player’s skill. Especially against engineers, i’ve never had a more even fight against them.
Rank: Top 250 since Season 2
#5 best gerdien in wurld
Once all the bugs get ironed out I feel that we’ll have a decent patch on our hands. In First Person Shooters longer time to kill encourage good aim and skill. In MMOs, high TTK means that sustain is easy enough that even poor players can do decent. This patch seems to have put a nice gap between the skilled and the ones who were carried by their build before.
Glass vs. glass is now about not making mistakes and the one who does so first, dies. I’m avoiding WvW atm but I bet battles will feel much more tense, after we remove piercing nades and stacking Guards.
I don’t think you understand that some classes are just inherently stronger in glass cannon setups due to their mechanics than others.
Glass vs glass is now about which class does it better+catches the jump on the other. Generally when I open on someone it is over before they can retaliate in any meaningful fashion.
Please, don’t act like instagibbing/stealth ganking is high risk/high reward. There is no risk when sustain is subpar to damage.
The patch before this was where High Risk/high reward play did exist, many zerker players just weren’t as good as they thought, and are now being carried.
Oh and I have played zerker for 3 years on almost any class I get my hands on, and for the first time after this patch, it is so easy and cheesy that I have stopped. It just doesn’t feel rewarding anymore.
EZ and CHZ boiz
I don’t think you understand that some classes are just inherently stronger in glass cannon setups due to their mechanics than others.
Couldn’t the same be said for bruiser and sustain types? Not every class could make good use of celestial pre patch.
Glass vs glass is now about which class does it better+catches the jump on the other. Generally when I open on someone it is over before they can retaliate in any meaningful fashion.
Please, don’t act like instagibbing/stealth ganking is high risk/high reward. There is no risk when sustain is subpar to damage.
Glass vs Glass hasn’t changed in concept other than being punished more for sloppy play. As per your example glass will always try to get a beneficial engagement regardless. Unless double bask venom thief most attacks from stealth can be reacted too. I admit stealth gank is a tad cheesy, but that is only because of roaming. In normal play you can often see/hear or have a teammate call it for you if a roamer is coming (<3 map awareness). Unless thief SR out of sight, or mes specs into pure stealth both scenarios of which have drawbacks to them and are easy to capitalize on.
Aside from the fact that I don’t actually believe sustain is dead. since the patch I’ve still been able to out play mesmers, and to a lesser degree engine on my D/D ele (both of which are biggest QQs right now). I don’t believe the statement in regards to sustain to be true.
First off if damage is sub-par to sustain and if everything between 100-0 doesn’t matter the low risk of sustain takes away reward from glass, regardless of what hits them… Then we end up back in a spot where thief is only doing enough to be competitive, and everything else is forced out of the meta… Except teams who think their ranger is going to be allowed to free cast lol.
At least now everyone can die regardless of spec. Sustain can still hold off and kill glass, but glass isn’t made redundant. which imo is a lot more fair and fun plus lets people spec into what they want more. As opposed to sustain getting free recovery, and builds being unviable due to apex predators.
imo no one gets carried now. Glass isn’t being carried because out playing the attacks as it always has shifts the momentum. Sustain isn’t being carried anymore because they no longer just have to rely on their build to save them, and need to actively mitigate incoming damage properly to succeed.
“Maybe I was the illusion all along!”
(edited by Daishi.6027)
I am also enjoying this patch.
I don’t think you understand that some classes are just inherently stronger in glass cannon setups due to their mechanics than others.
Couldn’t the same be said for bruiser and sustain types? Not every class could make good use of celestial pre patch.
I agree entirely. Don’t get me wrong the cele meta was far from perfect, but instead of swinging to the middle I feel like it has now swung too far in the other direction.
Glass vs Glass hasn’t changed in concept other than being punished more for sloppy play. As per your example glass will always try to get a beneficial engagement regardless. Unless double bask venom thief most attacks from stealth can be reacted too. I admit stealth gank is a tad cheesy, but that is only because of roaming. In normal play you can often see/hear or have a teammate call it for you if a roamer is coming (<3 map awareness). Unless thief SR out of sight, or mes specs into pure stealth both scenarios of which have drawbacks to them and are easy to capitalize on.
Aside from the fact that I don’t actually believe sustain is dead. since the patch I’ve still been able to out play mesmers, and to a lesser degree engine on my D/D ele (both of which are biggest QQs right now). I don’t believe the statement in regards to sustain to be true.
First off if damage is sub-par to sustain and if everything between 100-0 doesn’t matter the low risk of sustain takes away reward from glass, regardless of what hits them… Then we end up back in a spot where thief is only doing enough to be competitive, and everything else is forced out of the meta… Except teams who think their ranger is going to be allowed to free cast lol.
At least now everyone can die regardless of spec. Sustain can still hold off and kill glass, but glass isn’t made redundant. which imo is a lot more fair and fun plus lets people spec into what they want more. As opposed to sustain getting free recovery, and builds being unviable due to apex predators.
imo no one gets carried now. Glass isn’t being carried because out playing the attacks as it always has shifts the momentum. Sustain isn’t being carried anymore because they no longer just have to rely on their build to save them, and need to actively mitigate incoming damage properly to succeed.
I won’t lie you make some very compelling points here. I am not saying that Cele or sustain is dead, I just think it is far too outweighed at the moment.
Glass cannon feels far too rewarding to me now. Perhaps I have a personal vestment in that me being able to run glass cannon s or berserkers made me feel like I was doing something the average player couldn’t. As far as I am concerned that is no longer the case.
I think sustain still works on some classes, heck I made a guide for a cele HGH build on the engi forums after finding it was viable in queue. I do think damage needs to be shaved across the board however as it has become far too easy imo for certain classes to gib others without much sacrifice.
In essence, I feel sustain is where it needs to be but glassy specs and damage itself is a bit too powerful and should also be brought down to this level.
(edited by PistolWhip.2697)
There’s a few bugged/OP traits to fix and some condition scaling that needs to be looked at but otherwise I probably haven’t enjoyed GW2 pvp this much since the game launched and there was a berzerker meta not unlike to this one right now.