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Posted by: Zelulose.8695

Zelulose.8695

This is purely a 1 vs 1 thread but recently it hit me and I feel I have made this note before.

I’m wondering if the HoT buffs to character healing and defenses (Active or Passive) were made to divert the player base from the 1 vs 1 dueling rooms. There are many players who enjoy purely playing 1 vs 1 and this year it is harder due to so many stale mates. I have stale mated with elementalists on a thief and mesmer while we both had zerker amulets on. And Druids are virtually impossible to kill.

I understand the developers have never supported 1 vs 1. However, this shift is ridiculous. players should always eventually be able to see one victor. This is how it was designed since beta to prevent the need of a support class. (No More Holy Trinity) that is what the developers promised the community upon GuildWars 2 release yet with the massive sustain support classes are being viable again.

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Posted by: lighter.2708

lighter.2708

immortal and spam, what HoT made this game in to..extra skills just makes it more spammy, low CD too…

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Posted by: Khenzy.9348

Khenzy.9348

This is just an issue of not having resource management. The two classes that have it, it fills to quickly for them to even be considered a concern.

GW2 once had a mana+potion system back in alpha, but it was scratched entirely. I wish it would have stayed, the game would have been so much more balaced (or ‘balanceable’ for that matter) with such a sytem in place.

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Posted by: Elegie.3620

Elegie.3620

It’s not about 1v1, I believe that ANet does not care a bit about it. It’s just that players are clients who pay. All hate being killed, thus classes now include lots of defense, both passive and active, and 4-stats amulets with free defense stats have been added. All like to kill, so classes include lots of offense effects, unblockable utilities and conditions, giving a chance to kill even to bunkerish specs. Clients feel strange: they have everything they wanted, but the overall balance feels like ****. They don’t understand why.

I’m not a gaming expert, so I could be wrong, but I have the intuition that a true balance should force a player to make a choice: choose what gameplay/role you want to fulfill, build in consequence, and accept you need to sacrifice something. Either damage, control, defense, support… but not all at the same time. Natural counters would then emerge, and team effort would be properly rewarded.

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Posted by: Ravenmoon.5318

Ravenmoon.5318

Thief vs healbot … stalemate …. wut o.O drop that chill and see the ele crumble under the weight of its cooldowns xD

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Posted by: Sunshine.5014

Sunshine.5014

Thief vs healbot … stalemate …. wut o.O drop that chill and see the ele crumble under the weight of its cooldowns xD

Ele can be countered with Chill, but Druid can still be immortal in 1v1. Engi also has the immortal build too.

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Posted by: HeadCrowned.6834

HeadCrowned.6834

I’m not a gaming expert, so I could be wrong, but I have the intuition that a true balance should force a player to make a choice: choose what gameplay/role you want to fulfill, build in consequence, and accept you need to sacrifice something. Either damage, control, defense, support… but not all at the same time. Natural counters would then emerge, and team effort would be properly rewarded.

Very true my friend. These days you got to have good mobility, good sustain, good team support, good CC, decent damage. Excelling at one thing and being less good at another is not rewarding at this moment, except for maybe thief. This is the reason we get those thight meta’s nowadays, with just a few viable professions and builds for top level PvP play.

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Posted by: Zetsumei.4975

Zetsumei.4975

This is just an issue of not having resource management. The two classes that have it, it fills to quickly for them to even be considered a concern.

GW2 once had a mana+potion system back in alpha, but it was scratched entirely. I wish it would have stayed, the game would have been so much more balaced (or ‘balanceable’ for that matter) with such a sytem in place.

For what reason? A potion system will always either make the game pay to win or give pvers the advantage in PvP. The same idea can entirely be balanced around cooldowns and resource management can already be found in the form of class mechanics.

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Posted by: LouWolfskin.3492

LouWolfskin.3492

I’m not a gaming expert, so I could be wrong, but I have the intuition that a true balance should force a player to make a choice: choose what gameplay/role you want to fulfill, build in consequence, and accept you need to sacrifice something. Either damage, control, defense, support… but not all at the same time. Natural counters would then emerge, and team effort would be properly rewarded.

That’s not just your intuition. That is how it is supposed to be.

One of the Problems though is that there are builds were, for example, you basically skill two class mechanics.
You actually have too much of a choice in some regards, and too little in others.

There are quiet some traits and skills that need a rework,
but also quiet some mechanics that need a rework.

For example, a restriction when it comes to the old class-mechanic-lines.

The Spec-System as it is has a lot of potential, the whole system used in GW2 is actually brimming with it, all the tools are there, just need to be put to better use.

PS: The example given at the start actually stems from other problems as well, such as Invigorating Torrents having no cooldown despite giving vigor in addition to regeneration.

(edited by LouWolfskin.3492)