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Posted by: Olli.6137

Olli.6137

Structured Player vs Player has lost appeal due to a lack of variety that became more and more apparent to a great number of players over time. Veterans are stuck playing the same gamemodes over and over, and despite it still being fun at times it often grows quite tiresome. The competitive is bound to the repetitive.
We have collected a few ideas for new gamemodes we feel could bring in some fresh air.
Moreover we have collected a handful of balance suggestions we deem necessary for fair and competitive gameplay, or at least encourage them strongly.

Gamemodes:

-A more challenging, longer and automated pvp tournament, along the lines of HA in GW1. Wouldn’t be too difficult to implement, most of the mechanics are already ingame, there are already some maps with enough slightly different modes. A KO-based Tournament Mode, with a last Team standing and defending their Top position. The system could easily be upgraded later. That way there would also be always one game for all to watch in the Hall of Heroes (spectating HoH/ Informations about who plays in the HoH), people have something to see in pvp without the use of too many resources. Also continuous increasing rewards like in HA if u manage to hold without changing builds etc even against counterbuilds. The system should also work with a smaller playerbase as well as with a big one. It might also be possible to extend this to a greater amount of teams.

- Reintroduce Tournaments with multiple rounds
- Deathmatch
- Onslaught Mode (Fort Espenwood, Rush in BF3), non-symmetrical map with one defending one attacking team (e.g: siege weapons spawn, when holding a special point; Defense can be built/upgraded by running supply)
- Alliance Battle – Short matches in teams (e.g: 3 Teams vs. 3 Teams), but with random teams
- Relic Run, mechanics are already there but spiritwatch is still more of a conquest map, focus more on orb
- King of the Hill
- Capture the Flag – oldschool mod seen in many games – similar mode already there with Snowball Mayhem
- “Crabtoss” one has to hold something to gain points for team. Mechanics could include taking constant damage to self and AoE while holding, points gained per time, dropped/no points while invisible or invulnerable. Tossing to teammates like Keg Brawl


General Balance:

- Being able to dodge while immobilized
- Lyssa Rune(6) : Grant all Boons except Stability, and remove 5 conditions when using an Elite Skill

Class-specific Balance:

Warrior:
- Heal Signet (reduce passive Heal/scale better with healing power)
- reduce berserker stance duration
- A failed adrenaline attack by a warrior depletes the warrior’s adrenaline (20-30%).

Ranger:
- Limit revive of spirit-ranger (e.g: Spirit dies after revive/increased cooldown after revive/internal cooldown affecting the revive triggered by death and the associated trait)

Thief:
- Pistol Whip immobilize instead of stun (because of resurrection-control, to easy to force stun breaker
- Move Trait : Feline Grace (Acrobatics 15) to Master Tier (20) active trait

Elementalist:
- Buff Elementalist’s survivability (at least in pvp)
- Elementalist’s lightning flash should break stun
- Diamond skin: instead of total immunity against conditions reduce inflicted condition duration. Lower inactivity trigger from 90% to 80% health.

Engineer:
- Shorten condition duration reduction by Automated response trait. (instead of 100% 80/70/60/50% ?)

Necromancer:
-Signet of Spite nerf, perhaps in the reduction of the duration of inflicted conditions, or removal of conditions inflicted by it altogether (e.g. 1 Stack of bleeding instead of 2)

Mesmer:
- Prismatic Understanding ( reduced boon duration )
- Halting strike ( reduced damage )

Other suggestions:

- Implementation of leaderboards in the actual game, not just “hidden” on the homepage
- Event-PVP in teams like Snowball Tournament or Keg Brawl etc for more variety
- Possibility of sharing/loading builds (for example via code) buildcrafting would be easier and more interesting

We would like you to keep all contributions constructive and on point. Thank you for reading.

-Team Car Crash and friends

Lady Nag Nag Nag
Team Car Crash [CC]

(edited by Olli.6137)

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Posted by: Chicago Jack.5647

Chicago Jack.5647

While i don’t think we should be able to dodge while immobed, since it’s so integral to setting up a good team spike, any individual stack of immobilization should not last for more than 2 seconds base. Regardless, all of these are really great ideas. I think signet of spite would work well if the condition duration was reduced as well. You can set up co-ordinated spikes with it instead of just pressing one button and watching things die. I think lyssa just needs an internal timer of like 60 to 90 seconds.

(edited by Chicago Jack.5647)

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Posted by: Posi.4251

Posi.4251

Im complety agree with you Olli. Great ideas.

Posi
Car Crash [CC]

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Posted by: Seiko.3195

Seiko.3195

+1
Nothing more to say….

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Posted by: style.6173

style.6173

Mostly agree. Some additions.

Ranger:
Spirits should be weakened overall. They should provide some support but not be the best conquest build. Passives are bad.

Necro:
Same as ranger when it comes to minions. Reduce their effectiveness.

Thief:
I disagree with your immobilize idea. IS + PW would be a looooong immobilize. Instead, PW should only have a stun or an evade, but not both. I prefer keeping the stun and removing the evade.

Engi:
I don’t like total immunity, but so many people think the problem with Engi is AR. It is not. The problem is how frequently they can use waterfields / blast combos to re-heal. Personally, I’d rather keep AR and remove the water field from the turret.

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Posted by: Serron.5498

Serron.5498

Great suggestions! Some of these balance ideas seem like they could help massively, I love the warrior change so they lose adrenaline when they miss. There seems to be no punishment for failure currently. Also lyssa needs a change badly. Overall good stuff, all of it.
I can’t really comment on any of the gamemodes, I have no idea if they’d work out, but I’d love to see a lot of the balance suggestions.

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Posted by: Serron.5498

Serron.5498

Mostly agree. Some additions.

Ranger:
Spirits should be weakened overall. They should provide some support but not be the best conquest build. Passives are bad.

Necro:
Same as ranger when it comes to minions. Reduce their effectiveness.

Thief:
I disagree with your immobilize idea. IS + PW would be a looooong immobilize. Instead, PW should only have a stun or an evade, but not both. I prefer keeping the stun and removing the evade.

Engi:
I don’t like total immunity, but so many people think the problem with Engi is AR. It is not. The problem is how frequently they can use waterfields / blast combos to re-heal. Personally, I’d rather keep AR and remove the water field from the turret.

They implemented the stun so you could no longer simply walk out of pistolwhip. But without the evade s/p would become entirely useless, thiefes would die in seconds. I like their immobilize idea, same duration as the stun, you can’t walk out of it but it does not interrupt heals, resurrection, etc etc, and it wouldn’t make much of a difference in immobilize since the length added to it with pistolwhip would be minor. Seems like a better choice than stun to me.

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Posted by: Allie Murdock

Allie Murdock

Community Coordinator

Next

The feedback you provide definitely touches on a lot of the major topics that are coming up in the community. The balance suggestions are very reasonable.

New game modes is definitely something we’re all really looking forward to as well.

Thanks for posting and in such a constructive manner, Olli!

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Posted by: Liewec.2896

Liewec.2896

a survivor!
we thought you’d all been deleted like the rewards!

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Posted by: Mouby.7096

Mouby.7096

Engi:
I don’t like total immunity, but so many people think the problem with Engi is AR. It is not. The problem is how frequently they can use waterfields / blast combos to re-heal. Personally, I’d rather keep AR and remove the water field from the turret.

You obv don’t have any clue about engi. This “change” would be the worst. It wouldn’t nerf engineer, it would kill him finally.

I think if ppl want to change/nerf anything about engi they are refering it to decap-engis. And cmon, they’re kitten easy to kill without condi-immunity.

If you nerf their healskill it would be like deleting engineer from this game. They’re not in the best spot atm and you can’t punish every single engineer specc because of some broken build which can be easily nerfed by removing AR from this game.

A usual engineer is getting (hard-)countered by warrior (mostly condi ones, hambow can be rly tough if played by a decent player as well), necromancer (don’t need to explain that tho), decap engi (if they’re running AR it’s basically impossible to kill them with a usual engi-condi-specc….they can’t kill you either but de + cap the point) and isn’t countering anything but a thief (and only in a 1vs1 tho). Basically engineer is in a rather tough spot in the current meta and doesn’t deserve any kind of nerf besides AR (just remove it).

tl:dr: You’re wrong, AR IS the problem. Your change wouldn’t nerf some broken specc but rather make engineer not viable anymore (if you can even call it viable nowadays, imo not the best choice #nottalkingaboutdecapwhichshouldbenerfed —>nerf AR).

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Posted by: JoopFOX.9510

JoopFOX.9510

Thanks for this, a good thing is it’s not simply an individual raging, but a collective response with a few concise points. Hopefully it will be picked up upon!

Professor James – Mesmer

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Posted by: Kicast.1459

Kicast.1459

The balance suggestions are very reasonable.

Nerf to mesmers / minor tweaks to thieves (if not buff with the immobilize) sounds reasonnable.

I have the strange feeling that real balance problems are not closed to be solved.
But let’s cross finger and hold our breath

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Posted by: gesho.9468

gesho.9468

good stuff +1

3000000000000000

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Posted by: isolatedchimp.2510

isolatedchimp.2510

Great post. I agree with everything except dodging while immobilized, instead there should be a limit to immob stacking and duration.

Also, to others suggesting that it’s not Automatic Response that makes decap engis OP but rather their healing, I completely disagree. Any non AR engi with just their healing is nowhere near as durable as an AR bunker engi. Decap engis have a lot of factors that make them very tanky but AR is the biggest thing since it scales well with high health engineers but not so much with glassy builds (hint: 25% health).

Nerfing healing will hurt non decap engis unnecessarily. Nerfing AR will only really hurt decap engis. Glassy engis don’t really get much use from AR if they have low base health since they can get condispiked and die before AR can kick in and save them.

(edited by isolatedchimp.2510)

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Posted by: Mrbig.8019

Mrbig.8019

Thief change would make PW less strong for ress control BUT totally broken in any other situation.

Steal-inf strike-PW would be unavoidable, full damage.

Inf strike-PW alone would be enough to eat 10 k + damage.

PW being broken is more of Ini regen related than stun or whatver else.

Moreover it would make protection injection totally worthless, and any thief would be able to kill engies with no problem, while actually engi is the only real counter to thieves ( overall, not only S/P).

How can a thief of your caliber even think about this dumb change is beyond me, immobilize is already stronger than any possible stun aside maybe for ress control.

PW balance is clearly off, and i really have no idea how to fix it without making it more broken or totally useless without redesigning it totally.

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Posted by: Thedenofsin.7340

Thedenofsin.7340

The Mesmer changes are not reasonable. They are not viable with thieves the way they are currently. Either thieves need a lot of toning down or Mesmers need some significant buffs.

The thief change is a terrible idea.

(edited by Thedenofsin.7340)

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Posted by: Mouby.7096

Mouby.7096

Also, to others suggesting that it’s not Automatic Response that makes decap engis OP but rather their healing, I completely disagree. Any non AR engi with just their healing is nowhere near as durable as an AR bunker engi.

Nerfing healing will hurt non decap engis unnecessarily. Nerfing AR will only really hurt decap engis. Glassy engis don’t really get much use from AR if they have low base health since they can get condispiked and die before AR can kick in and save them.

This 100 times. Any engineer build without AR isn’t even near as durable and not OP in any way.

If AR is going to be nerfed/removed usual condi-engineers and every necro can stomp them with ease. Problem solved.

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Posted by: StickerHappy.8052

StickerHappy.8052

Why the Halting Strike hate? 2k damage on semi non glass players? what? only procs on an interrupt.

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

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Posted by: Obsidian Lee.1462

Obsidian Lee.1462

100% agree to you. But you are not the first with good ideas for improving pvp. we are still waiting for anet…. we Eles waiting since Pax to play pvp again…..

Elementalist and Ranger

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Posted by: Whit.2385

Whit.2385

Thanks for this, a good thing is it’s not simply an individual raging, but a collective response with a few concise points. Hopefully it will be picked up upon!

They are a tiny tiny minority Joop – not sure where you think collective. Besides, by posting here, they void their ideas, as we as a forum going population do not reflect the ideas of the ruling majority. Anything typed on these forums is really quite pointless, including this post.

Soon though – well, soon… soon

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Posted by: Serron.5498

Serron.5498

Thief change would make PW less strong for ress control BUT totally broken in any other situation.

Steal-inf strike-PW would be unavoidable, full damage.

Inf strike-PW alone would be enough to eat 10 k + damage.

PW being broken is more of Ini regen related than stun or whatver else.

Moreover it would make protection injection totally worthless, and any thief would be able to kill engies with no problem, while actually engi is the only real counter to thieves ( overall, not only S/P).

How can a thief of your caliber even think about this dumb change is beyond me, immobilize is already stronger than any possible stun aside maybe for ress control.

PW balance is clearly off, and i really have no idea how to fix it without making it more broken or totally useless without redesigning it totally.

Well, lets list the differences between stun and immobilize:

Immobilize stops you from moving
Immobilize stops you from dodging
Immobilize can be stacked

Stun stops you from moving
Stun stops you from dodging
Stun interrupts you
Stun Prevents you from casting skills

You can remove immobilize much more easily than a stun.
Stability does not protect you from Immobilize, but there are other ways to be immune from conditions.

From this I’d say immobilize, same duration as the stun from pistolwhip as of now, replacing the stun would be a nerf, not a buff. Stacking the immobilize would make no difference here,with another immobilize you are already immobilized through the pw.

Also, no need to be so aggressive.

(edited by Serron.5498)

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Posted by: Vile.5678

Vile.5678

Thief change would make PW less strong for ress control BUT totally broken in any other situation.

Steal-inf strike-PW would be unavoidable, full damage.

Inf strike-PW alone would be enough to eat 10 k + damage.

PW being broken is more of Ini regen related than stun or whatver else.

Moreover it would make protection injection totally worthless, and any thief would be able to kill engies with no problem, while actually engi is the only real counter to thieves ( overall, not only S/P).

How can a thief of your caliber even think about this dumb change is beyond me, immobilize is already stronger than any possible stun aside maybe for ress control.

PW balance is clearly off, and i really have no idea how to fix it without making it more broken or totally useless without redesigning it totally.

Yeah no kidding. Giving immobilize to PW would be absolutely insane.

Honestly, I’m at the point where I think they should just remove the stun. It used to exist to hold an opponent in place because the aftercast aspect was so slow. Now that it occurs very fast after the stun, the stun offers too much control. Removing the stun would add a lot more value to headshot too, which I think is a good thing.

Warrior – Whrawl
Thief – Radderic
Mesmer – Smash Kablooey

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Posted by: Mrbig.8019

Mrbig.8019

Thief change would make PW less strong for ress control BUT totally broken in any other situation.

Steal-inf strike-PW would be unavoidable, full damage.

Inf strike-PW alone would be enough to eat 10 k + damage.

PW being broken is more of Ini regen related than stun or whatver else.

Moreover it would make protection injection totally worthless, and any thief would be able to kill engies with no problem, while actually engi is the only real counter to thieves ( overall, not only S/P).

How can a thief of your caliber even think about this dumb change is beyond me, immobilize is already stronger than any possible stun aside maybe for ress control.

PW balance is clearly off, and i really have no idea how to fix it without making it more broken or totally useless without redesigning it totally.

Well, lets list the differences between stun and immobilize:

Immobilize stops you from moving
Immobilize stops you from dodging
Immobilize can be stacked

Stun stops you from moving
Stun stops you from dodging
Stun interrupts you
Stun Prevents you from casting skills

You can remove immobilize much more easily than a stun.
Stability does not protect you from Immobilize, but there are other ways to be immune from conditions.

From this I’d say immobilize, same duration as the stun from pistolwhip as of now, replacing the stun would be a nerf, not a buff. Stacking the immobilize would make no difference here,with another immobilize you are already immobilized through the pw.

Also, no need to be so aggressive.

Stability is your friend.

Stun can be stunbroke.

Do i even need to list how few skills remove conditions istantly ? and if they will EVER remove immobilize in the hell of a teamfight ( or even a thief who just hit you with 3rd auto chain) ?

Do i even need to list how many stunbreaks are instant ?

Dude, seriously do you even play the same game i play.

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Posted by: Lothirieth.3408

Lothirieth.3408

There’s something I have an honest question about: the complains about a single game mode. You look at a real e-sport game such as League of Legends and they are playing the exact same map with the exact same goals… all of the time. So I’m genuinely curious why one game mode works for that game but not this one? (Personally, I’d find that incredibly boring.. but this is a genuine, non-troll question, I swear. ^^)

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Posted by: Olli.6137

Olli.6137

Thief change would make PW less strong for ress control BUT totally broken in any other situation.

Steal-inf strike-PW would be unavoidable, full damage.

Inf strike-PW alone would be enough to eat 10 k + damage.

PW being broken is more of Ini regen related than stun or whatver else.

Moreover it would make protection injection totally worthless, and any thief would be able to kill engies with no problem, while actually engi is the only real counter to thieves ( overall, not only S/P).

How can a thief of your caliber even think about this dumb change is beyond me, immobilize is already stronger than any possible stun aside maybe for ress control.

PW balance is clearly off, and i really have no idea how to fix it without making it more broken or totally useless without redesigning it totally.

Well, lets list the differences between stun and immobilize:

Immobilize stops you from moving
Immobilize stops you from dodging
Immobilize can be stacked

Stun stops you from moving
Stun stops you from dodging
Stun interrupts you
Stun Prevents you from casting skills

You can remove immobilize much more easily than a stun.
Stability does not protect you from Immobilize, but there are other ways to be immune from conditions.

From this I’d say immobilize, same duration as the stun from pistolwhip as of now, replacing the stun would be a nerf, not a buff. Stacking the immobilize would make no difference here,with another immobilize you are already immobilized through the pw.

Also, no need to be so aggressive.

Stability is your friend.

Stun can be stunbroke.

Do i even need to list how few skills remove conditions istantly ? and if they will EVER remove immobilize in the hell of a teamfight ( or even a thief who just hit you with 3rd auto chain) ?

Do i even need to list how many stunbreaks are instant ?

Dude, seriously do you even play the same game i play.

Do you really want to use a stunbreaker for a skill that a class can just spam on you?
Do you really think every single class got a stability skill?
Do you really think a max. half second immobilize is making that build insanely broken?
It may be stronger against classes with excessive access to stability(war) or stunbreakers (guard), but the other classes would have an easier time with this change.

Lady Nag Nag Nag
Team Car Crash [CC]

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Posted by: DiogoSilva.7089

DiogoSilva.7089

There’s something I have an honest question about: the complains about a single game mode. You look at a real e-sport game such as League of Legends and they are playing the exact same map with the exact same goals… all of the time. So I’m genuinely curious why one game mode works for that game but not this one? (Personally, I’d find that incredibly boring.. but this is a genuine, non-troll question, I swear. ^^)

To be blunt, it’s because Conquest is not the most popular pvp mode out there. Especially defensive/ bunker-driven conquest, which is what GW2 has.

Players and viewers generally enjoy more offensive-oriented modes, and objects that make more intuitive sense (like, it makes more “intuitive sense” a game more where you win by invading a base or killing a leader, than a game mode where you win by running around a circle drawn in the ground as long as possible).

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Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Awesome post Olli. Especially the points on new game modes. Definitely some cool ideas in there.

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

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Posted by: Lothirieth.3408

Lothirieth.3408

To be blunt, it’s because Conquest is not the most popular pvp mode out there. Especially defensive/ bunker-driven conquest, which is what GW2 has.

Players and viewers generally enjoy more offensive-oriented modes, and objects that make more intuitive sense (like, it makes more “intuitive sense” a game more where you win by invading a base or killing a leader, than a game mode where you win by running around a circle drawn in the ground as long as possible).

That’s a good point and makes sense. There is more variety to the LoL map than the conquest maps we have here.. more opportunities for varying scenarios I suppose.

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Posted by: Mrbig.8019

Mrbig.8019

Thief change would make PW less strong for ress control BUT totally broken in any other situation.

Steal-inf strike-PW would be unavoidable, full damage.

Inf strike-PW alone would be enough to eat 10 k + damage.

PW being broken is more of Ini regen related than stun or whatver else.

Moreover it would make protection injection totally worthless, and any thief would be able to kill engies with no problem, while actually engi is the only real counter to thieves ( overall, not only S/P).

How can a thief of your caliber even think about this dumb change is beyond me, immobilize is already stronger than any possible stun aside maybe for ress control.

PW balance is clearly off, and i really have no idea how to fix it without making it more broken or totally useless without redesigning it totally.

Well, lets list the differences between stun and immobilize:

Immobilize stops you from moving
Immobilize stops you from dodging
Immobilize can be stacked

Stun stops you from moving
Stun stops you from dodging
Stun interrupts you
Stun Prevents you from casting skills

You can remove immobilize much more easily than a stun.
Stability does not protect you from Immobilize, but there are other ways to be immune from conditions.

From this I’d say immobilize, same duration as the stun from pistolwhip as of now, replacing the stun would be a nerf, not a buff. Stacking the immobilize would make no difference here,with another immobilize you are already immobilized through the pw.

Also, no need to be so aggressive.

Stability is your friend.

Stun can be stunbroke.

Do i even need to list how few skills remove conditions istantly ? and if they will EVER remove immobilize in the hell of a teamfight ( or even a thief who just hit you with 3rd auto chain) ?

Do i even need to list how many stunbreaks are instant ?

Dude, seriously do you even play the same game i play.

Do you really want to use a stunbreaker for a skill that a class can just spam on you?
Do you really think every single class got a stability skill?
Do you really think a max. half second immobilize is making that build insanely broken?
It may be stronger against classes with excessive access to stability(war) or stunbreakers (guard), but the other classes would have an easier time with this change.

Easier time ?

Think FOR A SECOND what the random thief vs necro fight would be.

1. thief engages from 1300 range with steal-inf strike and goes with PW.
2. nec is immo for 2 secs ( whole PW) and eats full damage ( 12k )
3. thief has almost full ini ( steal + ini regen = 6 ini restored from 8 ini cost)
4. nec spams everything in order to counterpressure thief.
5. thief stunbreaks
6. nec tries to heal
7. headshot
8. Inf signet-inf strike-pw
9. BP
10. Stomp.

This is your EASIER time.

Do i need to make the same example with mesmers and eles ?

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Posted by: HPLT.7132

HPLT.7132

Also in the current state your are not stunned for the whole time of PW. I think he meant that the stun duration is exchanged by an equal immobilise duration.

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Posted by: Seiko.3195

Seiko.3195

Steal-inf strike-PW would be unavoidable, full damage.

Inf strike-PW alone would be enough to eat 10 k + damage.

Explain me how pls, we did just test this, even in in the best case scenario for the thief, it didn’t work. With every single hit a crit only 9k total dmg.

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Posted by: Olli.6137

Olli.6137

Thief change would make PW less strong for ress control BUT totally broken in any other situation.

Steal-inf strike-PW would be unavoidable, full damage.

Inf strike-PW alone would be enough to eat 10 k + damage.

PW being broken is more of Ini regen related than stun or whatver else.

Moreover it would make protection injection totally worthless, and any thief would be able to kill engies with no problem, while actually engi is the only real counter to thieves ( overall, not only S/P).

How can a thief of your caliber even think about this dumb change is beyond me, immobilize is already stronger than any possible stun aside maybe for ress control.

PW balance is clearly off, and i really have no idea how to fix it without making it more broken or totally useless without redesigning it totally.

Well, lets list the differences between stun and immobilize:

Immobilize stops you from moving
Immobilize stops you from dodging
Immobilize can be stacked

Stun stops you from moving
Stun stops you from dodging
Stun interrupts you
Stun Prevents you from casting skills

You can remove immobilize much more easily than a stun.
Stability does not protect you from Immobilize, but there are other ways to be immune from conditions.

From this I’d say immobilize, same duration as the stun from pistolwhip as of now, replacing the stun would be a nerf, not a buff. Stacking the immobilize would make no difference here,with another immobilize you are already immobilized through the pw.

Also, no need to be so aggressive.

Stability is your friend.

Stun can be stunbroke.

Do i even need to list how few skills remove conditions istantly ? and if they will EVER remove immobilize in the hell of a teamfight ( or even a thief who just hit you with 3rd auto chain) ?

Do i even need to list how many stunbreaks are instant ?

Dude, seriously do you even play the same game i play.

Do you really want to use a stunbreaker for a skill that a class can just spam on you?
Do you really think every single class got a stability skill?
Do you really think a max. half second immobilize is making that build insanely broken?
It may be stronger against classes with excessive access to stability(war) or stunbreakers (guard), but the other classes would have an easier time with this change.

Easier time ?

Think FOR A SECOND what the random thief vs necro fight would be.

1. thief engages from 1300 range with steal-inf strike and goes with PW.
2. nec is immo for 2 secs ( whole PW) and eats full damage ( 12k )
3. thief has almost full ini ( steal + ini regen = 6 ini restored from 8 ini cost)
4. nec spams everything in order to counterpressure thief.
5. thief stunbreaks
6. nec tries to heal
7. headshot
8. Inf signet-inf strike-pw
9. BP
10. Stomp.

This is your EASIER time.

Do i need to make the same example with mesmers and eles ?

1. The whole combo is doing 7-9k
2. you still cast everything (steal + infiltrators + pistolwhip) = 2 sec immobilized while pistolwhipping?
infiltrators is 1 second immobilize
after it you have to cast pistolwhip that takes some time, too
So you are not immobilized for 2 sec while you get pistolwhipped
Your point it totally invalid

Lady Nag Nag Nag
Team Car Crash [CC]

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Posted by: Mrbig.8019

Mrbig.8019

Thief change would make PW less strong for ress control BUT totally broken in any other situation.

Steal-inf strike-PW would be unavoidable, full damage.

Inf strike-PW alone would be enough to eat 10 k + damage.

PW being broken is more of Ini regen related than stun or whatver else.

Moreover it would make protection injection totally worthless, and any thief would be able to kill engies with no problem, while actually engi is the only real counter to thieves ( overall, not only S/P).

How can a thief of your caliber even think about this dumb change is beyond me, immobilize is already stronger than any possible stun aside maybe for ress control.

PW balance is clearly off, and i really have no idea how to fix it without making it more broken or totally useless without redesigning it totally.

Well, lets list the differences between stun and immobilize:

Immobilize stops you from moving
Immobilize stops you from dodging
Immobilize can be stacked

Stun stops you from moving
Stun stops you from dodging
Stun interrupts you
Stun Prevents you from casting skills

You can remove immobilize much more easily than a stun.
Stability does not protect you from Immobilize, but there are other ways to be immune from conditions.

From this I’d say immobilize, same duration as the stun from pistolwhip as of now, replacing the stun would be a nerf, not a buff. Stacking the immobilize would make no difference here,with another immobilize you are already immobilized through the pw.

Also, no need to be so aggressive.

Stability is your friend.

Stun can be stunbroke.

Do i even need to list how few skills remove conditions istantly ? and if they will EVER remove immobilize in the hell of a teamfight ( or even a thief who just hit you with 3rd auto chain) ?

Do i even need to list how many stunbreaks are instant ?

Dude, seriously do you even play the same game i play.

Do you really want to use a stunbreaker for a skill that a class can just spam on you?
Do you really think every single class got a stability skill?
Do you really think a max. half second immobilize is making that build insanely broken?
It may be stronger against classes with excessive access to stability(war) or stunbreakers (guard), but the other classes would have an easier time with this change.

Easier time ?

Think FOR A SECOND what the random thief vs necro fight would be.

1. thief engages from 1300 range with steal-inf strike and goes with PW.
2. nec is immo for 2 secs ( whole PW) and eats full damage ( 12k )
3. thief has almost full ini ( steal + ini regen = 6 ini restored from 8 ini cost)
4. nec spams everything in order to counterpressure thief.
5. thief stunbreaks
6. nec tries to heal
7. headshot
8. Inf signet-inf strike-pw
9. BP
10. Stomp.

This is your EASIER time.

Do i need to make the same example with mesmers and eles ?

1. The whole combo is doing 7-9k
2. you still cast everything (steal + infiltrators + pistolwhip) = 2 sec immobilized while pistolwhipping?
infiltrators is 1 second immobilize
after it you have to cast pistolwhip that takes some time, too
So you are not immobilized for 2 sec while you get pistolwhipped
Your point it totally invalid

One word.

Immobilize stacking.

whole combo 7-9 k ?

Steal → 1500 dmg
Inf strike ( crit) → 2k damage
PW → 5-6 k
Fire proc → 1k damage

It’s 9 k with no crit from IS and no fire proc ( unprobable, with 77% crit chance), 11k if everything goes as normal.

And i didn’t even count best PW ( 7 k damage) if all attacks crit.

Even if it 9 k , normal condi nec has 18 k health. 1 combo and he’s at half health.

(edited by Mrbig.8019)

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Posted by: FeelsAlright.5860

FeelsAlright.5860

Thief:
- Pistol Whip immobilize instead of stun (because of resurrection-control, to easy to force stun breaker
- Move Trait : Feline Grace (Acrobatics 15) to Master Tier (20) active trait

The stun on pistol whip should be removed and replaced with NOTHING. If you look at the other skills in the game that are a flurry/root, none of them have anything else attached to them. All of them require considerable set up or other skills to be able to land the burst.

Guardian’s Zealot Defense requires you to blow a stun breaker/teleport thats on a 45 second cooldown to be able to efficiently land the burst. Or have hydromancy sigils to chill your target to be able to land the skill. Blurred frenzy is usually set up with an immobilize to be able to land the skill. 100 blades requries frenzy or another stun to be able to its full burst. Why should a thief be able to do with with 1 skill on no cool down?

The thief already has 2 instant cast teleports on lower cooldowns than everyone else (steal + infiltrator’s signet) to be able to land the pistolwhip (if it didn’t have the stun). With basilisk’s venom or instead take the immobilize venom (instead of the 2nd stunbreaker) or hydromancy sigils and the thief will still be able to land pistol whip if they are playing smart. It will take a dumb low skill spec and make it difficult but still rewarding to play.

Vipassana

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Posted by: Mrbig.8019

Mrbig.8019

Also in the current state your are not stunned for the whole time of PW. I think he meant that the stun duration is exchanged by an equal immobilise duration.

This is actually worse because you have 20% more condi duration, something that doesn’t count with stun.

Inf strike is already 1 secs and 1/4, add pw and it’s 2 secs neat.

If you remove 0.5 secs cast time from PW you have 1.5 secs immo.

Exactly PW flurry duration.

Every time you IS-PW, your opponent, with nag “genius” suggestion, would be immo for the whole duration of PW ( with the great allegiance of immo stacking of course).

This is a beyond terrible suggestion, and i’m telling this as a thief.

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Posted by: ExpelHax.8012

ExpelHax.8012

+1
i love the HA part, gg olli!

Y Iisey Y, desolation EU
Fifty Five Hp Monks [ELE]

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Posted by: Pyriall.5027

Pyriall.5027

From purely a berserker perspective:

Remove Poison on steal
Remove the 900 range blind on black powder
Do something with the number of pulses of black powder

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Posted by: Seiko.3195

Seiko.3195

I still don’t get your calculation of dmg (9k dmg if the necro does nothing) , but i agree with the point that stacking immobilize is a problem. However the problem ist not having immobilize on pw, it’s the immobilize stacking itself that should be removed imo.

Edit:
Btw i find it interesting that everyone argues about the balance suggestions(especially the pw) posted here but not about the other points.
Wouldn’t new game modes add more to the game and make more people play pvp?

(edited by Seiko.3195)

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Posted by: Thedenofsin.7340

Thedenofsin.7340

Too bad ideas don’t implement themselves.

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Posted by: style.6173

style.6173

@ANET

I do like the idea of running orbs or CTF, but PLEASE balance the orb carrier across professions first. Right now the spirit watch implementation is not balanced at all.

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Posted by: Mrbig.8019

Mrbig.8019

I still don’t get your calculation of dmg (9k dmg if the necro does nothing) , but i agree with the point that stacking immobilize is a problem. However the problem ist not having immobilize on pw, it’s the immobilize stacking itself that should be removed imo.

Edit:
Btw i find it interesting that everyone argues about the balance suggestions(especially the pw) posted here but not about the other points.
Wouldn’t new game modes add more to the game and make more people play pvp?

game modes are not the problem.

LoL has only one game mode, we all know how succesful it is.

INFRASTRUCTURE, REWARDS, COMPETITION, BALANCE is what PvP needs.

Having game modes diversity is just some fluff that we don’t really need, it’s something biased people want to have just a taste of fresh air from this stale, boring, unrewarding PvP aNet created with a ridicolous number of terrible decisions and slow implementations.

It’s all in our heads, that is all.

We don’t more game modes.

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Posted by: Billhave.8475

Billhave.8475

just PLEASE buff the elementalists SOON (in sPvP)
They’ve been bottom-line and still very hard (if not hardest) to play/master since the august ‘balance’ patch.
It’s absolutely terrible how it’s been 7 months already and one of the most challenging professions has been the most unrewarding one in sPvP ever since. I just can’t believe it actually seems normal to most by now that elementalists are just useless in tPvP, while they put in 100% more efford in their timing, placement, rotation, tactics, healing, … than any other out there ONLY to SURVIVE.

As a true elementalist that kept playing ele until now ,since the ‘worst balance patch ever’, I can say that I convinced myself over and over again, that changes would come soon, that things would become better, that putting so much practice and dedication into one single profession would’nt have been for nothing, that I’v eventually given up hope. How can it be that a Lame-Bow warrior or a spirit ranger or a thief or a mesmer or a dps guardian or a condition warrior or a condi necro or a condi engi or … could’ve been such a … Seriously, get your stuff right, it’s about time.

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Necro. No stability without death shroud. It is one thing to tone down what appears to be slightly over powered, it is another to completely not give an element that is considered a must have for competitive play.

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Posted by: Thoth Divine.8642

Thoth Divine.8642

Nerf Immobilize.

Blessed Curse – Symbolic DH
Thoth Divine – Power Necro
I Hope You Die – Burst Berserker

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Posted by: Maverick Holix.1382

Maverick Holix.1382

I think Mr. Big missed the suggestion about being able to dodge while immob.

On a side note my neighbors dog is named Mr. Big, hes a bulldog.

twitch.tv/maverick_holix

(edited by Maverick Holix.1382)

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Posted by: MinhT.9876

MinhT.9876

I stand by the idea of getting a PTS/PTR going for sPvP balances and changes. Think of it as Edge of the Mists, but for the sPvPers. So long as the dev team keeps throwing proposed changes at it for the public to test on an isolated platform, of course.

The only con I can think of is the resources required to host a PTS, but it could quite literally be just another server that limits everyone to the Heart of the Mists. Also presents the potential to have a fractal PTS attached to it as well. -hinthint-

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Posted by: Lue.6538

Lue.6538

General Balance:
- Being able to dodge while immobilized

Well, no.

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Posted by: Zirith.6429

Zirith.6429

I really like the thief changes, I feel like chill/cripple/weakness need dr. Some classes can already dodge while immob’d makes sense that all classes should, they just have to remain rooted.

I asked a dev forever ago about allowing custom arenas to host all of the existing activities, apparently that got passed a long but the pvp team seems to be negative 4 people atm.

I also really liked your idea to remove the engy and mesmer from the game completely, that would really improve 5v5 balance.

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Posted by: muscarine.5136

muscarine.5136

He’s a bit angry but i do agree with Mr.Big about the immob part.
About the stun itself he’s referring to how it’s used as res counter. Most dedicated rezzers already secure the rez before they get in and that includes stability most of the time.

PW’s main issue comes from how it is a way too spammable multitool, it has to be fixed at the very least both of you agree on that point and i’m kinda relieved to see that, i’m already tired of all the randoms who’s name i never saw going all /ego on me because they 333’d my face down.

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Posted by: KarlaGrey.5903

KarlaGrey.5903

Awesome post Olli. Especially the points on new game modes. Definitely some cool ideas in there.

New old game modes, you mean. (;

At Olli, a friendly tip – if possible, absolutely avoid using number 1 with the word GW when giving feedback, because it automatically becomes counter productive to your goal and merely triggers automated replies from your target audience, as nicely demonstrated on 1st page.
Most of us had to learn that the hard way.

Just one thing though – don’t forget what happened the last time a class was asking for more survivability (hint dhuum hint), so be careful what you wish for.

RIP ‘gf left me coz of ladderboard’ Total views: 71,688 Total posts: 363

(edited by KarlaGrey.5903)