State of the Game EP3 - Show Discussion

State of the Game EP3 - Show Discussion

in PvP

Posted by: Nord.5360

Nord.5360

Heading into our third episode. Helseth’s hair won’t be attending…However, we will be joined by ArenaNet devs Jon Peters and Jon Sharp, as well as Lowell from Curse and Java from Team PZ.

So, we’ll have about an hour for discussion. What are some things you guys would like to see discussed? I’ll try to get as many viewer questions in as possible, but I won’t really be monitoring chat during the show so I’d like to hear them beforehand.

You can find out more about the show over at Guru.

Grouch

(edited by Nord.5360)

State of the Game EP3 - Show Discussion

in PvP

Posted by: daydream.2938

daydream.2938

Hey. Great thread.

I know they are making some adjustements on the 28th. But they have talked about the following.

1) . The powerfulness of ele? When is the d/d ele being looked at? If possible what they are thinking of adjusting, but more timeframe of a rebalance on this class.
2). Warrior/engy viability? 100b is probalby ok, but maybe another spec could be useful. Engy has so many bugs/uselesss abilities its crazy.
3). Timewarp/portal. Are any nerfs forthcoming? Or portal given to other classes, if so who?
4). Ranger, the ability to lay down several of the same traps over each other, doesnt feel like its working as intended and makes trebuchet ranger just a complete monster on map 3. PRetty much nobody can solo fight ftw at treb. Rangers aren’t op per se, so i wouldnt even care if they gave them a tiny buff when they adjusted this to compensate. But it makes bunker rangers/treb rangers a nightmare. Witness there ascension in the meta.
5). A viable spec that isnt burst for theif? A viable spec that isnt wells condition for necro? More variety in how the classes play basically (though power necros arent terrible only a tiny buff would make em viable).
6) any possible info on how the matchmaking system will work. will it be an elo? Will it be like halos +/-?
7). This is a big one. ARE they considering better spvp rewards, to attract more casuals. IN particular the ability to earn experience int he overworld. Not asking that SPVP itself have levels, just that u can take what u earn in there and progress ur toon outside of it, so u can wvwvw on par with ur guildies who farm dungeons and dont do spvp.
Also, i would like to give advice , please make any chages small, a huge buff/nerf to any class would make it op or useless. this game is actually not terrible for balance. But its clear ele’s are the strongest in game, and engies the weakest.
And i know they cant give days , because they want to keep promises. But to the extent that they can, TIMEFRAMES TIMEFRAMES TIMEFRAMES.

Thanks alot for this thread.

(edited by daydream.2938)

State of the Game EP3 - Show Discussion

in PvP

Posted by: Rambodacious.7495

Rambodacious.7495

Hey man, thanks for doing this.

1: I guess for me (and I assume others on these forums), I’d like to hear not a timeline, but specifically what >kind< of additional game types they’re looking at adding to spvp.

2: I’d also like to know if they are purposefully preventing people from making decent rewards (through gems) in winning tournaments? In order to see what I’m talking about, skim through the second post of this thread:

https://forum-en.gw2archive.eu/forum/pvp/pvp/Spvp-destiny-An-important-message/first

3: Lastly, I’d like to know any >specific< future plans they have of tying together the PvE world, WvW world, and SPvP world to not only encourage more people to do each of these three, but also make each one feel universally rewarding.

Thanks!

- Muke Muscleshell
- Potluck Massacre [PLUM]
- Sanctum of Rall

(edited by Rambodacious.7495)

State of the Game EP3 - Show Discussion

in PvP

Posted by: HappinessFactory.4910

HappinessFactory.4910

Hi Grouch, I’ve talked with you and some other guys on teamspeak a while ago and it seemed you were more interested in the “bigger picture” rather than specifications of class balance. I am too interested in the bigger picture so hopefully these questions can be included.

Question 1: In that january patch we’re seeing the first major change to the pvp system. Making paid tournaments into 1 round matches. If this proves to be a monumental success, what would the next major step be? And how would this step improve the health of the community?

Question 2: What is the end goal for sPvP? For this question ill use a metaphor. At the moment it feels like we’re building a car but we only have the engine, and the engine is no good without wheels or a shiny body. So what I’m asking is; what will the game look like when the car is finished?

Question 3: I figure it’s best not to have every… single… question… directed straight at the devs so here’s @ java and lowell. Balance is pretty good, but as we all know it’s neigh impossible to have everything perfect in place. So what would be some changes that could be made to solve some less than satisfactory gameplay? I havn’t been playing paids for past week or so, if this question were to be asked I’d also love to hear some about “meta” changes.

(edited by Moderator)

State of the Game EP3 - Show Discussion

in PvP

Posted by: leman.7682

leman.7682

Question 2: What is the end goal for sPvP? For this question ill use a metaphor. At the moment it feels like we’re building a car but we only have the engine, and the engine is no good without wheels or a shiny body. So what I’m asking is; what will the game look like when the car is finished?

I tasted some happiness from the factory after reading this question!
Ohh my, why wasn’t it explained before? We really need a general idea on how they want their sPvP to work and look like when it’s finished.

Leman

State of the Game EP3 - Show Discussion

in PvP

Posted by: felivear.1536

felivear.1536

1) Solo queue. What are the plans for this in the future? Do they realize how important this is to a large group of players?

2) What plan do they have for glory or give some hints at what they are planning to do to make SPVP more attractive for players to play. Currently if you do this game mode, you are hindering yourself for every other part of the game. This is the only mode that does this.

feLIVEar: Your resident forum king.

State of the Game EP3 - Show Discussion

in PvP

Posted by: Med.6150

Med.6150

Q: Are you not in the least concerned with the impact of Time Warp but also quickness in general?
Specifically Time Warp almost certainly decides group fights in favor of the side using it. Quickness, however, seems to be a problem in general as reaction times are virtually a constant, while abilities under quickness are sped up by 100%.

I’ll give an example in order to explain what I am trying to say with above statement:
Assume you are getting targeted by 3 devastating attacks with an animation time of .5 seconds under the influence of quickness. For clarity I will also assume reaction for the targeted player (he might be busy handling a situation) to be .8 seconds. Under normal circumstances, this player would get hit by the first attack and be able to evade attack #2 and #3. Due to quickness, however, he would get hit by all 3 of these attacks, which amount to .75 seconds of execution time, since his reaction time remains constant at .8 seconds.

Analyzing the situation, the targeted player just took 3 times the burst, just because of quickness cutting execution time in half. I think we can agree on the fact that many, if not any, classes out there, will be dishing out devastating, lethal in fact, amounts of damage, if they are able to apply 3x times their regular burst for whatever reason.

Q: Assuming you follow the current meta in the EU, you may have noticed that when both sides utilize a heavy burst thief (regardless of whether players deem this to be balanced or not), there’s a high chance that the thief coming out of stealth and actively participating in the fight first, is going to put his team at a disadvantage, as he’s most certainly being taken out instantly by the opposing thief.

As a result these two thieves usually play their own 1v1 match within the match itself. I honestly believe that this is not the way matches should be played or decided (4v5 on the map for 20+ seconds usually means you lose the team fights or small skirmishes on a node).
On the other hand, many thieves seem to be of the opinion, that they need to be as glassy as they are (and thus being easy preys for the opposing thieves), simply because there’s no other way to neutralize certain bunker builds on the enemy team in any timely fashion. These bunker builds, being as strong as they are, will undoubtedly cost you the match, if they manage to stall your team on a node.

Are there any plans for reducing burst damage and survivability and bring both ends of the spectrum down a little, in order to address the inherent issues? If so, what specifically are your goals in this regard?

You may be aware that while burst is simply based on chaining devastating attacks in the least amount of time possible, survivability comes in different flavors. While usually survivability equals high sustain through healing, there are professions/builds that become as survivable as they are by means of excessive damage evasion and/or damage negation, so that any changes would have to be targeting all of these capabilities.

State of the Game EP3 - Show Discussion

in PvP

Posted by: Mithir.7460

Mithir.7460

4). Ranger, the ability to lay down several of the same traps over each other, doesnt feel like its working as intended and makes trebuchet ranger just a complete monster on map 3. PRetty much nobody can solo fight ftw at treb. Rangers aren’t op per se, so i wouldnt even care if they gave them a tiny buff when they adjusted this to compensate. But it makes bunker rangers/treb rangers a nightmare. Witness there ascension in the meta.

That is not possible. You can only have one trap of the same type active at the same time.

State of the Game EP3 - Show Discussion

in PvP

Posted by: lepri.6504

lepri.6504

I am only engineer so my concern goes for it
Q. Will engineer get kit stats and long waited bug fixes documented in the forum as a mega long list.

Blacktide>>Yafes>>Asura Engineer

State of the Game EP3 - Show Discussion

in PvP

Posted by: Killthehealersffs.8940

Killthehealersffs.8940

1) I didnt understand the part , <<we want to bring up all classes>> in the previous video.
So iI would love to know their aim :
a) Making the Commentators and Viewers go in a <<OMGOMG >> state , with 2sec TKK roamers battles ? So are we expecting to see a 2 sec TKK for Rangers and Necros too ?
b) Or increase all classes , so they can uterly can kill even the hardest bunkers in less than 35 sec , solo ?

2) Are they considering putting 2-3 turnover mechanics in the same map (like the Bell)
, making class imbalances less signicicant ? Or reducing <<cheazy combos >> is a 6-8 sec cooldown with 30% hp total damage done ? In order to extent 1v1 fights from 2 sec to 6-8 sec ?

State of the Game EP3 - Show Discussion

in PvP

Posted by: guza.6170

guza.6170

Q: Are you not in the least concerned with the impact of Time Warp but also quickness in general?
Specifically Time Warp almost certainly decides group fights in favor of the side using it. Quickness, however, seems to be a problem in general as reaction times are virtually a constant, while abilities under quickness are sped up by 100%.

I’ll give an example in order to explain what I am trying to say with above statement:
Assume you are getting targeted by 3 devastating attacks with an animation time of .5 seconds under the influence of quickness. For clarity I will also assume reaction for the targeted player (he might be busy handling a situation) to be .8 seconds. Under normal circumstances, this player would get hit by the first attack and be able to evade attack #2 and #3. Due to quickness, however, he would get hit by all 3 of these attacks, which amount to .75 seconds of execution time, since his reaction time remains constant at .8 seconds.

Analyzing the situation, the targeted player just took 3 times the burst, just because of quickness cutting execution time in half. I think we can agree on the fact that many, if not any, classes out there, will be dishing out devastating, lethal in fact, amounts of damage, if they are able to apply 3x times their regular burst for whatever reason.

Q: Assuming you follow the current meta in the EU, you may have noticed that when both sides utilize a heavy burst thief (regardless of whether players deem this to be balanced or not), there’s a high chance that the thief coming out of stealth and actively participating in the fight first, is going to put his team at a disadvantage, as he’s most certainly being taken out instantly by the opposing thief.

As a result these two thieves usually play their own 1v1 match within the match itself. I honestly believe that this is not the way matches should be played or decided (4v5 on the map for 20+ seconds usually means you lose the team fights or small skirmishes on a node).
On the other hand, many thieves seem to be of the opinion, that they need to be as glassy as they are (and thus being easy preys for the opposing thieves), simply because there’s no other way to neutralize certain bunker builds on the enemy team in any timely fashion. These bunker builds, being as strong as they are, will undoubtedly cost you the match, if they manage to stall your team on a node.

Are there any plans for reducing burst damage and survivability and bring both ends of the spectrum down a little, in order to address the inherent issues? If so, what specifically are your goals in this regard?

You may be aware that while burst is simply based on chaining devastating attacks in the least amount of time possible, survivability comes in different flavors. While usually survivability equals high sustain through healing, there are professions/builds that become as survivable as they are by means of excessive damage evasion and/or damage negation, so that any changes would have to be targeting all of these capabilities.

+1 for this questions, are they working on this issues and can they give us some examples of how they plan to do it. Theres no real point in this interviews if all we get back is we are working on it.

aka Subl

(edited by guza.6170)

State of the Game EP3 - Show Discussion

in PvP

Posted by: daydream.2938

daydream.2938

4). Ranger, the ability to lay down several of the same traps over each other, doesnt feel like its working as intended and makes trebuchet ranger just a complete monster on map 3. PRetty much nobody can solo fight ftw at treb. Rangers aren’t op per se, so i wouldnt even care if they gave them a tiny buff when they adjusted this to compensate. But it makes bunker rangers/treb rangers a nightmare. Witness there ascension in the meta.

That is not possible. You can only have one trap of the same type active at the same time.

I was listening to some rangers on twitch talking about layering traps. Which when i heard it , i though sounded funny. havnt tested it myself. But, im confused this was a paid team so i assumed they knew what they where saying.

State of the Game EP3 - Show Discussion

in PvP

Posted by: Ayestes.1273

Ayestes.1273

It’s possible they had two or more Rangers. Or just talking about layering the Poison, Fire, and Bleed/Cripple one on each other like normal.

Virydia – Hearld
Tirydia – Scrapper

State of the Game EP3 - Show Discussion

in PvP

Posted by: Sprawl.3891

Sprawl.3891

1. When will they fix tournaments starting without 5 people?
2. When will they add solo queue option for single match games?
3. When will they add punishment for people who quit tournament matches?
4. What is ETA on new game modes? This year?

Sprawl – Necro – Eredon Terrace

State of the Game EP3 - Show Discussion

in PvP

Posted by: Jacobin.8509

Jacobin.8509

1) When can we expect anything on the promise list that is copy and pasted every single month to be in the game? What updates will be in which patches?

2) Can sPvP really be expected to grow when Anet is charging people a full box price, a ticket entry fee, and presumably a private server fee in order to play in competitive modes that are offered for free in other successful pvp games?

State of the Game EP3 - Show Discussion

in PvP

Posted by: Wise.8025

Wise.8025

I am looking forward to any intelligent opinions and commentary that come out of this.

Thank goodness the PvP community is represented by the top teams in these dialogues and not the forum criers that patrol threads like this and share their frustrations about how they shouldn’t have to L2P.

State of the Game EP3 - Show Discussion

in PvP

Posted by: Kugron.5128

Kugron.5128

What is A-net’s stance on the viability of warriors? They stated in the first SotG that they know warriors need something, but weve seen nothing more than minor tooltip changes. What changes can we expect?

State of the Game EP3 - Show Discussion

in PvP

Posted by: Nord.5360

Nord.5360

I’m seeing a lot of awesome stuff here guys. Just a quick thank you for keeping it civil.

Keep it coming!

Grouch

State of the Game EP3 - Show Discussion

in PvP

Posted by: Sprawl.3891

Sprawl.3891

I am looking forward to any intelligent opinions and commentary that come out of this.

Thank goodness the PvP community is represented by the top teams in these dialogues and not the forum criers that patrol threads like this and share their frustrations about how they shouldn’t have to L2P.

yea because the devs and pros have really created a casual friendly game that is growing in population every day with all the great changes they have developed through their discussions. /facepalm

if devs and elite fanbois knew what was best there would be no such thing as a failed MMO.

Sprawl – Necro – Eredon Terrace

(edited by Sprawl.3891)

State of the Game EP3 - Show Discussion

in PvP

Posted by: Cogbyrn.7283

Cogbyrn.7283

I’m sure the rest of the forums will cover questions pertaining to the meta, sPvP balance, e-sports features, etc. I’m going to take a different route and see if a question sticks.

1) What is ANet’s stance on perspectives that condemn certain class mechanics as un-fun due to the lack of engaging counter-play? One of my biggest gripes at the moment is, for example, Thief builds that focus on survivability/frequent use of stealth. I can potentially dodge the activation of stealth (maybe), but once the Thief is in stealth, all I have is a guessing game. It feels very unrewarding for me, which means it might be unrewarding for the majority of players that play against Thieves. I understand that conquest-based PvP largely negates the effectiveness of builds such as this, but it is often a serious problem in WvW (culling aside), and it could very well be a problem if any additional non-conquest modes are ever introduced.

Does ANet consider counter-play and fun for both sides in these design decisions, and do they have any plans to modify any current design mechanics to increase the general fun?

2) On a similar vein regarding fun, I personally feel the Warrior profession mechanic is lackluster. Although some of the abilities themselves are good, the fact that the game rewards stagnant max-adrenaline with some of the trait selections will, in some cases, almost completely nullify the profession mechanic entirely.

Are there any designs to increase interactivity with the Warrior profession mechanic, whether it be stances, or including banners as part of said mechanic (similar to kit functionality)?

Alduin Nightsong, 80 Human Necro
“He’s like a man with a fork in a world of soup.”

State of the Game EP3 - Show Discussion

in PvP

Posted by: Davinci.8027

Davinci.8027

- Solo/Dolo queing.
- Possibility of new game modes. I’d like to see a team deathmatch up there like GW1.
- A better intro for new players to the mists, with more help given on the intricacies of sPvP.
- A “LFG” type system that will help promote the creation and proliferation of new teams.
- A reward system in PvP that has an effect on PvE. Many players are turned off by the feeling that what they’re doing in PvP is not rewarding enough. Only skilled players with organized teams are able to profit (gems), and this should not be the case. Everyone should feel welcome in PvP.
-Guardian’s Renewed Focus should grant team invulnerability for 5 seconds.
- Certain bugs need to be addressed and fixed. Getting stuck inside walls, being ported back to base after the game has started, rubber banding when using Earth Dagger 3 for Eles and Judge’s Intervention porting you right back to starting position are just a few. Some of these have been around since release.
- Nerf Vyndetta
- Warriors need to be more viable in high-tier sPvP. Sadly the only two warriors we had are now playing other classes. Reducing the cooldown on their healing spells or increasing their effect as well as granting some sort of Passive condi removal like rangers or guardians could be a start.
-Reduce the cost of Paids entry to 3 tickets. This will allow the lesser skilled/organized teams to participate more in paids. It’s kinda dumb that newer/less-skilled players have to pay to play.

Davinci,
Best Swagger Turner Onner NA.

State of the Game EP3 - Show Discussion

in PvP

Posted by: Nord.5360

Nord.5360

5 second team invulnerability? You sir, are trolling.

Grouch

State of the Game EP3 - Show Discussion

in PvP

Posted by: Davinci.8027

Davinci.8027

Caught me. But, everything else stated was not a troll.

State of the Game EP3 - Show Discussion

in PvP

Posted by: HappinessFactory.4910

HappinessFactory.4910

Caught me. But, everything else stated was not a troll.

you’re correct, vyndetta really needs those nerfs so imba.

State of the Game EP3 - Show Discussion

in PvP

Posted by: zone.1073

zone.1073

1) Warrior survivability. Very problematic. Healing is too weak/low (heals less than 1/4th of the Warrior’s HP. Garbage heal considering the amount of risk Warriors must put themselves in). No access to regeneration or protection boons. Bunker spec is not viable. Is it being looked into?

2) AoE damage from trap Rangers (aka, team PZ’s comp), and AoE in general. Very problematic. Being looked into?

3) Elementalist effectiveness. Too efficient?

(edited by zone.1073)

State of the Game EP3 - Show Discussion

in PvP

Posted by: Schwahrheit.4203

Schwahrheit.4203

Will ANET EVER address the following significantly useless Warrior traits? Some of the traits that I will list will need some form of buff or rework.

1.) Thick Skin
2.) Armored Attack (to a certain extent)
3.) Spiked Armor
4.) Determined Revival
5.) Fast Healer
6.) Reviver’s Might
7.) Discipline Burst Stat
8.) Precise Strikes
9.) Versatile Power
10.) Physical Training
11.) Critical Burst (to a certain extent)
12.) Stick and Move (to a certain extent)
13.) Attack of Opportunity (to a certain extent)

AND adrenaline scarcity/flexibility on a lot of builds?

Since people are negative about nerfs, how about we buff to balance then?

(edited by Schwahrheit.4203)

State of the Game EP3 - Show Discussion

in PvP

Posted by: zone.1073

zone.1073

Will ANET EVER address the following significantly useless Warrior traits?

1.) Thick Skin
2.) Armored Attack (to a certain extent)
3.) Spiked Armor
4.) Determined Revival
5.) Fast Healer
6.) Reviver’s Might
7.) Discipline Burst Stat
8.) Precise Strikes
9.) Versatile Power
10.) Physical Training
11.) Critical Burst (to a certain extent)

AND adrenaline scarcity/flexibility on a lot of builds?

Add to that list of useless Warrior traits:

1) Powerful Banners (deals 200 damage on banner summon? Really?)
2) Great Fortitude and Armored Attack (conversion ratio needs to be increased in order to be useful)
3) Furious Speed

State of the Game EP3 - Show Discussion

in PvP

Posted by: Schwahrheit.4203

Schwahrheit.4203

Trying to focus on the minor traits to be honest, doesn’t have to be the major traits cause you don’t have to pick some of them anyways…

Also zone, don’t regret it when ANET over-buffs “bunker Warriors” with reliable source of protection. Not even going to remind you on what happened at Kylho today

Since people are negative about nerfs, how about we buff to balance then?

State of the Game EP3 - Show Discussion

in PvP

Posted by: Taym.8326

Taym.8326

4). Ranger, the ability to lay down several of the same traps over each other, doesnt feel like its working as intended and makes trebuchet ranger just a complete monster on map 3. PRetty much nobody can solo fight ftw at treb. Rangers aren’t op per se, so i wouldnt even care if they gave them a tiny buff when they adjusted this to compensate. But it makes bunker rangers/treb rangers a nightmare. Witness there ascension in the meta.

Just want to touch on this one for you. They are not double dropping trap, they place one (and the cooldown starts for the ability) when you trigger the traps they are then able to throw the traps again. So it may look like “double trap”, its using multiple cooldowns for it.

State of the Game EP3 - Show Discussion

in PvP

Posted by: zone.1073

zone.1073

Trying to focus on the minor traits to be honest, doesn’t have to be the major traits cause you don’t have to pick some of them anyways…

Also zone, don’t regret it when ANET over-buffs “bunker Warriors” with reliable source of protection. Not even going to remind you on what happened at Kylho today

When we fought 1v1, you had to run away because you couldn’t handle my damage. Imagine if my full team was in that game.

Actually, you have played against full DTC a few times before. You guys get rolled by us, so if you’re trying to prove a point about bunker warriors being viable, you’re not.

(edited by zone.1073)

State of the Game EP3 - Show Discussion

in PvP

Posted by: Saital.4819

Saital.4819

A) What is ANet’s opinions on the current quality of Skill and Trait tooltips? I personally find that many have unclear information, incorrect spelling/grammar, or simply incorrect information. Are there plans to possibly standardize tooltips later on?

In how it applies to PvP, does ANet explicitly not want quantifiable information to be given? For example, many traits say regenerate a “small” amount of health, or just “deals damage.” Should we expect these tooltips to be revised in the future? Such information should be readily available in the tooltip, rather than needing to consult the wiki, where some numbers have already been empirically tabulated.

B) How does ANet plan on monetizing PvP in the future? I believe that the current plan (tournament tickets) is not the right way to go about doing things. Most dedicated players will acquire tickets through normal gameplay, and the idea in principle (charging people just to play) is wrong. I’m sure that many share my view in that there are better microtransaction ideas out there that haven’t fully been explored yet. (Gem Store PvP skins? Finishers?) At the current moment, it seems that PvP is generating a disproportionately small amount of profit for Guild Wars 2 as a whole. Perhaps with these new ideas in place, ANet may inject new life into their competitive scene.

State of the Game EP3 - Show Discussion

in PvP

Posted by: Zoose.1640

Zoose.1640

This is just going to be me speaking from experience.

I feel there needs to be a few things addressed about the two classes I play the most: Elementalist and Warrior.

Ele:
- Down state mist from should not bring an ele’s life back up to half HP. The vapor form already allows very quick movement, and with the sustain that certain ele builds can provide, an ele should not be able to freely waltz into bad positions and have the possibility of not being punished for it because of their down state.

- Healing power or water traits for an ele needs to be tuned down a bit. Again, if an ele has the ability to have that downed state, they should at least give up something for it, but I would just rather they nerf the down state and work on healing power scaling for Eles. At the moment the heals are a bit too high, maybe reduce the flat healing power of eles by 5-10%? The sustain is a bit overboard. I think ballparking it somewhere between 5-10% seems feasible.

- I personally feel like healing power itself needs a nerf flat out across the board for all classes. If anything healing power should receive a 5% flat nerf, and for ele’s an additional 5%. These “bunkers” and “bunker s/d” ele’s that everyone is complaining about isn’t because of their toughness. The bunkers that go the toughness route are sacrificing a large chunk of their stats to receive that toughness for the most part. Healing power (since heals are on such a short cooldown) coupled with things such as sigil of energy and invulns are the true reason behind these bunkers lasting so long in fights.

Warrior:
- The warrior Mending skill should scale better with their HP. Heck, all the warrior heals scale very poorly with their base HP. Mending should remove 3 conditions and have a minor buff to the HP heal or the ratio of HP to healing power for warriors should be buffed. Someone mentioned that warriors have to put themselves in too much danger to be effective (given they are melee), and not having the sustain of other classes to back up their risk is a major liability. Not to mention warriors can be kited fairly easily. Conditions are wrecking warriors where they are at a disadvantage vs most condition builds.

That’s about all I can think of to be honest. A matchmaking system would be awesome. It would make a lot of people happy both new and old.

Edit for ele:
I forgot to add that if they are going to nerf all that healing power then we’re gonna need a better 25 arcana trait than the one we currently have. I hardly ever ever ever get a “random condition” applied to an enemy. It’s almost a useless minor trait to spec that far into arcana for.

(edited by Zoose.1640)

State of the Game EP3 - Show Discussion

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

Q: How do the developers feel about the current burst/bunker meta-game with little viability for balanced builds?

Q: Is there any chance we might see some changes to mitigate the relative ease or reviving?

Q: Quickness is 100% DPS increase and the only ability that allows such a high increase in DPS. Why is such a boost acceptable for Quickness but no other ability?

Q: Is there a chance we might see diminishing returns on some offensive and defensive stats?

Q: Why does the downed state wipe all existing conditions?

State of the Game EP3 - Show Discussion

in PvP

Posted by: tarcheg.4872

tarcheg.4872

Q: Are you not in the least concerned with the impact of Time Warp but also quickness in general?
Specifically Time Warp almost certainly decides group fights in favor of the side using it. Quickness, however, seems to be a problem in general as reaction times are virtually a constant, while abilities under quickness are sped up by 100%.

I’ll give an example in order to explain what I am trying to say with above statement:
Assume you are getting targeted by 3 devastating attacks with an animation time of .5 seconds under the influence of quickness. For clarity I will also assume reaction for the targeted player (he might be busy handling a situation) to be .8 seconds. Under normal circumstances, this player would get hit by the first attack and be able to evade attack #2 and #3. Due to quickness, however, he would get hit by all 3 of these attacks, which amount to .75 seconds of execution time, since his reaction time remains constant at .8 seconds.

Analyzing the situation, the targeted player just took 3 times the burst, just because of quickness cutting execution time in half. I think we can agree on the fact that many, if not any, classes out there, will be dishing out devastating, lethal in fact, amounts of damage, if they are able to apply 3x times their regular burst for whatever reason.

Q: Assuming you follow the current meta in the EU, you may have noticed that when both sides utilize a heavy burst thief (regardless of whether players deem this to be balanced or not), there’s a high chance that the thief coming out of stealth and actively participating in the fight first, is going to put his team at a disadvantage, as he’s most certainly being taken out instantly by the opposing thief.

As a result these two thieves usually play their own 1v1 match within the match itself. I honestly believe that this is not the way matches should be played or decided (4v5 on the map for 20+ seconds usually means you lose the team fights or small skirmishes on a node).
On the other hand, many thieves seem to be of the opinion, that they need to be as glassy as they are (and thus being easy preys for the opposing thieves), simply because there’s no other way to neutralize certain bunker builds on the enemy team in any timely fashion. These bunker builds, being as strong as they are, will undoubtedly cost you the match, if they manage to stall your team on a node.

Are there any plans for reducing burst damage and survivability and bring both ends of the spectrum down a little, in order to address the inherent issues? If so, what specifically are your goals in this regard?

You may be aware that while burst is simply based on chaining devastating attacks in the least amount of time possible, survivability comes in different flavors. While usually survivability equals high sustain through healing, there are professions/builds that become as survivable as they are by means of excessive damage evasion and/or damage negation, so that any changes would have to be targeting all of these capabilities.

qft!
These two questions need to be answered. Especially the one about quickness, because it’s not just a 100% dmg increase. People need a certain minimum time to react (no matter how good of a “pro gamer” you claim to be) but with quickness you do not have that minimum time and that’s why quickness often makes the differences between burst evading and getting hit by the full combo – and this difference is much more than just 100% more damage.
So quickness just shouldn’t be in the game like this at all and time warp is showing that the most by winning every fight.

And also the thief question is good since every thief is just waiting for the other thief to get visible first and until then they’re not any part of the fight at all – I can’t imagine that this is what Anet had in mind with this class…

State of the Game EP3 - Show Discussion

in PvP

Posted by: Lordrosicky.5813

Lordrosicky.5813

This is just going to be me speaking from experience.

I feel there needs to be a few things addressed about the two classes I play the most: Elementalist and Warrior.

Ele:
- Down state mist from should not bring an ele’s life back up to half HP. The vapor form already allows very quick movement, and with the sustain that certain ele builds can provide, an ele should not be able to freely waltz into bad positions and have the possibility of not being punished for it because of their down state.

- Healing power or water traits for an ele needs to be tuned down a bit. Again, if an ele has the ability to have that downed state, they should at least give up something for it, but I would just rather they nerf the down state and work on healing power scaling for Eles. At the moment the heals are a bit too high, maybe reduce the flat healing power of eles by 5-10%? The sustain is a bit overboard. I think ballparking it somewhere between 5-10% seems feasible.

- I personally feel like healing power itself needs a nerf flat out across the board for all classes. If anything healing power should receive a 5% flat nerf, and for ele’s an additional 5%. These “bunkers” and “bunker s/d” ele’s that everyone is complaining about isn’t because of their toughness. The bunkers that go the toughness route are sacrificing a large chunk of their stats to receive that toughness for the most part. Healing power (since heals are on such a short cooldown) coupled with things such as sigil of energy and invulns are the true reason behind these bunkers lasting so long in fights.

Warrior:
- The warrior Mending skill should scale better with their HP. Heck, all the warrior heals scale very poorly with their base HP. Mending should remove 3 conditions and have a minor buff to the HP heal or the ratio of HP to healing power for warriors should be buffed. Someone mentioned that warriors have to put themselves in too much danger to be effective (given they are melee), and not having the sustain of other classes to back up their risk is a major liability. Not to mention warriors can be kited fairly easily. Conditions are wrecking warriors where they are at a disadvantage vs most condition builds.

That’s about all I can think of to be honest. A matchmaking system would be awesome. It would make a lot of people happy both new and old.

Wow lol these changes would actually be pretty awesome if coupled with a nerf to protection too.

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

State of the Game EP3 - Show Discussion

in PvP

Posted by: Arheundel.6451

Arheundel.6451

This is just going to be me speaking from experience.

I feel there needs to be a few things addressed about the two classes I play the most: Elementalist and Warrior.

Ele:
- Down state mist from should not bring an ele’s life back up to half HP. The vapor form already allows very quick movement, and with the sustain that certain ele builds can provide, an ele should not be able to freely waltz into bad positions and have the possibility of not being punished for it because of their down state.

- Healing power or water traits for an ele needs to be tuned down a bit. Again, if an ele has the ability to have that downed state, they should at least give up something for it, but I would just rather they nerf the down state and work on healing power scaling for Eles. At the moment the heals are a bit too high, maybe reduce the flat healing power of eles by 5-10%? The sustain is a bit overboard. I think ballparking it somewhere between 5-10% seems feasible.

- I personally feel like healing power itself needs a nerf flat out across the board for all classes. If anything healing power should receive a 5% flat nerf, and for ele’s an additional 5%. These “bunkers” and “bunker s/d” ele’s that everyone is complaining about isn’t because of their toughness. The bunkers that go the toughness route are sacrificing a large chunk of their stats to receive that toughness for the most part. Healing power (since heals are on such a short cooldown) coupled with things such as sigil of energy and invulns are the true reason behind these bunkers lasting so long in fights.

Warrior:
- The warrior Mending skill should scale better with their HP. Heck, all the warrior heals scale very poorly with their base HP. Mending should remove 3 conditions and have a minor buff to the HP heal or the ratio of HP to healing power for warriors should be buffed. Someone mentioned that warriors have to put themselves in too much danger to be effective (given they are melee), and not having the sustain of other classes to back up their risk is a major liability. Not to mention warriors can be kited fairly easily. Conditions are wrecking warriors where they are at a disadvantage vs most condition builds.

That’s about all I can think of to be honest. A matchmaking system would be awesome. It would make a lot of people happy both new and old.

Give me more evasive skills( like mesmer phase retreat, hornet’s sting and serpent’s strike fro the ranger) and you take away the water heal people so much complain about, but I still need something to make up for having the lowest base armor and base HP.

Furthermore the sustained dmg of the ele is the lowest across the board, my dragon’s claw hit people for 600-700 dmg with a soldier amulet while a warrior hit me for 1.5k min with its auto-attack and using the same amulet, what about arc-lightning that hit people for 400 dmg?

By switching rapidly between your attunement you can somehoe manage your low dmg but for that you need to invest 30 pts in arcana, only playing an ele I feel forced into investing into a specific trait line, if I go warrior nobody force me to go 100b gimmick build and cry later, actually I’m using a support/shout build with hammer and good sustain where I kd eles to the floor

Furthermore there are traits which can help the warrior against condition builds, but while I’m ready to use specific builds to counter condition builds, people want still use the 100b gimmick and clear conditions at the same time

(edited by Arheundel.6451)

State of the Game EP3 - Show Discussion

in PvP

Posted by: zone.1073

zone.1073

If there is a spectrum, Elementalists and Warriors are the two most problematic classes in the game right now, but on opposite sides of said spectrum.

Please discuss:

Elementalist effectiveness. Too efficient? Burst healing and sustain healing-over-time are both too strong? Why are Elementalists better melee bruisers than even Warriors in this game? If anything, please rename the Ele class as “Warrior” and the current warrior rename it to “Punching Bag.”

Warrior sustainability is too weak, considering the amount of danger a Warrior must put themselves in to do something useful. It heals less than 1/4 of the Warrior’s HP on an almost 30 second cooldown. Too much risk, too little reward.

While Elementalists are pampered with endless regeneration, protection, stun auras, chill auras, burst healing, CC that cannot be cleansed (launch from Updraft cannot be stun-broken), Warriors are left with an optional Shield Stance that lasts for 3 seconds and can be canceled by many abilities, and that’s it. Please discuss this with the devs.

(edited by zone.1073)

State of the Game EP3 - Show Discussion

in PvP

Posted by: Arheundel.6451

Arheundel.6451

If there is a spectrum, Elementalists and Warriors are the two most problematic classes in the game right now, but on opposite sides of said spectrum.

Please discuss:

Elementalist effectiveness. Too efficient? Burst healing and sustain healing-over-time are both too strong? Why are Elementalists better melee bruisers than even Warriors in this game? If anything, please rename the Ele class as “Warrior” and the current warrior rename it to “Punching Bag.”

Warrior sustainability is too weak, considering the amount of danger a Warrior must put themselves in to do something useful. It heals less than 1/4 of the Warrior’s HP on an almost 30 second cooldown. Too much risk, too little reward.

While Elementalists are pampered with endless regeneration, protection, stun auras, chill auras, burst healing, CC that cannot be cleansed (launch from Updraft cannot be stun-broken), Warriors are left with an optional Shield Stance that lasts for 3 seconds and can be canceled by many abilities, and that’s it. Please discuss this with the devs.

Pls link this build with endless regeneration,protection, really want to see it.
Despite running with a staff and 20 in fire with 2500 armor, I get called bunker when I use burning retreat-lightning flash-gust to keep the enemy away, I get called bunker simply because they can hit me easily…hilarious.
Regarding updraft as “uncleanable”, maybe if you use stun-break after you land( like a clever player does) updraft “magically” become cleanable, I clean updraft every freaking time with my stun-breaker…because I wait to land first, like for every other knock back ( engy,guardian ect ect) do you know the difference between knock down and knock back?

State of the Game EP3 - Show Discussion

in PvP

Posted by: Shananigans.8412

Shananigans.8412

Hey Grouch and Co. here are some possible things i’d like to see discussed!

-General timeframe of a ladder
-How anet plans to bring people back to tpvp

General Balance issues
-Ele Bunker (healing) toned down
-Slight buff to warrior and possibly engi
-Making time-warp more situational
-Bug fixes for all classes/update of all trait trees

Future Plans for the game
-Esport? How they plan to get to this

Meta (ew)
-Any ways they want us to play to shape the game

HELSETH’S HAIR!

Keep it up grouch, this is great for the community

Shananigans- Team Absolute Legends
[Ark]-Ele

State of the Game EP3 - Show Discussion

in PvP

Posted by: Arheundel.6451

Arheundel.6451

and about the video…if you keep playing 100b gimmick, do not expect to master the warrior

State of the Game EP3 - Show Discussion

in PvP

Posted by: zone.1073

zone.1073

Pls link this build with endless regeneration,protection, really want to see it.
Despite running with a staff and 20 in fire with 2500 armor, I get called bunker when I use burning retreat-lightning flash-gust to keep the enemy away, I get called bunker simply because they can hit me easily…hilarious.
Regarding updraft as “uncleanable”, maybe if you use stun-break after you land( like a clever player does) updraft “magically” become cleanable, I clean updraft every freaking time with my stun-breaker…because I wait to land first, like for every other knock back ( engy,guardian ect ect) do you know the difference between knock down and knock back?

http://www.twitch.tv/phantaram

Here you go. Near constant up time of regeneration and protection while also dealing extreme AoE spikes. If this doesn’t open your eyes about the state of Eles, then you’re just ignorant.

Another important aspect of the game to discuss:
LAUNCHES BEING UNCLEANSABLE. Is this intended? Launch abilities like from Guardian’s hammer and Elementalist’s Updraft cannot be stun-broken while in the air. Furthermore, stun breakers go on a full cooldown when used in an attempt to cleanse a launch. Intended?

State of the Game EP3 - Show Discussion

in PvP

Posted by: Zoose.1640

Zoose.1640

Just had to edit my post to add that if the healing power of ele’s are going to be nerfed that way that I’d also like a better 25 arcana minor trait!

By the way, just to clarify a few things…Ele’s were at one point one of the worst classes (arguably) because of all their bugs. They buffed the ele downstate and a chunk of their bugs (they still have a few), and that’s what made ele really powerful. It wasn’t anything that wasn’t already implemented since release. People are now seeing how good auramancer and scepter sustain is.

(edited by Zoose.1640)

State of the Game EP3 - Show Discussion

in PvP

Posted by: Arheundel.6451

Arheundel.6451

Pls link this build with endless regeneration,protection, really want to see it.
Despite running with a staff and 20 in fire with 2500 armor, I get called bunker when I use burning retreat-lightning flash-gust to keep the enemy away, I get called bunker simply because they can hit me easily…hilarious.
Regarding updraft as “uncleanable”, maybe if you use stun-break after you land( like a clever player does) updraft “magically” become cleanable, I clean updraft every freaking time with my stun-breaker…because I wait to land first, like for every other knock back ( engy,guardian ect ect) do you know the difference between knock down and knock back?

http://www.twitch.tv/phantaram

Here you go. Near constant up time of regeneration and protection while also dealing extreme AoE spikes. If this doesn’t open your eyes about the state of Eles, then you’re just ignorant.

Another important aspect of the game to discuss:
LAUNCHES BEING UNCLEANSABLE. Is this intended? Launch abilities like from Guardian’s hammer and Elementalist’s Updraft cannot be stun-broken while in the air. Furthermore, stun breakers go on a full cooldown when used in an attempt to cleanse a launch. Intended?

Yeah..talking about ignorant…
Pls do find me in this build a way to keep perma regeneration and protection, pls just describe it step by step, and extreme aoe spike? With what dragons’ tooth-phoenix-arcane wave? Yes pls Anet people need further help into avoiding a 3s cast dragon’s tooth, make it bigger and slower so they can even stop and relax fro few secs before walking away not even dodging it….

I plaid against Phantaram , 1vs1 he was running the same s/d build and you’re trying to tell me that you can’t avoid a burst from a s/d ele? give me a kittening break!If you can’t avoid the burst from a s/d ele..you need to uninstall NOW!

Finally if you could cleanse launch while flying..there would be no kittening reason of having both launch and kd in this game, just leave kd and what do you expect for stun-breaker going in full CD? It’s like using stun-breaker in the middle of nowhere when you don’t need it.

State of the Game EP3 - Show Discussion

in PvP

Posted by: Arheundel.6451

Arheundel.6451

Just had to edit my post to add that if the healing power of ele’s are going to be nerfed that way that I’d also like a better 25 arcana minor trait!

By the way, just to clarify a few things…Ele’s were at one point one of the worst classes (arguably) because of all their bugs. They buffed the ele downstate and a chunk of their bugs (they still have a few), and that’s what made ele really powerful. It wasn’t anything that wasn’t already implemented since release. People are now seeing how good auramancer and scepter sustain is.

People should be forced to play the profession by them complained for like 6 months or more, then they would realize how kittening easy is to avoid the ele UBER attacks like dragon’s tooth-phoenix….or even churning earth( people get hit by a lightning flash-churning earht combo..the epitome of lack of skill)…and where is this sustained dmg of the ele? Unless used by great players, the ele is so kittening easy to dispatch…really too kittening easy, your average/newb ele goes down in like 5s compared to your average/newb warrior which can last a while and still deal dmg

State of the Game EP3 - Show Discussion

in PvP

Posted by: zone.1073

zone.1073

Finally if you could cleanse launch while flying..there would be no kittening reason of having both launch and kd in this game, just leave kd and what do you expect for stun-breaker going in full CD? It’s like using stun-breaker in the middle of nowhere when you don’t need it.

There is a reason for launches. They move the target, plus knock them down afterward. While knockdowns only symbolically stun the target in place without the actual stun condition, launches move the location of the target. That is reason enough for launches to be useful. Launches do not need to be uncleansable, while also putting stun breakers on full CDs to be useful. The question is whether or not it is intended by devs. The more this is discussed, the more likely that this matter will be brought to the attention of the devs. So, please continue.

(edited by zone.1073)

State of the Game EP3 - Show Discussion

in PvP

Posted by: Zoose.1640

Zoose.1640

Pls link this build with endless regeneration,protection, really want to see it.
Despite running with a staff and 20 in fire with 2500 armor, I get called bunker when I use burning retreat-lightning flash-gust to keep the enemy away, I get called bunker simply because they can hit me easily…hilarious.
Regarding updraft as “uncleanable”, maybe if you use stun-break after you land( like a clever player does) updraft “magically” become cleanable, I clean updraft every freaking time with my stun-breaker…because I wait to land first, like for every other knock back ( engy,guardian ect ect) do you know the difference between knock down and knock back?

http://www.twitch.tv/phantaram

Here you go. Near constant up time of regeneration and protection while also dealing extreme AoE spikes. If this doesn’t open your eyes about the state of Eles, then you’re just ignorant.

Another important aspect of the game to discuss:
LAUNCHES BEING UNCLEANSABLE. Is this intended? Launch abilities like from Guardian’s hammer and Elementalist’s Updraft cannot be stun-broken while in the air. Furthermore, stun breakers go on a full cooldown when used in an attempt to cleanse a launch. Intended?

By the way Phanta doesn’t run a 100% up-time protection/regen build at all.

State of the Game EP3 - Show Discussion

in PvP

Posted by: Follidus.8027

Follidus.8027

Another important aspect of the game to discuss:
LAUNCHES BEING UNCLEANSABLE. Is this intended? Launch abilities like from Guardian’s hammer and Elementalist’s Updraft cannot be stun-broken while in the air. Furthermore, stun breakers go on a full cooldown when used in an attempt to cleanse a launch. Intended?

Yeah, this is kind of dumb. I heard from somewhere it was because they didn’t know how to fix it, but i’m not so sure. What’s really dumb is seeing it coming, hitting stability, and still getting knocked back due to latency.

Cause I ain’t perfect, I never said I was.
But now they’re hating cause a brotha finally got some buzz
www.twitch.tv/Follidus – Team Absolute Legends

State of the Game EP3 - Show Discussion

in PvP

Posted by: daydream.2938

daydream.2938

Ya you have to wait till your on the ground not bouncing anymore to stun break. SO you can reduce the Cc but u still get ‘stunned’ for alittle bit.

If you have a stun break like blink or shadowstep it will still port you away but ull end up on ur kitten wherever u port 2

State of the Game EP3 - Show Discussion

in PvP

Posted by: scerevisiae.1972

scerevisiae.1972

Lots of people hate downed state in PVP. In the almost 6 months since release, there have been very few real improvements in the game and many of the game’s balance problems (eg: AOE) have downed state as the root cause.

Has downed state been a failed experiment with respect to the extent it disrupts that natural flow&pacing of the combat and the balance problems it has created?

Is it time to remove downed state from PVP zones and focus on balancing builds/skills and the numerous aspirational features planned?

downed state is bad for PVP

(edited by scerevisiae.1972)

State of the Game EP3 - Show Discussion

in PvP

Posted by: Khalifahaze.6045

Khalifahaze.6045

Lots of people hate downed state in PVP. In the almost 6 months since release, there have been very few real improvements in the game and many of the game’s balance problems (eg: AOE) have downed state as the root cause.

Has downed state been a total failure with respect to the extent it disrupts that natural flow&pacing of the combat and the balance problems it has created?

Is it time to remove downed state from PVP zones and focus on balancing builds/skills and the numerous aspirational features planned?

With a lack of healers in this game downed state is one of the few things that can counter burst, being able to have 2+ people rez a downed target is a great thing in pvp. Removing downed state would only make competitive pvp a joke.

QT Khalifa [Cute] – Necromancer