(edited by Nova Stiker.8396)
Where is the Evolution of Combat?
It’s in Halo 1 : Combat Evovled
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Your rant is a little incoherent.
Let me just say this:
GW2 combat is then at its best when you have 2 semi-offensive power builds fighting each other. Not all-out glass cannons. Those fights are over too quickly. But something in between full Berserker and full Soldier.
You want to have a series of powerful but avoidable attacks and you want a little too and fro, not instant-gibs. Every participant should be able to use at least 10 skills and the fight should last about 20-30 seconds. That’s what I’d consider an ideal showcase for GW2 combat.
But looking at the current meta, NONE of the viable builds follow that mantra. You’re either full glass, killing people in seconds without giving them a chance to fight back, or you’re a nigh-immortal bunker that runs around in circles while tanking 3 enemy players. Or you’re one of these condition spamers that showers his enemy in a series of untelegraphed and unavoidable condition-attacks.
It’s obvious that all the bad parts of GW2’s combat have prevailed, while the good parts just aren’t viable. It’s a shame, because the ingredients are there but the recipe isn’t.
Your rant is a little incoherent.
Let me just say this:
GW2 combat is then at its best when you have 2 semi-offensive power builds fighting each other. Not all-out glass cannons. Those fights are over too quickly. But something in between full Berserker and full Soldier.
You want to have a series of powerful but avoidable attacks and you want a little too and fro, not instant-gibs. Every participant should be able to use at least 10 skills and the fight should last about 20-30 seconds. That’s what I’d consider an ideal showcase for GW2 combat.
But looking at the current meta, NONE of the viable builds follow that mantra. You’re either full glass, killing people in seconds without giving them a chance to fight back, or you’re a nigh-immortal bunker that runs around in circles while tanking 3 enemy players. Or you’re one of these condition spamers that showers his enemy in a series of untelegraphed and unavoidable condition-attacks.
It’s obvious that all the bad parts of GW2’s combat have prevailed, while the good parts just aren’t viable. It’s a shame, because the ingredients are there but the recipe isn’t.
i hope u have ever make a look into the amuletts available in pvp and understand why there is only min-max.
@op
Your right. Builds and roles are very narrowly defined. Want to roam—thief. Want to bunker ? Guardian Team support? spirit ranger Generalist? Warrior. Thats all, and within those prof’s their are builds that must be run. As far as I can tell its the same in pve, the encounters are the most scripted ive ever seen in an mmo; stack in this corner, skip these mobs or be 1 shot etc. Any deviation from optimal script not only is more difficult, but in many circumstances wont work at all.
99% of the time I play pvp and when I experiment, or when I play a non meta proff, or even if I try a meta build in a non meta role, it dosent go well vs any prof that adheres to the narrow boundaries that make up the meta.
Its not like the solutions are difficult, there have been many excellent posts from people who play various professions, simple things like trait amalgamation, nerfing certain abilities; ok the forums are full of qq and buff me pls to the stars, but, if you read enough posts and play enough to have a sense of where things stand, then determining what is required is not, in fact, difficult.
I guess well see what the 15th offers us; most posts seem to be quite pessimistic given the amount of information we have atm. If nothing changes, prof’s and builds become even further entrenched where they are then i can hardly see myself grinding pve for pvp skills. Its likely where ill be getting off and tyvm for the fun Ive had
(edited by dylan.5409)
https://forum-en.gw2archive.eu/forum/pvp/pvp/my-thoughts-to-new-patch/first#post3806209
meta will change in double ele and more tanky than before.
https://forum-en.gw2archive.eu/forum/pvp/pvp/my-thoughts-to-new-patch/first#post3806209
meta will change in double ele and more tanky than before.
Oh dear God help us, the meta is going in a circle! The Ele meta again?!
This crap needs to end ArenaNet, understand to fix and balance you start at the kitten combat mechanics core!
The new ele builds can’t do everything at once though.
The new earth trait it strong, but on that build an ele is constantly vulnerable to either conditions or direct damage.. And needs to swap between the two to keep that sustain.
Staff cleansing water xxx/30/30 will be strong versus condition classes (and introduce heavy cleanse support). But again they won’t be able to 1v1 direct damage (but they can out sustain)..
Blinds are gonna be a big help on fresh air builds (30/30x) for thief matchups, but again I’ll still be able to casually two shot the best eles in the game with an evisc warrior..
But hey.. Maybe some crazy fresh air stone heart ele will come out of nowhere and blow the meta up.. Beats hambow anyway…
Phaatonn, London UK
(edited by Phaeton.9582)
The new ele builds can’t do everything at once though.
The new earth trait it strong, but on that build an ele is constantly vulnerable to either conditions or direct damage.. And needs to swap between the two to keep that sustain.
Staff cleansing water xxx/30/30 will be strong versus condition classes (and introduce heavy cleanse support). But again they won’t be able to 1v1 direct damage (but they can out sustain)..
Blinds are gonna be a big help on fresh air builds (30/30x) for thief matchups, but again I’ll still be able to casually two shot the best eles in the game with an evisc warrior..
But hey.. Maybe some crazy fresh air stone heart ele will come out of nowhere and blow the meta up.. Beats hambow anyway…
Don’t underestimate healing potential of Elementalists, even if the trait doesn’t directly affect them. Because it scales by percentage, you can heal allies 3,000 health with the Clerics Amulet when you swap to water. That is not including regeneration that also gets boosted to a massive 270 health per second, which adds up to ~1,500 health over 6 seconds.
In other words, healing 4 allies 4,500 health when swapping to water. Which can be done every 10 seconds and any good Elementalist will constantly swap elements to avoid using the basic attack as much as possible.
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Elementalists don’t need better support options, our best role for PvP is support. Offering a lot of defensive and offensive boons to ourselves and allies. This just seems like an unnecessary buff (ArenaNets balance theme).
This is what I am getting at, it’s like ArenaNet doesn’t know where to start to improve Guild Wars 2 combat quality.
ArenaNet, look at Amplified Wrath, why would anyone take 30 points into Zeal thinking, “oh snap, MORE BURNINGS! I want that!” Why isn’t it something like:
Amplified Wrath: Activating Virtue of Justice now teleports you to target foe and your next attack will critically hit.
But saying that is actually going against my point, mechanics first, traits second.
(edited by Nova Stiker.8396)
I dunno man cleansing water will still take priority IMO
Phaatonn, London UK
I dunno man cleansing water will still take priority IMO
Cleansing water is getting a massive buff, back to pre-ele nerf when it was a must-have.
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New Twitter: @chaithhh
I dunno man cleansing water will still take priority IMO
Cleansing water is getting a massive buff, back to pre-ele nerf when it was a must-have.
better than pre nerf they added regen on crit hit, and soon regen on water trident .
I dunno man cleansing water will still take priority IMO
Cleansing water is getting a massive buff, back to pre-ele nerf when it was a must-have.
better than pre nerf they added regen on crit hit, and soon regen on water trident .
The issue with Water Trident was it’s speed, not that it was weak healing. Either improve the AoE or the casting time or have it the trident projectile heals as it travels. Bad buff is bad.
ArenaNet would understand that if they payed better attention to the community but I digress, back on topic.
Balance starting with mechanics, then move up to things like traits and skills.