You did not fix core issues, do it now.
Why is it that these professions still get to keep the same role they did last patch?
People tend to pick builds and classes because they enjoy the role or playstyle of that build and class. Changing the role of a build is tantamount to trolling the playerbase.
YouTube
Im sry, do you even mesmer, brah?
I always find it funny when people talk about sPvP core issues followed by rambling about classes. Last time I checked, the only core issue is … [insert drumroll]… the gameplay mode. The capability of standing on a tiny capping circle drives player vs player balance. Only problem is, its the only place in the game that does this meaning its impossible to balance by class, you will wreck or OP it in other modes.
But I digress. Lets randomly tweak some numbers instead. Its worked great so far, right?
I always find it funny when people talk about sPvP core issues followed by rambling about classes. Last time I checked, the only core issue is … [insert drumroll]… the gameplay mode. The capability of standing on a tiny capping circle drives player vs player balance. Only problem is, its the only place in the game that does this meaning its impossible to balance by class, you will wreck or OP it in other modes.
But I digress. Lets randomly tweak some numbers instead. Its worked great so far, right?
This guy understands.
I always find it funny when people talk about sPvP core issues followed by rambling about classes. Last time I checked, the only core issue is … [insert drumroll]… the gameplay mode. The capability of standing on a tiny capping circle drives player vs player balance. Only problem is, its the only place in the game that does this meaning its impossible to balance by class, you will wreck or OP it in other modes.
But I digress. Lets randomly tweak some numbers instead. Its worked great so far, right?
The gameplay mode is not the problem, if something can sustain 1v3 itself yet still be secluded to a small area will be a problem across all modes, not just PvP.
Heck, it’s one of the reasons why raid bosses are so poorly designed, nearly all of their attacks are percent damage. The answer to super tanky players is to ignore toughness completely? Real smart ArenaNet, reaaaal smart -.-
You can even argue that if the traits/runes/sigils were balanced around PvE the balance would be in better shape. Just look at Elementalist Earth Grandmaster traits. Who the heck needs condition immunity above 90% health, immunity to critical hits but only attuned to earth or maintaining the passive of Signets in freaking PvE?
Necromancers have so much boon corrupt, but it’s only an issue when fighting against players. At no point does Guild Wars 2 PvE ever rewards striping 3-4 boons.
The most problematic traits are designed solely for PvP. The sheer amount of condition spiking was designed only for PvP. I’m not saying the game should be shaped around PvE but what I am saying ArenaNet is dumb making designs for solely 1 game mode.
ArenaNet just completely lacks combat creativity.
I always find it funny when people talk about sPvP core issues followed by rambling about classes. Last time I checked, the only core issue is … [insert drumroll]… the gameplay mode. The capability of standing on a tiny capping circle drives player vs player balance. Only problem is, its the only place in the game that does this meaning its impossible to balance by class, you will wreck or OP it in other modes.
But I digress. Lets randomly tweak some numbers instead. Its worked great so far, right?
This is nearly 100% of the problem currently with balance. The only ranked mode is one that centers around bunkering on points and +1ing fights which is why balance always seems so skewed. Where is the capture the flag game mode? What about payload ala TF2? Push maps where you move through objectives as the map continues (also from TF2)?
They have this huge dynamic event system in this game and yet use almost none of it for PvP. You dont need to try and be a MOBA like Stronghold, you can use ZERO PvE elements and create “new” game modes.
Teams would be forced to set up comp’s that would be usable in each different map and class swapping would be blocked. Actually good competitive games that use build systems (MtG, MOBAs, etc.) disallow swapping things in and out mid game or mid tournament for exactly this reason.
Granted this is all wishful thinking, it took ANet 3 years to create Stronghold and they have so little faith in the mode that it isnt used in the Pro League at all. Why even design it then? Why isnt the Pro League matches like two conquest and then Stronghold as a tie breaker with no swaps of classes???
A person can tank a 1v3 endlessly, but not be able to take the 3 down (I also highly doubt there are any builds left that can tank 1v3) as long as they’re not forced to eat his damage or lose. The issue with D/D cele ele was that you either fought on point and died or left and lost (both resulting in a loss). If you look in WvWvW with its muuuuuuch larger zone, you find eles aren’t that big of an issue over there (at least in a 1v1 roaming format).
Btw, before I’m flamed like a good steak, I’m only using pre-nerf ele as an example. I’m not, I REPEAT, I’m NOT calling them OP as they are currently. Pls no flamerino.
(edited by SlayerSixx.5763)
Core issue is a not exisiting match making caused by merging teams and solo players togehter. Not considering classes doesn’t help either. The result are onesided matches.