You did not fix core issues, do it now.

You did not fix core issues, do it now.

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Posted by: DrDivine.5378

DrDivine.5378

“This patch is so much different now, people are taking completely different stuff and now professions are still viable!”

People are still taking the same herald, scrapper, druid and necro they did last patch. Warrior/berserker is STILL GARBAGE because all the suggestions were completely ignored.

Chrono and tempest were pretty OP and needed to be balanced, but so did these other specs. Why is it that these professions still get to keep the same role they did last patch? It would be cool if maybe chronos or tempest got a new role, but they didn’t. They fixed thief rather well, it feels like a thief now, warrior completely got the shaft. If you’re still going to let scrappers run around with the same tankiness, druids run around with the same healing and damage, DH with the same damage and control, and necro having solid damage overall, then fix it. I have three mains, it was mesmer and warrior but picked up ele awhile back to adapt to the meta. Seeing the same scrappers and necros is just as boring, but hey, at least people die.

You did not fix core issues, do it now.

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Posted by: Crinn.7864

Crinn.7864

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.

Sanity is for the weak minded.
YouTube

You did not fix core issues, do it now.

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Posted by: geekilo.8512

geekilo.8512

Im sry, do you even mesmer, brah?

You did not fix core issues, do it now.

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Posted by: Dawdler.8521

Dawdler.8521

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?

You did not fix core issues, do it now.

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Posted by: SlayerSixx.5763

SlayerSixx.5763

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.

You did not fix core issues, do it now.

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Posted by: Nova Stiker.8396

Nova Stiker.8396

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.

You did not fix core issues, do it now.

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Posted by: displacedTitan.6897

displacedTitan.6897

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???

You did not fix core issues, do it now.

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Posted by: SlayerSixx.5763

SlayerSixx.5763

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)

You did not fix core issues, do it now.

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Posted by: Marxx.5021

Marxx.5021

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.