“Do not argue with an idiot.
He will drag you down to his level and beat you with experience. "
There are countless videos of small 10-12 man teams wiping larger zergs with coordination and excellent tactics. They 9 out of 10 times ignore the spike and AoE the downed players to death. The position you chose on the battlefield appeared to be at the Tower most closely to Emory’s entry into that borderland, so you wanted an outnumbered fight. You and your squad did a nice job and tackling a larger force and got many kills out of it. Do you really want a game where 10-15 well geared players can spawn camp a point and farm lower level/geared players? Also I’m assuming you are Bunzy from Rift, if so how have you been? Still have that hatred for the Rogue/Thief class? Don’t worry I run a P/P condition build so I’m with you on those backstabbers.
Downed carries bads and reduces personal risk in WvW. There are more bads then goods. Surprise, the system is widely popular. This is not to say that you cannot work around it, exploit it to your benefit, that is what you have to do to keep playing when you 1vX. However, that does not mean it belongs in a WvW setting.
In my opinion the biggest issues that need addressing if the system is staying, this if for WvW, I could care less about PvE:
1) speed of revive is far to fast, faster then the speed to stomp without quickness, which is just plain silly. Needs to be slowed down in WvW.
2) downed bar balance, major review required, with a focus on defense, not offense. Your downed, ie out of the fight. When my guildy asks us to not revive him cause he is doing insane damage, there is a problem.
3) no rally off pve mobs in wvw, no rally off of necro pets (if that still works)
4) I think you should get one less ‘revive’ before your instant killed the next time you die, in WvW
Your post belies the opinion that downed state is not an organic part of GW2 combat. You may not personally like it, but there’s no difference between your post and someone saying “please remove siege equipment from WvW, it helps bad players”.
Adapt to how GW2 combat works, or play a game that has combat more suitable to your play style. Rallying off of NPCS in WvW is an excellent example of someone who understands how the whole of combat works and uses it to their advantage, instead of picking and choosing mechanics which they like and asking for the others to be removed.
1) speed of revive is far to fast, faster then the speed to stomp without quickness, which is just plain silly. Needs to be slowed down in WvW.
So do something about the reviver(s) first since you know this. Adapt and ruin the reviver first.
2) downed bar balance, major review required, with a focus on defense, not offense. Your downed, ie out of the fight. When my guildy asks us to not revive him cause he is doing insane damage, there is a problem.
Yeah, not sure what profession is doing that but I do hear it, and it shouldn’t be that way.
3) no rally off pve mobs in wvw, no rally off of necro pets (if that still works)
Eh kinda, I can see how that’s lame and how that’s the downed just looking for the lowest hp enemy to pull a rally off of, and that exists for both sides. If it worked off critters that would be ridiculous.
4) I think you should get one less ‘revive’ before your instant killed the next time you die, in WvW
I could see repeatedly getting downed lowering your downed hp and such, is that not already in place with the downed down arrow condition?
The intention of the “Downed State” was to create a large group dynamic and to make spike damage less of an end all be all.
It’s simply how guild wars 2 was intended to be, for group play.
I could see repeatedly getting downed lowering your downed hp and such, is that not already in place with the downed down arrow condition?
It is. He’s saying it should be a little harsher so you’re only allowed to get downed a couple times in rapid succession before you’re instantly dead.
Also, bunzy, SHHHHHHHHH.
Please just make some more PVP videos and do less crying about the PVP dynamics. if you enjoy it, why change it?!
In my opinion the biggest issues that need addressing if the system is staying, this if for WvW, I could care less about PvE:
1) speed of revive is far to fast, faster then the speed to stomp without quickness, which is just plain silly. Needs to be slowed down in WvW.
2) downed bar balance, major review required, with a focus on defense, not offense. Your downed, ie out of the fight. When my guildy asks us to not revive him cause he is doing insane damage, there is a problem.
3) no rally off pve mobs in wvw, no rally off of necro pets (if that still works)
4) I think you should get one less ‘revive’ before your instant killed the next time you die, in WvW
1) Factually incorrect…
2) Same as 1 and your guildy is bad.
3) No, it’s part of the environment and adds tactics and dynamics. I can’t count how many times this has saved me in a 2v1 3v1 Xv1 because I had something called awareness.
4) limiting the number of revives for each life would be interesting. In GW there was the “death penalty” that reduced your HP and gradually wore off with kills.
I play in a group where we typically are outnumbered in fights, but normally win due to better skill, coordination, etc.
Downed state, in its current incarnation, is annoying for this kind of play. It is almost impossible to kill someone when they have like 3 rezzers on them…their health goes up WAY faster than you can damage them, and if you down one of the rezzers, they will just group rez him and you will blow all your cooldowns trying to finish one guy.
Personally, I would be okay with downed state if they made it so you can only have one rezzer in WvW, and decreased the in-combat rez speed. The only real issue that I see is that there really isn’t a counter to group in-combat rezzing when you are out-numbered.
Oh and just to add to this, there are downed states that are fairly OP in WvW. I play an Elementalist, and I will freely admit that my downed state is OP lol. I can literally go fight outside my spawn or any building we own with ZERO fear of dying. If I get downed, i will just mist form right inside the spawn or the keep, and there is NOTHING that the enemy can do about it. Now that is a bit OP…a literally unkillable class in certain situations.
How about this. Add a utility skill to every profession that allows reviving downed people in WvW. Without it, you can’t do it or it takes 5x longer.
At least that way everyone has to sacrifice something to be uber healers on demand.
Your post belies the opinion that downed state is not an organic part of GW2 combat. You may not personally like it, but there’s no difference between your post and someone saying “please remove siege equipment from WvW, it helps bad players”.
Adapt to how GW2 combat works, or play a game that has combat more suitable to your play style. Rallying off of NPCS in WvW is an excellent example of someone who understands how the whole of combat works and uses it to their advantage, instead of picking and choosing mechanics which they like and asking for the others to be removed.
I am going by what I see, downed carries bads. I can avoid siege, you cannot avoid the downed system, just work around it.
I think the issue is you view a lot of what is being done as ‘planned’, while I think it is mostly accidental. Using rally off of NPCs as an example. What I see most often is a bunch of great sword flailers aggroing all mobs in the area, that then provides a rally because the living flailers accidentally killed something in the process of running around flailing. In my opinion the planned use of rally off of NPCs is the vast minority of occurrences.
While I like to reward those that do it knowingly, most of the people being rewarded are bads that might not have died in the first place if they didnt aggro all those mobs.
In my opinion the biggest issues that need addressing if the system is staying, this if for WvW, I could care less about PvE:
1) speed of revive is far to fast, faster then the speed to stomp without quickness, which is just plain silly. Needs to be slowed down in WvW.
2) downed bar balance, major review required, with a focus on defense, not offense. Your downed, ie out of the fight. When my guildy asks us to not revive him cause he is doing insane damage, there is a problem.
3) no rally off pve mobs in wvw, no rally off of necro pets (if that still works)
4) I think you should get one less ‘revive’ before your instant killed the next time you die, in WvW
1) Factually incorrect…
2) Same as 1 and your guildy is bad.
3) No, it’s part of the environment and adds tactics and dynamics. I can’t count how many times this has saved me in a 2v1 3v1 Xv1 because I had something called awareness.
4) limiting the number of revives for each life would be interesting. In GW there was the “death penalty” that reduced your HP and gradually wore off with kills.
1) Not incorrect, it’s something experience every day, all day.
2) 10 dead people thanks to the downed player beg to differ with your view.
3) as I said in another post, the one time its used as planned by a good player, is used 10+x by bads accidentally, is it worth it at that point, imo no.
4) I am for anything that adds ‘attrition’ to the battle.
It’s a terrible mechanic for WvW. The speed they can be brought back up is stupid. You should be able to interrupt rezing them with plain damage and you should not be able to rally off PvE mobs in WvW.
This would fix the problem for everyone – interrupting the reviver with plain damage.
I think the biggest issue is not the actual downed state system, but being able to interrupt the reviver(s).
This would also require more skill. It means you have to protect the people that are reviving allies.
(edited by OmegaAlpha.9086)
It’s a terrible mechanic for WvW. The speed they can be brought back up is stupid. You should be able to interrupt rezing them with plain damage and you should not be able to rally off PvE mobs in WvW.
This would fix the problem for everyone.
The people that like it, it stays, the people that don’t can interrupt the player that’s reviving the downed with plain damage, therefore the downed player will bleed until defeated.
This would also require more skill. It means you have to protect the people that are reviving allies.
Quiet Alphy, no one would ever get rezzed in zergs.
Besides, every class has knock down/back and if they don’t, they have pull or enough damage to significantly hurt the player and discourage them.
Using this is a strategic matter and a group matter. If the group ignores their downed players, they will die, if a group attends to them and the other team doesn’t prevent it, they will win, if the other team does prevent it, they will lose.
It’s about the strategy, and that is why Arenanet put in this dynamic.
What I think would solve it is if the rezzing didn’t necessarily go fast when more people are rezzing a downed player.
^ That would make everyone more happy.
I’m actually OK with downed state.
What I’m not OK with is that players have WAY TOO MUCH HEALTH in downed state. At least apply the 25% reduced health in downed state to WvW (sPvP already has it)
It’s a terrible mechanic for WvW. The speed they can be brought back up is stupid. You should be able to interrupt rezing them with plain damage and you should not be able to rally off PvE mobs in WvW.
This would fix the problem for everyone.
The people that like it, it stays, the people that don’t can interrupt the player that’s reviving the downed with plain damage, therefore the downed player will bleed until defeated.
This would also require more skill. It means you have to protect the people that are reviving allies.
Quiet Alphy, no one would ever get rezzed in zergs.
Besides, every class has knock down/back and if they don’t, they have pull or enough damage to significantly hurt the player and discourage them.
Using this is a strategic matter and a group matter. If the group ignores their downed players, they will die, if a group attends to them and the other team doesn’t prevent it, they will win, if the other team does prevent it, they will lose.
It’s about the strategy, and that is why Arenanet put in this dynamic.
What I think would solve it is if the rezzing didn’t necessarily go fast when more people are rezzing a downed player.
^ That would make everyone more happy.
I don’t think every weapon set or combination has an interrupt.
I know what you’re talking about, because when I"m 1v2(3), I focus on the people reviving and try to stop them, but I cannot always because updraft or earthquake are on cool down.
Also, wouldn’t interrupting the reviver(s) when taking plain damage add more strategy?
I’m actually OK with downed state.
What I’m not OK with is that players have WAY TOO MUCH HEALTH in downed state. At least apply the 25% reduced health in downed state to WvW (sPvP already has it)
Yea this may at least give you a shot to stomp if the downed person or someone else uses their interrupt too early. As it is now, assuming at least one interrupt, 1 rezer always beats 1 stomper (without quickness, on the first down).
I really like the downed state, but think they need to change the ability to revive defeated people. I think they should either make the resurrection process longer with more people or make players unable to do that in combat (this would mean damage would interrupt a player that is resurrecting someone because it would put them in combat). That would put more emphasis on players that are downed as defeating someone would essentially remove them from the current fight.
It’s a terrible mechanic for WvW. The speed they can be brought back up is stupid. You should be able to interrupt rezing them with plain damage and you should not be able to rally off PvE mobs in WvW.
This would fix the problem for everyone.
The people that like it, it stays, the people that don’t can interrupt the player that’s reviving the downed with plain damage, therefore the downed player will bleed until defeated.
This would also require more skill. It means you have to protect the people that are reviving allies.
Quiet Alphy, no one would ever get rezzed in zergs.
Besides, every class has knock down/back and if they don’t, they have pull or enough damage to significantly hurt the player and discourage them.
Using this is a strategic matter and a group matter. If the group ignores their downed players, they will die, if a group attends to them and the other team doesn’t prevent it, they will win, if the other team does prevent it, they will lose.
It’s about the strategy, and that is why Arenanet put in this dynamic.
What I think would solve it is if the rezzing didn’t necessarily go fast when more people are rezzing a downed player.
^ That would make everyone more happy.
I don’t think every weapon set or combination has an interrupt.
I know what you’re talking about, because when I"m 1v2(3), I focus on the people reviving and try to stop them, but I cannot always because updraft or earthquake are on cool down.
Also, wouldn’t interrupting the reviver(s) when taking plain damage add more strategy?
But base damage has the ability to be high enough to discourage the rezzer or keep the downed person down (Or both with aoe) so in a sense is interrupting.
And wvw is for zergs, you know this. This game also has large maps, most of the game would be composed of running because you would get one shot by a balista and then have to run back, spending 2 seconds dying and 2 minutes running.
Would create for less strategy, more people suiciding if the towers are closer and so on.
It’s a bad Idea.
You would run more than you would actually pvp.
To add to my list of issues with the downed state, why do they purge all the conditions when they die? Someone spends time and cooldowns putting the condition on, why is it just auto-removed on death?
Also does poison actually reduce revive heals? I have been trying to put poison on downed folks to slow the revive and I am not sure there is a noticeable difference, anyone tested this out?
Your post belies the opinion that downed state is not an organic part of GW2 combat. You may not personally like it, but there’s no difference between your post and someone saying “please remove siege equipment from WvW, it helps bad players”.
Adapt to how GW2 combat works, or play a game that has combat more suitable to your play style. Rallying off of NPCS in WvW is an excellent example of someone who understands how the whole of combat works and uses it to their advantage, instead of picking and choosing mechanics which they like and asking for the others to be removed.
This is basically all that needs to be said here. People keep talking about the downed state like it was something added on haphazardly or introduced in a content patch. It’s a part of the game’s base structure. That doesn’t mean it’s perfect, but it’s not something that’s likely to just come out of the game because you don’t like it. It is supposed to be something that favors the side with greater numbers. Pretty much everything about the game is designed to encourage groups of people to work together. Downed state also forces player choices in a way that few other game mechanics can; the downed player has to decide whether it’s worth it to use offensive downed abilities or defensive, the downed player’s teammates have to decide if it’s worth attempting to revive immediately, attack the opposing players first, or just give it up, and the opposing players have to decide between stomping, engaging teammates or possibly retreating.
Again, not saying it’s a perfect system by any means, but it’s a core mechanic driven by the game’s philosophy that actually informs some design decisions.
This is basically all that needs to be said here. People keep talking about the downed state like it was something added on haphazardly or introduced in a content patch. It’s a part of the game’s base structure.
The entire game is a combination of different systems. Every one of which can and should be up for review by the players. If they are added haphazardly or carefully has no bearing on the discussion at all. I know I certainly do not care at all how it was added.
Its a system that fails in WvW, imo. You disagree which is fine, but that does not mean it cannot be discussed because you personally think it is untouchable.
This is basically all that needs to be said here. People keep talking about the downed state like it was something added on haphazardly or introduced in a content patch. It’s a part of the game’s base structure.
The entire game is a combination of different systems. Every one of which can and should be up for review by the players. If they are added haphazardly or carefully has no bearing on the discussion at all. I know I certainly do not care at all how it was added.
Its a system that fails in WvW, imo. You disagree which is fine, but that does not mean it cannot be discussed because you personally think it is untouchable.
To the contrary, I’m not saying it’s untouchable, but I’m saying that if you (general “you” not you specifically) want to start calling for an overhaul of the system, recognize that the “system” extends beyond the downed player and the five abilities they have. How else do you force some of (what I believe are) the important tactical decisions a team needs to make about when it’s worth reviving or when it’s better for that person to get up and run back?
Another poster above made a good point about the size of the maps and the amount of running that would be involved. Do you compensate with additional waypoints?
My point about the system not being included haphazardly was that it’s existence is something that’s considered when designing the rest of the game (minimal direct heals, etc.) and whether you care about the consideration given to the system or not is the piece that’s irrelevant. If it’s built into the base of something, changes to it will reverberate through the game world and so it’s helpful to discuss the downstream impact rather than focusing on the ten seconds of gameplay immediately involved with the mechanic.
I personally think the system is a unique way to make up for the limited healing/everyone is simultaneously a tank/dps philosophy behind the game. I do think it’s effect on WvW is more dramatic than PVP or PVE and it’s weird that the state for certain professions is ridiculously strong compared to other classes, but I think the solution for that is a matter of relatively simple balancing compared to the massive overhaul unwittingly implied by suggesting the whole thing be removed.
(edited by aphoxi.4378)
Read all the posts and it’s obvious….zergs ensure an almost impossible chance to actually kill someone as too easy for them to revive a downed player. Short of a bigger zerg to push the enemy away from the downed player, you’ve got no chance.
Downed players have way too much health, deal way too much damage. Its funny cuz some players do more damage “downed” than alive….rofl (lame!)
Spiking the downed player needs to be instant, not channeled. You can literally be killed by the “downed” player channeling the spike!
Revive should not heal faster than someone can dps the downed player.
As you can “combat” rez a fully dead player as well as stack rez’ers for a 5s complete rez…revive has no place in Wv3. You can still get a rez from teamates at a slow to super face rate. Downed state reviving just adds another advantage to the zerg.
Remove downed state from Wv3, make spiking them instant cast, reduce damage/health of a downed player, reduce revive heals so that it cant outheal dps, or require revive to be a group chained ability, ie: takes 5 players to revive one player.
Downed state damage output combined with revive equates to promoting zerg mentality vs skill. Zerg has it’s place and numbers always will overcome skill if the numbers are large enough, that being said why give yet another advantage to numbers? If the zerg can steamroll, they can stop and combat rez in 10s or less depending on number of folks rezing. They dont need a 1 person 5s revive ability. The smaller group already has a huge disadvantage, they dont need more….remove it!
Talking about “what Anet intended” with combat systems in wvw is silly. Combat isnt designed around wvw its designed around spvp. Downed state is a terrible mechanic in wvw and it will never be changed just like thief burst will never be changed because its balanced in spvp.
“What Anet intended” was obviously for you to buy an arrow cart and camp a tower all day long.
2) downed bar balance, major review required, with a focus on defense, not offense. Your downed, ie out of the fight. When my guildy asks us to not revive him cause he is doing insane damage, there is a problem.
THIS.
Tired of rolling up on a downed player just to be downed by the player I just downed.
No reason for this level of offensive ability in the downed state.
In general, that’s another thing that makes it completely horrible in player vs player – the different professions have different downed skills, which are nowhere near balanced.
From what I’ve noticed if you are in combat you revive slower than if your out of combat. So make sure to put them in combat. Also for all those complaining about how it only helps the larger group, that is not true. I’ve often run with small groups that have bitten off more than we could chew and all of us but one died. That one would evade the enemy until they could come back and get us back on our feet.
I personally like the downed state as it makes it easier to play with my friends. We don’t have to constantly wait for the new to the game friend to run back from the spawn only to be ambushed by some random thief and run back again.
I don’t appreciate using the downed state to spy and call in treb shots, but its a mechanic that is in the game and while I might not whole heartily approve, it wouldn’t stop me from using it (at least a little).
I have mixed feelings about the downed state. I think it’s new and fresh and I don’t really mind the way it works.
My problem is the damage done by downed players. I run in a 3-5man max and we focus on bombing and taking down larger numbers, but when you jump a 25man with well placed burst etc and down 10 of them pretty fast, you’re still fighting against the odds but you have x number of downed players spamming 11111111 for like 2.5k crits, it’s a joke.
I like the mobility of some downed classes, the interupts, the ways to counter and ensure you get stomps off, but spamming a 1 skill for so much damage on players who have downed you is pretty stupid. I’m a mesmer and I personally think spamming damage + confusion is absolutely stupid and then the 3 skill to summon a phantasm who spams people in the back for 5-6k, I shouldn’t be doing that much damage while downed.
I think the mechanic should focus on more ways to return to your feet rather than killing.
I adore downed state lets me kill stupid glass cannons, they get me downed in fight i get them low, I get down and I kill him before he can finish me because they are mainly idiots or kids trying to do something that worked in panda game and they cant do it here.
Also, bunzy, SHHHHHHHHH.
Please just make some more PVP videos and do less crying about the PVP dynamics. if you enjoy it, why change it?!
The more you talk on forums the more I will be hunting your guild tag.
Leave the downed state alone. It adds to WvW. You just have not killed him yet. Either finish him or not.
I have mixed feelings about the downed state. I think it’s new and fresh and I don’t really mind the way it works.
My problem is the damage done by downed players. I run in a 3-5man max and we focus on bombing and taking down larger numbers, but when you jump a 25man with well placed burst etc and down 10 of them pretty fast, you’re still fighting against the odds but you have x number of downed players spamming 11111111 for like 2.5k crits, it’s a joke.
I like the mobility of some downed classes, the interupts, the ways to counter and ensure you get stomps off, but spamming a 1 skill for so much damage on players who have downed you is pretty stupid. I’m a mesmer and I personally think spamming damage + confusion is absolutely stupid and then the 3 skill to summon a phantasm who spams people in the back for 5-6k, I shouldn’t be doing that much damage while downed.
I think the mechanic should focus on more ways to return to your feet rather than killing.
See my thread where a downed thief was hitting me for 2.5 thousand damage, with their 1 ability that is very easily spammed, and it bounces off 3 targets. As if downing a thief wasn’t effin hard enough alone, now they have access to a very easily spammable move that’ll take a seventh of my health off per hit.
Leave the downed state alone. It adds to WvW. You just have not killed him yet. Either finish him or not.
Can you expand and tell me why you think it adds to WvW?
I agree OP this mechanic is stupid, if you had 50% or 25% of the HP you have I wouldn’t mind so much but right now its terrible.
Downed state is aight atm, could use some tweaking. Elementalists shouldn’t be able to suicide out of a tower then mist form back in. During the downed state you shouldn’t be allowed to access the portals.
Underwater downed state could use some serious revamping though =P
Most players are 10 times more tanky after you get them downed and the healing is pretty good too =D
Bottom line that many seem to be missing, the game simply doesn’t do enough to reward out playing your opponent, and downed state is one of the main culprits. The downed state is a harsh penalty to being in a smaller group, a huge bonus to being in a larger. The arguments of interrupt the rezzers, or down them as well are laughable. Makes me think you’re unaware of just how fast you can get someone back up from downed state.
Many simple adjustments could be made without removing downed state entirely.
1. Drastically reduce downed state health. If stomping isn’t a realistic option due to the enemies team mates, damage should be able to finish them in a reasonably timely fashion. At present it is not. There’s no good reason for a downed player to have significant health you have to burn through. It adds nothing positive to the game.
2. Decrease stomping time significantly. It’s idiotic that after downing someone, you have to put yourself in an extremely vulnerable position for several seconds just to finish them.
3. Remove all stomp avoidance skills. No good reason for them to be in the game.
4. Increase revive time drastically. You shouldn’t be able to heal someone from downed faster than they can be damaged.
The game needs to reward skillful play and downing your opponents to a greater degree than it does now.
A guild member and myself were on Crystal Desert map today fighting 6 players… after killing 5 players and my guild member going down in the process there was a warrior who ran off out of rendering sight as I was trying to escape from my current 600hp left state to finish the fight.. I was gone 10s and in that 10s everyone of the 5 players 4 completely dead and 1 I’m thinking may have just been downed were up.. me being a thief I got away and sent several emotes their way for kitten and giggles but there should be no downed but not dead state or the ressing should take longer or maybe once in a downed state you can only res yourself by being smart while down and evading detection. I would have won that 2v6 if it wasn’t for the downed state and the quickness of resses and I’m all butthurt boohoo.
If this nerf happens, not very many people will still choose to play a burst dmg build with low survivablity.
If this nerf happens, not very many people will still choose to play a burst dmg build with low survivablity.
I suppose you think that is a bad thing?
If this nerf happens, not very many people will still choose to play a burst dmg build with low survivablity.
I suppose you think that is a bad thing?
It is in a way, because people want to play certain classes, and that will kind of bring up qq on forums about a nerf on classes almost. I’m against the downed state because people tend to alt f4 alot. It doesn’t need to be removed just tweaked. There’s no reason why it’s so easy to res some1 in downed state considering it takes 2x as long to dmg them in that state, if anything it should be reversed, and maybe just buff the reviving abilities of all classes up a little bit, like Engineer elixir R, or Elemental signet revive, or the necro, so on…. reviving completely dead should take 1.5-2x longer. but thats just my 2cents.
(edited by Bones.5762)
Also @ Nut, I’m in no shape or form playing a BS thief build/mesmer build. I play a support class engineer, doing CC and vulnerability on enemies, letting the dmg classes in my party do the damage.
GW2 PvP without downed state would be absolutely awful, but that’s just proving downed state is good. Fighting a zerg with smaller numbers is difficult in itself and shouldn’t be changed in this way.
In case some of u dont know, theres a video guiding how to play gw2. Downed state has been here since allways. Its part of the game and gw2 is meant to be a team game.
when u started playing it was here, its pretty easy to avoid ppl ressing, u just have to know how.
Its nothing new, i would expect after all this time ppl would adapt to the game mechanics, stop trying to make gw2 another game.
I agree that Mist form feels a bit OP on ele but you should considder this:
If you’re a bunker ele then you won’t be dealing much dmg to the enemy so they should fear your charges anyway.
If you are glass cannon, then well, have fun dying the moment you get outside.
if you’re somewhere in between (like me) You have SOME defense but you can get bursted down really quickly when they just stun you or something similar.
For those moments there’s mist form, but there are certain conditions to considder:
Every time you down, you get a downed penalty.
Getting OUT of mist form, you down once more, that adds another penalty.
As far as I know you can only down 4 times, after that it’s instant deaths.
So if an ele downs and he goes back to get revived then goes back outside immediately and he gets downed again, if he mist forms inside, he will be dead, needing people to res him. If he’s lucky then he might had enough time to get rid of 1 of the downed penalties to not die.
Considering all this, there is some delay before an ele can go back outside, because if he goes outside again, he’ll die outside.
Many of you don’t notice it because you’re not that prone to actually ever getting the red downed penalty (instant death on next down).
You should remember that ele has the worst base health and def (health same as thiefs but armor worse than thiefs)
We also don’t have anything that interrupts the enemy.
Considering all this, it is only fair that the ele gets some advantage during the down state.
Ele’s will die a lot more than most of you people and will have higher repair costs.
I’m a D/D ele, I like to charge and fight odds where I’m in a disadvantage. I have almost 2.8k deaths.
I come from a server that was (until 1 week ago) always outnumbered (Ruins of Surmia), and it still happens a lot when I’m fighting zergs with more people than me and I find that the downed state is something to stay. When someone downs, ppl wil try to ress him, that gives me the opportunity to do damage on them and if I time it right, I can down the ressurected player again and maybe even one of the ressers.
It all depends on how you make use of the downed state.
To all you QQ’rs, L2P.
Agree on lowering rpeiar cost with 50% but as soon as you get to downstat your armour should get damaged so players will not lie dead for 30min simple to try to save some copper.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.