Just create a deathmatch mode already
In response to titele, Just develop, test, mark that checklist off, release content with no bugs already.. hmmm sounds smart. I’d rather wait for a well developed Deathmatch mode than have it backfire 10 fold and ruin the taste buds of my pvp experience.
In response to adding deathmatch, yes please. But I think they have other priorities atm for pvp such as custom matches, leaderboards, profession tweaks, etc.
break. I feel like they should be back by now..”
Deathmatch would bring me back into SPvP… I hate conquest.
yeap deathmatch ftw, before even thinking about esports they need to find a game mode which players actually want to play.
+1 for 3v3 or 2v2 deathmatch
I would rather have them come out with other features that they have already promised us. Not let something like new game modes get in the way, and slow down stuff we actually need.
IGN – Kinjax // World – Anvil Rock
IGN – InTheseDays // World – Anvil Rock
I loved the Random Arena and Team Area in Guild Wars 2. Both were basically team deathmatch. I did tens of thousands of kills and victories without any sync farming. However…
Deathmatch mode in GW2 would be bad idea at its current state. The burst damage is simply way too high and there are no dedicated healers to counter the spike damage. Imagine if 3 enemy players attack on target and all of them have fast burst. They are using voice chat. The character is dead in less than 0.5 seconds. That is faster than human reaction time. Not even time to dodge roll!
To make matters worse some professions have the ability to stealth and enter stealth even during combat. Imagine 3 stealthed opponents using a voice chat to synchronize things and release their deadly combo: dead in < 0.5 seconds without even seeing the enemy. And even if the assassination attempt would fail, this profession would still be able to stealth themselves again and flee to safety.
Guild Wars 2 is simplistic game, best for casual gamers. Yes, I think the esport thing will never happen. Pvp is pretty much dead. Max 50 servers active, compare that with WvWvW for example. One top tier in WvWvW has more players in Borderlands + Eternal Battlegrounds than the spvp combined.
The only way team deathmatch would work in GW2, is:
1. Limit the burst damage e.g. max 3000 dmg/hit and give diminishing returns e.g. if several enemy players attack the same target within 1 second, the second one does 1/2 damage, the third does 1/4 damage and so on. Deaths could still occur fast from full health in about 2-4 seconds, but now this would give at least give some reaction time to players.
2. Reduce the cooldown of some (but not all) defensive skills. Currently many of them are 60 second recharge, meaning that after using the skill, you need to wait one full minute (long time in pvp) to use it again
3. Remove or fix stealth and teleportation. In a good game every game mechanism has a counter, but for some weird reason stealth and teleportation currently lack counters. Either rework the skills and traits to do something else and remove stealth and teleportation entirely. Or give each profession tools to see invisible (stealthed), prevent entering stealth (deny stealth skills), deny the use of teleportation (anti-teleportation area should be large or single enemy target skill preventing that character from teleporting for certain amount of time). Also stealthed person should come visible if he/she is target of any damage, bleeding, burning etc.
In general these suggestions would significantly make Guild Wars 2 a better game. I mean the existing pvp would also be better.
Deniara / Ayna
Deathmatch basically =a team fight.
Team fights typically last 30 seconds to a minute. Idk how great that would be to Q up for.
Lack of healers make death match unlikely, unless it was structured as a best of format.
And @ the above poster, i cant disagree with what uve said enough. Stealth is core to the thief, it has counters like dodging backstab, or aoe into it. Portal is strong ill give you that.
Limit burst? are you kidding bunkers would nearly never die.
Eliminating burst/stealth, might as well delete thief. Tbh this sounds like you want to make it a more forgiving game. I prefer the make a mistake and you die aspect myself, makes it a higher skill curve game.
(edited by daydream.2938)
Oh my.. simply NO to everything DeniaraDevious said…
This game should have been shipped with deathmatch first and conquest on a later expansion, not the other way around. People are losing interest quickly and having conquest as our only mode really doesnt help
Well imo the only way to implement DM would be a ticket system, like you guys know from Battlefield or some other games. You got maybe 10 or 15 spawn tickets and the team who whipes the enemy tickets fist wins.
But even than, DM just don’t fit the game mechanics.
People can farm kills all day in hotjoin already, its what its there for. I don’t wanna see the devs waste resources on making a “proper” DM mode, when they have more important stuff to be working on.
Deathmatch basically =a team fight.
Stealth is core to the thief, it has counters like dodging backstab, or aoe into it.
Dodge roll is counter to stealth???
ROFL, go troll somewhere else. There is no counter for Stealth (you cant dodge stealth, and you cant aoe someone who you cant see). Maybe AOE can help there but only if you know where thief is.
But truth is:
Nothing counter stealth in this game.
You cant counter something if you cant see it.
Probably the only thing that would make me tolerate this game a little more is Death Match. Because face it. Objectives are a joke due to ANET’s weak thought process in a game mode with “objectives.”
Time Warp + Mist Form commune on temple anyone?
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i’m worried that by the time they finally get around to adding another mode there will be that few people that splitting the playerbase between even more queues would kill it entirely, it already feels stretched pretty thin between paid, frees, and structured, imaging adding paid deathmatch, free deathmatch and structured deathmatch?
I would be happy with ANY other form of sPVP at the moment. The same old mode is really starting to get tedious. It’s also frustrating in hot-join that the winning team can sometimes have a significantly lower amount of total points compared to the losing team- what kind of a reward system is that?
And btw, although off-topic: there are actually quite a few indirect counters to stealth. PM me or go to the thief forums if you want some tips. Better yet- play a thief yourself for a while with the intent of stealthing as much as possible and you’ll look at it from a whole new perspective. But let’s not turn this thread into another one of those…
+1 for a deathmatch mode , i played maybe 10 rounds hotjoin and was sure i will never ever play a paid game cause the pvp system is just tooooooo boring .
Deathmatch basically =a team fight.
Team fights typically last 30 seconds to a minute. Idk how great that would be to Q up for.
Lack of healers make death match unlikely, unless it was structured as a best of format.And @ the above poster, i cant disagree with what uve said enough. Stealth is core to the thief, it has counters like dodging backstab, or aoe into it. Portal is strong ill give you that.
Limit burst? are you kidding bunkers would nearly never die.Eliminating burst/stealth, might as well delete thief. Tbh this sounds like you want to make it a more forgiving game. I prefer the make a mistake and you die aspect myself, makes it a higher skill curve game.
What you wrote doesn’t make sense. Since there is no way to see invisible / stealthed opponents or deny stealth from opponents, how are you going to dodge a stealthed opponent backstabbing you? Many thieves use haste with their burst, making the entire burst happen incredibly fast. With team death match a smart enemy team would utilize many fast bursts on a single target. Target would be dead in less than half a second. Very short matches indeed. The team which manages to make the 1st kill has an upper hand to win the entire match. And I don’t see that being much of a fun.
Killing bunkers has never been a problem. If you spend all your traits and upgrades into making a bunker, you are likely doing little damage. Since it would be a team match, the bunker would be the last surviving member of the losing team. Thus with the lack insane burst, no smart player would play a full bunker. Same as those healing hands W/Mos or toucher R/N in Guild Wars 1. They were the last to die in their losing team.
Let’s make this straight: I really want to have team deathmatch pvp in Guild Wars 2. But with the current game mechanism I don’t see it as a viable game form.
I would want team matches in the style of Guild Wars 1 Random Arenas and Team Arenas, but I would like those matches to last from 1 minute to 12 minutes, like they did in RA. Typical match length there was about 2-3 minutes (counting the time from the very start).
Deniara / Ayna
Deathmatch basically =a team fight.
Stealth is core to the thief, it has counters like dodging backstab, or aoe into it.
Dodge roll is counter to stealth???
ROFL, go troll somewhere else. There is no counter for Stealth (you cant dodge stealth, and you cant aoe someone who you cant see). Maybe AOE can help there but only if you know where thief is.
But truth is:
Nothing counter stealth in this game.You cant counter something if you cant see it.
See someone go stealth, plant traps, get mobility to get far away, put up some cripple/wall in between you and them. If you see someone go stealth, don’t stand there like an idiot. And he meant AoE’s for shadow refuge. If you noticed, if anyone leaves shadow refuge b4 it ends it reveals them and puts the stealth debuff on them. Since they are limited to that circle, place a ton of Aoe’s and or use some Aoe Knockback. You need to stop trolling and learn stealth mechanics b4 you claim they can’t be countered…
break. I feel like they should be back by now..”
Deathmatch basically =a team fight.
Stealth is core to the thief, it has counters like dodging backstab, or aoe into it.
Dodge roll is counter to stealth???
ROFL, go troll somewhere else. There is no counter for Stealth (you cant dodge stealth, and you cant aoe someone who you cant see). Maybe AOE can help there but only if you know where thief is.
But truth is:
Nothing counter stealth in this game.You cant counter something if you cant see it.
See someone go stealth, plant traps, get mobility to get far away, put up some cripple/wall in between you and them. If you see someone go stealth, don’t stand there like an idiot.
And that is prediction not counter. Main problem is teamfight (you cant see good Thief b4 he go for 1shot).
And he meant AoE’s for shadow refuge. If you noticed, if anyone leaves shadow refuge b4 it ends it reveals them and puts the stealth debuff on them. Since they are limited to that circle, place a ton of Aoe’s and or use some Aoe Knockback.
Please stop troling and go play some tpvp, you need to learn much more, shadow refuge is not offensive skill, and its mainly used to stomp/revive. When we talk about Stealth no one think about shadow refuge.
Please come back when you learn something.
Maybe this should be moved to the thief section…
Counters to a thief in stealth: Conditions (especially if they don’t have removal on stealth, which many don’t), Chill, AOE in general, dodging after a given amount of time the thief was in stealth, Knockback/Push, Knockdown, Pull, Aegis, Block, Invincible, Stuns, Invulnerable, Blowout, traps/Immobilize/Entangle, Teleport/Stunbreaker, Cripple, Blinds, Daze, channeled attacks as thief is going into stealth and most importantly- anticipation of what the thief will do next (backstab? tactical strike? sneak attack? run?) and have a plan for each possible outcome. This can only be learned with experience.
Any profession has the capability of 1-shotting you in a “team fight”, not just the thief.
By the way- I use shadow refuge about 70% of the time offensively in pvp.
The bottom line is: stealth shouldn’t be the reason to not implement other pvp modes.
Deathmatch. No argument. Add it.
If you work at ANet go look at your little metrics for sPvP compared to PvE and WvW. You know something is wrong. I’ll give you a hint. Conquest sucks. =)
Edit: The only people that like conquest are bunkers, thieves, mesmers and D/D eles. Way to diversify the viable builds! Woooo!
“That big kitten Norn with The Juggernaut”
3-team deathmatch. 25 points per kill (last hit/stomp) first to 500 wins, 15 minute timer.
Actually I’m pretty sure that would be riddled cheese and abuse, but it would be really fun.
Its funny. If thief is so much trouble you would think all the top teams would run one. But only half of them do.
And yet, those top players, often somehow manage to avoid the burst, or even kill thiefs while in stealth because of that ‘prediction’.
Thiefs are fine.
Also, thiefs would prefer deathmatch to conquest. you cant hold points in stealth, it would open a lot of new builds for thiefs to have deathmatch.
Maybe this should be moved to the thief section…
Counters to a thief in stealth: Conditions (especially if they don’t have removal on stealth, which many don’t), Chill, AOE in general, dodging after a given amount of time the thief was in stealth, Knockback/Push, Knockdown, Pull, Aegis, Block, Invincible, Stuns, Invulnerable, Blowout, traps/Immobilize/Entangle, Teleport/Stunbreaker, Cripple, Blinds, Daze, channeled attacks as thief is going into stealth and most importantly- anticipation of what the thief will do next (backstab? tactical strike? sneak attack? run?) and have a plan for each possible outcome. This can only be learned with experience.
Any profession has the capability of 1-shotting you in a “team fight”, not just the thief.
By the way- I use shadow refuge about 70% of the time offensively in pvp.
The bottom line is: stealth shouldn’t be the reason to not implement other pvp modes.
This discussion belongs here. It is NOT about thieves, but about the things I mentioned in my first post: mainly burst damage, lack of counters and it hurting the pvp game and leading to a boring glass cannon vs bunker meta.
NONE of the things you mentioned is a counter to stealth. They are generic mechanism to hurt any profession (chill, blind, knockback etc. you mentioned will hurt any attacker even not in stealth). None of them actually reveal the target from stealth. Why are you so afraid if Anet would actually give each profession some optional trait or skill to see stealthed opponents or temporarily create an area where stealth doesn’t function. Nobody is forcing any character to equip such skill or trait.
You are misleading people if you are telling that all professions have the ability to 1-shot a target. Well, tell me how e.g. a guardian can instantly 1-shot a target in full health? It would actually be interesting to see such guardian build, now all guardians I see are bunkers.
NO profession should have an easy option to 1-shot a target. Too much burst is too much. Warrior’s 100 blades and kill shot do tons of damage, probably the highest single skill damage in the game, but at least you see them coming (kill shot takes a long time, very easy to avoid, same for 100 blades, unless you are stunned, immobilized etc). Currently 100nades engineer has probably the highest burst in the game (~18k instant if you get lucky), but that engineer burst is extremely difficult to pull in real life. You need to be inside the enemy character model.
Teleportation is another issue, which needs to be addressed. And this is mostly the problem of the mesmer profession as mesmer can portal in an entire team, yet there are no antiteleportation skills, no antiteleportation aura.
Guild Wars 1 had totally superior pvp compared to GW2. GW1 had gvg, HA, RA, TA, just to mention few. GW1 didn’t have any stealth mechanism. Even the teleportation of assassins was very limited to its user only and Anet later introduced (wisely) a delay right after the teleportation to avoid insta gibbing (teleporting near enemy and spiking him to death). Now this same delay mechanism could very well be used also in GW2. Keep the teleportation, but e.g. introduce 1 second delay of no action (disoriented) right after the teleport.
If you think, I am a thief hater, you are totally wrong. I also have a thief character. And Deniara Devious happens to be that thief. I feel that thieves lack utility and support (shadow refuge is super useful as a support skill, but I mean that is the only really good support skill thieves have). I think this would make thieves also more welcome to dungeons and add variety to the play. But enough of thieves. Let’s stick to topic.
Deniara Devious
Actually some of them are direct counters to a thief being able to go into stealth. The others are a counter to a thief being able to position himself for backstab in stealth. And some just simply down a thief while stealthed. So yes, they are counters to a thief using stealth. If you still continue to think that they aren’t counters to stealth, than that probably explains why you’re having problems with it.
I agree that the mug-cnd-(lightning or fire proc)- backstab combo is a bit over the top and should be taken down a notch- but this has nothing to do with stealth. Even if you could somehow see a thief in stealth, 9 times out of 10 it wouldn’t make a difference for this combo anyway because it’s so quick and effective.
I think that there are different ways to interpret “one-shot”. Please correct me if there’s an official definition to “one-shotting”. I consider it having a significant portion of my health taken down to 0 unexpectedly in a very short amount of time. On my thief for example, I would say anything from about 13k hp (about 2/3 my total HP) and above down to zero in a span of 1-2 seconds. Maybe you have a different definition of “one-shotting”. Based on my definition, every profession can 1-shot you if you’re in a group setting because your health is likely lower than max. It happens all the time in hot-join- even with guardians.
I personally have no problem fighting thieves with stealth. I used to in the beginning, until I improved. Now I even like fighting other thieves- it’s a fun mind game, and it doesn’t require the type of counter you’re suggesting, which would make stealth totally useless. And if stealth becomes useless, than the whole profession becomes useless. What’s funny is that your Mug-CnD-Backstab combo (the main complaint) would still exist.
If you’re having problems getting one-shotted by thieves than maybe you’re not dodging properly (dodging when unnecessary and having nothing left when you really need it for example) or don’t have a stun breaker on your utility bar (I realize you can’t always dodge it). I used to hate fighting burst builds on my thief until I discovered how to use shadowstep properly. Now I rarely have problems unless utilities and dodge are on cooldown- but then I probably deserved to die by then anyway and I just hope that stealth can pull me out of the situation.
If I can learn how to deal with stealth, than theoretically so can anyone else. And by the way- I don’t use a backstab setup on my thief.
Stealth is not going anywhere- Anet has made that clear. So you should maybe use some of the suggestions I’ve made and see how it works out for you rather than complain about it on the forums. The suggestions you’re making would simply be overkill. If you don’t believe me, than go duel someone while you’re in a party together (they can see you in stealth). You will see how worthless the class becomes then.
The character is dead in less than 0.5 seconds. That is faster than human reaction time.
I guess you’re the only human here then. 0.5 seconds is a VERY long window to react in. Please improve your reaction time before you talk for the entire human race.
No one likes conquest game modes long term…. Deathmatch in every single pvp game is always the most played.
Have not played gw2 pvp in over a month…..conquest sucks
No one likes conquest game modes long term…. Deathmatch in every single pvp game is always the most played.
The most popular pvp game in the world, league of legends, isnt a deathmatch game.
not to slam deathmatch, i like it.
I’m not the biggest fan of conquest, but its alright.
Still, its not deathmatch that is the most popular.
The point is we need more game modes
Giving us a deathmatch alone won’t solve any issues.
We need more incentives to do sPvP, tPvP or pPvP. Farming for armor skins (only avaiable in the mists) isn’t something that appeals the majority, especially since it’s some serious grind to get ranks past 30. I generally just played battlegrounds in other games and was convinced, that I would be doing mainly sPvP here. Now since I’ve reached rank 30 I never really logged back into the mists. It’s such a frustrating place and I feel like my game time is invested better in doing PvE (which i commonly don’t do in other games) or WvW.
More different modes would be a start, but they allready said they only want conquest, since it’s the most balanced (and most “entertaining”) gaming type.
Yes please. To the above posters saying ‘no dm cause there are no healers, people dies in 0.5 secs bla bla bla’. This also happened in WoW even with healers, not getting into what teams but in 3v3 you could really see this happening (unless you had a paladin healer ofc).
I would love DM in this game, 2v2 and 3v3, it would be epic and thats the only game modes that fits my game time since i have no time to find 5 people.
The character is dead in less than 0.5 seconds. That is faster than human reaction time.
I guess you’re the only human here then. 0.5 seconds is a VERY long window to react in. Please improve your reaction time before you talk for the entire human race.
LOL OK T-1000
You sound kinda silly right now. Thief is broken. No counter to stealth meaning a stealth reveal circle we can lay down is a broken mechanic. Dodging isn’t a counter. That is asking a player to be a psychic and know when an invisible ghost will attack. AOE isn’t a counter. It’s a deterrent. Also asking the player to be a psychic or cower in fear inside the center of their own AOE circle.
The game needs a hard counter to stealth. Clearly you’re complaining because that is your bread and butter and you wouldn’t know how to play if you weren’t invisible. That’s fine. ANet can buff thief survivability. Not that they need to. If you’re a thief with a shortbow as your second weapon set and you die to anyone you’re terrible at the game.
“That big kitten Norn with The Juggernaut”
Human reaction time is actually 200ms.
The downed state exists to counter really high burst in a game without healers. I think that even if you did have a team that instantly gibbed someone, you’d be able to get them up quick. Remember, this isn’t Conquest we’re talking about, so your whole team is going to be together. There is going to be an AoE damage reduction sometime too, which would make it easier to keep downed players alive longer.
I’d quite like to see a 3v3 or 5v5 sPvP deathmatch. Burst is even higher in WvW than sPvP because of consumables + more crit damage, but I’ve seen a lot of small skirmishes that tend to last a lot longer than you’d think.
Thief is so broken that 100% of good teams run one. Oh wait, many teams dont run a thief.
Thief is so broken that the team without one always loses to the team with one. Oh wait, that doesnt happen either.
I can understand how thief is frustrating for newer players, and hotjoin gankfest. But they honestly are not OP in high end tourny play.
If you’re having problems getting one-shotted by thieves than maybe you’re not dodging properly (dodging when unnecessary and having nothing left when you really need it for example) or don’t have a stun breaker on your utility bar (I realize you can’t always dodge it). I used to hate fighting burst builds on my thief until I discovered how to use shadowstep properly.
(part of message deleted) If you don’t believe me, than go duel someone while you’re in a party together (they can see you in stealth). You will see how worthless the class becomes then.
If you think a thief is worthless without stealth, well what can I say: Learn to Play
That was just a joke. I am sure most of the players in these forums are better players than me. I never claimed to be a super player in GW2. I have small kids, not all days and nights time to play. And I play all 8 professions to know the core mechanisms of each profession and avoid boredom of just doing the same.
While it is true that under the right circumstances and during the correct phase of the moon any profession can kill anybody, it still doesn’t change the facts: neither stealth or teleportation have any counter at all. And this game is far from being balanced.
The Anet game designers seriously underestimated the importance of the ability to engage and disengage combat, aka mobility. In competitive death match style pvp those professions which have access to superior mobility are better off, even if their health pool is lower or they would do slightly less damage. Warriors look great on paper, high health, great dps, and warriors do very well in pve, but I think most people agree warriors lack in pvp. Why? Because warriors lack in ability to engage and disengage compared to the top #3 professions: thief, mesmer and D/D elementalist.
There is a very easy way to get a good overall idea if some professions, weapons, skills, traits and builds are over powered and which are underpowered. Simply look at the usage statistics. Arenanet hasn’t provided any such statistics, but a quick glance at spvp seems to be that a majority of players are playing mesmer, thief and D/D elementalist. And guardians are wanted everywhere. While some other professions, like the engineer, are pretty rare. Same logic could be used to analyze which traits, weapons, utility skills etc. are underpowered. You can disagree as I cannot know what are the statistics at all the different servers at different hours. But the general rule of thumb is: most players flock to easy wins, easy points. And then they defend their profession/weapon of choice here in forums, posting messages like “learn 2 play”.
I usually carry a stun break in my builds, but the problem is that the stun break skills often have a very long cooldown (e.g. 60 seconds). It often happens that I die when my stunbreak is on cooldown. Have you noticed that thieves and mesmers have the highest amount of stunbreak skills in the game? 6 in total.
thief stunbreak skills: haste, infiltrator’s signet, roll for initiative, shadow return #1 and #2, shadowstep
mesmer stunbreak skills: blink, decoy, mirror images, power break, signet of midnight and swap
While ranger has just 2 stunbreak skills: lighting reflexes and signet of renewal. This is pretty much forcing the ranger to take the trait to transfer stun to his/her pet.
Many stunbreak skills have adverse effect e.g. warrior’s frenzy has 60 s recharge and while in frenzy you take double damage. So they are left very vulnerable right after the stunbreak. In the meanwhile thieves can spend mere 2 initiative with shadow return to get a stunbreak. Fair, eh?
Interesting side note: the three most popular professions also have the best downed state in the game:
thieves have shadow escape (teleport), smoke bomb (stealth, even while downed)
mesmers have deception (brief stealthing, teleporting the mesmer to a random location and creating a clone where he used to be)
elementalists have vapor form (able to move 3 seconds where you want and being able to interact with objects while being downed)
For comparison the least popular profession engineer has the biggest joke of downed skill #2: grappling line (pull enemy to you, duh!)
I assume that there is a reason why Anet didn’t implement deathmatch in the 1st place. Maybe during their internal play testing it didn’t function well? I used to work as a game programmer. Implementing deathmatch would have actually been slightly easier than a conquest mode. I think the reasons for the lack of this game mode lie in the core mechanisms of the game.
Deniara / Ayna
Human reaction time is actually 200ms.
I hate reading this and I play a thief myself. Human reaction time is not 200ms and everybody claiming that should actually read the whole study on on it, including the difference between auditory and visual stimuli.
Reaction time for visual stimuli is ~200ms, however this requires the subject to have their finger on a single key and actually KNOWING, there’s about to appear a visual stimulus. However, most people do not have the patience to actually read further or comprehend how such a test is meaningless for any real discussion about reaction times.
If you do not have knowledge of when or if a stimulus actually may appear or if you have to make a choice on what key to press depending on the stimulus or you are perhaps reacting to another stimulus, while the second one appears, reaction times go up exponentially.
If you had 3 keys for 3 different stimuli for instance, and you’d have to respond to each one in a specific way, you’d not get CRT measures of <0.5s ever.
(edited by Med.6150)
I would LOVE a DM mode. Or at least a map where there is just ONE capture point, which would become the center of 5v5 fights. THAT would be a map I would install the game again for.
Human reaction time is actually 200ms.
I hate reading this and I play a thief myself. Human reaction time is not 200ms and everybody claiming that should actually read the whole study on on it, including the difference between auditory and visual stimuli.
Reaction time for visual stimuli is ~200ms, however this requires the subject to have their finger on a single key
Fix your keybinds. My thumb is always on Shadowstep, 100% of the time. 0.5 seconds is more than enough time to react, and you can react in less than a fourth of a second if you know that something is coming. Things like this are the difference between good and great players.
Human reaction time is actually 200ms.
I hate reading this and I play a thief myself. Human reaction time is not 200ms and everybody claiming that should actually read the whole study on on it, including the difference between auditory and visual stimuli.
Reaction time for visual stimuli is ~200ms, however this requires the subject to have their finger on a single key
Fix your keybinds. My thumb is always on Shadowstep, 100% of the time. 0.5 seconds is more than enough time to react, and you can react in less than a fourth of a second if you know that something is coming. Things like this are the difference between good and great players.
You insist on making this about “skill”, when it actually is about human reaction time. Every single time somebody claims they react in whatever ridiculous amount of time they make up, it’s usually because they simply perceive it as faster than they actually are.
You can press Shadowstep in 0.2s, if the thief is coming towards you with Basilisk Venom up (of course this means you will just press that key without actually moving your mouse to any sensible spot on your screen while doing so), you can’t press Shadowstep in less than 0.5s, if you are already engaged in combat and you are getting jumped. If you believe you can, you are imagining it
Either way, if you are in doubt, record your games and time your reaction times. That will take care of any misconception.
Deathmatch mode in GW2 would be bad idea at its current state. The burst damage is simply way too high and there are no dedicated healers to counter the spike damage. Imagine if 3 enemy players attack on target and all of them have fast burst. They are using voice chat. The character is dead in less than 0.5 seconds. That is faster than human reaction time. Not even time to dodge roll!
I would argue this already happens in the current meta
Idk i dodge backstabs all the time. So, i mean i dont want to comment on human reaction times. but, i manage to get out of the way frequently and i do paids.
though of course i dont my fair share of them either, depends if i see the theif coming or not. One thing that helps alot is if your team always calls out eyes on the thief so everyone knows where he is .
Idk i dodge backstabs all the time. So, i mean i dont want to comment on human reaction times. but, i manage to get out of the way frequently and i do paids.
though of course i dont my fair share of them either, depends if i see the theif coming or not. One thing that helps alot is if your team always calls out eyes on the thief so everyone knows where he is .
Nobody here is claiming that backstab can’t be avoided. The point is, when you avoid it, you either anticipated it or it was executed in >.5s. I get out of backstabs all the time, when people try to cloak and dagger, steal and then move to my back to stab me. But that usually takes >1s without haste.