Showing Posts For Abimes.9726:

Sand Well Disabled ?

in Necromancer

Posted by: Abimes.9726

Abimes.9726

This is the most fun and appreciable skill for scourge. (PVP & Roaming)
Can we please not make it total garbage for large scale wvw sake. Thank you.

Best regards,
Me

Great rewards , poor gameplay...

in WvW

Posted by: Abimes.9726

Abimes.9726

Adding good rewards in wvw is moving the game mode in the right direction and I’m glad they did it (Even if i’m only playing pvp and some time solo/duo roaming).

The thing is, this game mode is probably the worst regarding balance no matter if you go for large group fights or smaller fights. They should try to separate pve and all pvp modes for fun sake.

I’m not asking to force the pvp lobby balance into wvw, but just addapt wvw and make it more enjoyable for every one. Lowering the skill floor can be a good thing, but there must be a treshold you can’t cross and obviously Anet wen’t over the line.

This is personal and concern every pvp game mode: I think the random factor of some mechanics have to be looked at, passive procs should also seen their use reduced whyle promoting active gameplay, some mechanics should have drawbacks and some classes should have their concept re-evaluated. I also think everything related to boons / condition / cleanses should be looked at.

One exemple would be the way condi necromancer evolved (I mainly play scrapper / Necro / Thief) :

- Terror mancer used to be a decent build, spiking about 15 bleeds / 1 poison/ fear and presuring with about 5-6 bleeds and already having trouble with cleanses/active defences at the time (that’s why vuln/tourment sigils where often taken to cover the damaging condition = bleed).

- Now (pvp only) Reaper spikes about 16 – 20 bleeds / 9-12 stacks of poison/ 7 tourment/ and often 1 or 3 confusions due to corruptions + Chill/vuln/cripple/… and it’s far from behing the class that can out trade other classes simply because cleanse have run out of hands to.

Epidemic.

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Posted by: Abimes.9726

Abimes.9726

I can’t beleave what i see , basicaly people call for a nerf on a class that can’t roam due to no active defences/ low mobility.

The only reasonable spot for a necro in spvp and wvw is teamfights and they want to kill it’s team fight potential.

Therefore epidemic is totaly fine , necro is supposed to be a teamfight beast (since it can’t do anaything else decently) and epidemic as already been nerfed compared to vanilla GW2 wich used to spread all conditions on every target (no limit) around it without lign of sight at infinite range. (now limited to max 5 targets with 1200 range and you can los it) The only recent buff it got was the unclocable effect.

Now lets talk about epidemic counters:
lign of sight, interupts, invulnerabilities (for ex in a well designed team mes can share distortion), Shout guard (existed pre hot and main reason why condi couln’t be used effectively in large fights), auramancer (basicaly the new shout guard), skills like :Engi E-gun 3&5 null field,…. , anet introduced resitence , HOT introduced large Aoe pulsing cleanses (purge giro, well of eternity,….) and finaly necro counters necro with plague signet and well of power.

The only reason to complain about epidemic is if you are a random zerg and you are facing a coordinated epidemic bomb team and you lose or your team can’t time their aoe cleanse before the enemy team reach critical condistacks that will blow you up ( and that’s totaly fine skill should out play spam).

(edited by Abimes.9726)

Are you Disappointed ?

in PvP

Posted by: Abimes.9726

Abimes.9726

Well, sadly, time as proven arenanet Devs really lack vision of a global balance, and it’s not hard to understand when you see their individual skill in pvp and world vs world. (I’m just realistic, I don’t want to offend someone here.).

The casual community also tends to favor buffs instead of nerfs trivializing every game mode. I realy share Helseth’s dream of a competitive gw2 where the casual comunity should care for their pvp comunity, and understand competitivenes is what keeps a game going throug ages … but it will never happen in this game, simply because the roots of this game have been chopped down by to much negativity and poor design.

( I also believe the core game players should be able to compete with HOT gamers, to improve audience and create more investment by third party groups along side with cosmetic investment from the F2P community.)

(edited by Abimes.9726)

Are you Disappointed ?

in PvP

Posted by: Abimes.9726

Abimes.9726

According to me this balance patch is a huge disappointment.
I mean it took them about 4 months to bring some small nerfs on some classes, and to slightly improve some useless traits/utilities.

Basically, even hard buffing those traits/utilities would left them untouched by the players due to their lack of utility in most situations compared to the most commonly used Traits/skills/utilities, and still they decide to just add a few % here and there.

Instead of nerfing overly played HOT skills / traits, they change core traits which have proven to be balanced right before HOT launched (minimising the build diversity if you want to run something that’s not HOT related.) and if they dare change HOT traits/ skills they just increase CD’s or nerfs a few % here and there, leaving the “broken” mechanikittenouched.

The game feels overloaded with sustain, damage, mobility, crowd control, damage mitigation, reflects which are all on short CD and often fill more than one role.
And I’m not even getting started with class related problems and build diversity.

I really miss the pre HOT gw2, and if someone could pm me a private server where I can play the game I used to enjoy I’d appreciate (At this point, I don’t care if this cost me a ban.)

HOW DO YOU FEEL ABOUT THIS PATCH? LET US KNOW !

(edited by Abimes.9726)

[FEEDBACK] Rising Flames

in Guild Wars 2 Discussion

Posted by: Abimes.9726

Abimes.9726

The map is great , I realy enjoyed walking around there. I’m glad hearts made it back (even if they are a bit unrewarding), the storry so far is good (din’t finish it yet), the new skins are cool. Conditions thrown by minions is great and will force ppl to learn to cleanse them at the right time not as soon as they see 1 stack of tourment on them. Overal it’s a good patch.

I’ll just point out the currency problem of the 2 new maps —> make them stock into the walet

The Abundance of green destoyers (green doesn’t fit the fiery style of the map), putting enhanced regular destroyers (larger , with skulls on them , a few green ones) would be better in my opinion.

Finaly i’m a bit disapointed by the lack of challenge of the map considering it was one of the most difficult maps in gw1 (before heroes where introduced)

(edited by Abimes.9726)

Magnet pull doesn't work

in PvP

Posted by: Abimes.9726

Abimes.9726

Listing some of the encountered pull fails wich occurs 50% of time.
( For ex : Teleports back to original place once pulled , fly into the air , knoked down but not pulled , knock down some one at his original place then gets teleported to the pull zone , etc ….)

Magnet pull doesn't work

in PvP

Posted by: Abimes.9726

Abimes.9726

Magnet pull is supper clunky , making it barely usefull in spvp . I hop Anet devs will take time to look into pull mechanics.

Official Map Changes Feedback Thread (Spring Quarterly Update)

in PvP

Posted by: Abimes.9726

Abimes.9726

Skycrap became skyplayable , and it’s great !!!
No for real the map is such an improvement , I already see great dynamic 2v2 fights on the skyhammer node.

The only down side is on each side of the map (next to stairs) there is a pit and classes without vertical mobility can’t get back up. When some one is kitting you that becomes a huge problem if you havent any vertical mobility cause he can bait you in , get out and you’ll have to do a long walk to be usefull on the map again.

Conclusion : Great job Anet . (still a bit sad you din’t nerf rev and mes tho.)

Spirit watch is still a bit borring to play to me, but it’s an imrpovement to what it used to be. I’d appreciate some Orb skills , maybe a long cd stunt breaker and a leap or something so you don’t need to much supports wich allow people to focus on other things instead of having 2 men escorting the orb.

PvP Balance thoughts ?

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Posted by: Abimes.9726

Abimes.9726

Hi ,
Let me introduce my self , i’m a average pvp player (made it to legend x2 both season , was top 100 EU in the first ladders.), there is nothing great about me but i think I have a good knowlege on most classes/ specs , since i play every single class exept Ele.

I think this balance patch went in the good direction , reducing the gap between the core classes and the Elites ones. Some traits and skills might have been overnerfed , but i think it’s to soon to know if they became worthless.

scrapper :
Scrapper sustain nerf and stealth giro nerf are great nerfs. The rocket charge is clunky , they should rework it but reducing the leaps is also preventing to many water field/leap combos. Scrapper is still a bit stronger than regular engi.

Engi:
Slick shoes was way to strong even back then on regular engineer , but the recent change are maybe to much of a nerf , the healing turret nerf makes it weird to use but it give counter play to engi’s sustain and I think it promotes a better gameplay.

Now the biggest problem on engineer is the projectile hate that’s going on this game , the random stab procs and the increasing number of unblocable hits and the fact Pistol/x engi has no reliable way to condi cleanses ( lets remember engi is 70% projectiles offencively , most combos on riffle engi are focused on overcharged shot and 50% of his defences are blocks).

Reaper :
Reaper changes to Chill is a huge nerf , i can’t say yet if it will be useless or not but reaper is now verry close to core necro levels. I think the stability nerf was maybe to much. Chill needed to be adressed , it was obviously to strong , but nerf hammer was maybe to big, let’s wait and see. But i think this nerf was good since it brings core class close to elite one. (Problem is some classes remain way to strong wich puts reaper in a bad situation.)

Necro :
Overal nothing change here , the class still suffers from focus fire in pvp , but it’s putting à lot more presure than what it used to do before (pre scepter buff). We need a proper balance to see where it stands now.

Herald :
This class is simply just the best class you can pick if you wan’t a power speced sustainable / mobile / evasive and bursty class. The little nerf they brought to rev are to small compared to the other nerfs (lets forget about chronomancer here.). I just think herald trait line is to strong in the first place and some mechanics on weapons are to strong.

Revenant :
I din’t try this out so I can’t tell if ventari will become somehow close to good. but for what I know revenant is a verry strong class , some weapon skills could be towned down (same as for herald.) it’s still way closer to be balanced than herald.

Chronomancer :
Chronomancer based on condition damage is just to strong at the moment, the double moa + continuim split is way to strong and should be adressed . The acrilty buff gave this build verry high presure in most scenarios , especialy in 1v1 and situations where mesmer can +1 with the portal. This build is no where close to core mesmer.

Mesmer :
Scepter buff din’t do much here , it’s not a competitive weapon and I don’t think scepter buffs on regular mes will help , nor the off hand sword buff. Power messmer is weak vs high sustain classes and has nearly no acces to condition clear, they should maybe look into this for regular mesmers.

Overal Chronomancer stomps every thing now is not remotely close to be balanced / in line with core specs.

Dragon hunter :
The nerf made the dragon hunter closer to the regular meditation guardian , it’s still a bit stronger but my thoughs is it’s close to be balanced. I still have to say CC / stab on a passive trait is nowhere near fun they should put this on bow 3 and remove the range tresh hold. The unblocable pull is also reducing the skill floor on this class. I’d rather see Anet remove the unblocable part of these 2 skills and revert the nerfs on true shot.
And work from there to make it similar to core class levels. Overal I din’t like the changes even if it puts DH closer to Medguard levels, I feel like they did it the wrong way.

Guardian :
Bunker guardian need a trait that significaly increase it’s HP in the less used trait lines. The changes they made to virtues are in the good direction to make bunker guard a bit more viable. But we are far from cleric ele support. Mediguardian and burn guardian used to be strong before HOT I think they are at the “sweet” balance spot.

I could continue this list , but i think you got the idea.
It’s great anet nerfed Elite specs , but the problem is they did it in a weird way, hard nerfing some HOT specs whyle they din’t touch other verry strong HOT specs.

(edited by Abimes.9726)

Rocket Charge feels ... strange o.ô

in Engineer

Posted by: Abimes.9726

Abimes.9726

Hi ,

Yeah rocket charge feels super clunky now. I’d agree with OP making it gap close on longer distances , doing more damage but with only 2 hits.

Balance team: Don't buff warriors

in PvP

Posted by: Abimes.9726

Abimes.9726

I think OP is right on this one.

It’s time to bring back elites specs in line with core specs. The build diversity has gone down to 6-7 builds since HOT was launched , the power creep became insane and the skill floor is realy low atm.

I think the priority right now is to give us a balanced game where passive traits are less effective and elites specs aren’t stronger than the regular builds.

I also think energy sigils nerf should be reverted and nerf active defences on some classes who have to many of them instead. —> because the energy sigil nerf , nerfed classes with lower accest to active defences more than it nerfed classes that overbunker nodes.

The nerf to bunker amulets was needed back then with Mesmer , tempest , and other HOT build abusing these amulets and it was a good call. If you nerf HOT elite specs you should reconsider this and maybe push back some of them into the game. (I think ele realy needs the celestial amulet if it doesn’t wan’t to stick to a pure bunker role… but i understand celestial amulet also introduce some game breaking abuses on some other builds .)

[Constructive Feedback] Desert Borderlands

in WvW

Posted by: Abimes.9726

Abimes.9726

Hello ,

First of all I think they should bring back Alpine borderlands.

I also think it’s a waste to totaly remove Desert borderlands , instead they should only make one version of this map , give bottom keeps a buff so they are on pair with the top one , reduce the maximum numbers of players limit and make it easyer to travel on this map , with portals , zephyrite crystals, glinding in certain areas make walls more vulnerable to siege weapons. This Could become a map designed for smal roaming guilds where they implement a fast moving design but limited to a smal amount of players (kind of Spvp but in wvw ).

I think Alpine borderlands should be brought back to how they where pre HOT.

I think eternal battle ground Tactivators should be nerfed (not on CD) but on their efficiency , I also think every passive buff (+25% cumulative move speed , and + raw stats in large zone near the keep) should go and instead give players boonus supply and the ability to teleport to way points of the major keeps they control.

(Nb : As a roamer it’s fustrating to kitte and juke the enemy players but getting out runned by the same players because they have a cumulative +25 % move speed buff … it doesn’t promote skillfull gameplay.)

sPvP needs its own business model

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Posted by: Abimes.9726

Abimes.9726

@ itztheremix

I’d say if you wan’t all players who try the game, feel like there is no balance and push them away and thus don’t get 50$ it’s the best way you have to do it.

(btw I played core and hot) I just apreciate having build diversity. Esport F2P games (not only MOBA games) have shown they have a successful business simply by selling cosmetics and unlocking some QoL features.

Even if you have to pay a extention to unlock content (and thats fine) there is no reason making extention character stronger it only takes down build diversity , the ability to enjoy more than one gameplay on the same profession.

If making HOT characters stonger was the point they could have given 300 raw stats to every attribute and say pay HOT or your left behind . Fun comes when every thing you played yesterday will remain as difficult tomorow , no matter what the changes are trivialising content because they made a new xpac is just not a smart move.

(edited by Abimes.9726)

CONDITION RAGE!!

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Posted by: Abimes.9726

Abimes.9726

@warlord

You showed the condi damage took more time to kick in than that instant 5 k evicerate on a 560 vitality spec (vs a full offencive amulet)… + you are verry unlikely going to pull off a full sword F1 and see ppl let the condi last + it was viper runes wich bring hybrid damage wich has less burst higher overal DPS. You should have shown unviable Kill shot build and that one on a ligth armored golem. (we both know what would happen)

I can also show you a perfect mes spike with a double continium split on that heavy golem and I don’t think any condi burst will comme close to that. Best condi burst builds relly on burning there are 2 you can play in pvp burn guard and FT engi wich both exclusively rely on burning and are verry suceptible to cleanses.

Condi is stronger vs high armor than regular power spec you took a heavy golem wich is not a representative sample , if you wan’t to make a fair comparison you should run tests on all armor types and all vitality pools.

The rate at wich condis can be applied is much higher than the rate at which condis can be cleared. This is kinda normal, it’s like saying (no matter what kind of damage you take) it’s unfair we don’t heal more than the damage we take.

(Ps: The builds I play are often power specs)

(edited by Abimes.9726)

CONDITION RAGE!!

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Posted by: Abimes.9726

Abimes.9726

Forum Bug HEllO

CONDITION RAGE!!

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Posted by: Abimes.9726

Abimes.9726

@Crinn

Give this dude a golden ticket.
I think you are totaly right on that one.

Definition of Pay2Win

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Posted by: Abimes.9726

Abimes.9726

Wasn’t Arenanet moto" we don’t do what other mmorpg do , we design our own game" ?

Cause when I see DUDE IT’S A MMO XPAC = WIN , NO XPACK = LOSE.
I’m trying to find the : " we don’t do what other mmorpg do , we design our own game"

Like some said if they want to be ESL, evenplay ground is the way to go , if they wan’t to be a casual mmo i’d like them to tell the pvp comunity so we can move on.

(edited by Abimes.9726)

CONDITION RAGE!!

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Posted by: Abimes.9726

Abimes.9726

You lose condi damage if you don’t take expertise and condi having one defencive stat is actualy crutial since they can’t burst as fast as a power build therefor they have to be able to survive the time teir burst kicks the damage in.

I personnaly pref playing power builds but i see no problems with conditions.

Protection would be to power what resitence is to condition. (you have prot more often but resistence literaly make you imune to the damage.) and condi removals are actualy compensating for the condi damage behing true damage and not affected by weakness.

Blocks , evades and invulns & healing counter both since dodging condi applications is like dodging a burst it won’t affect you at all.

Some condibuilds however could have better animation on their dangerous condition applications. (spaming 1 and putting bleeds on you is actualy doing less damage than someone spaming 1 with a power amulet , the main difference the power one you start to feel presured directly the other one starts with low damage and at the end hits liek a truck when he reach the condi cap.)

Pvp F2P Population

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Posted by: Abimes.9726

Abimes.9726

Well since DH brings more burst , more cc , more sustain , more stab , good ranged weapon , better team utility , insane cleave … (you just said it.) why would i ever wan’t to take meditation guard , it makes no sence to me. (and medit guard actualy has acces to stab trought F3 twice.) —> the point of my thread was to show core< HOT you din’t invalidate that point.

let’s present it like this :

Helseth mentioned chrono was a more viable choice to play mes.
Chaithh agree scrapper is stronger and think it’s normal cause you paid hot.
Prototype thinks reaper is better than core necro.
Rena thinks DD is better than core thief.
Rom played 90% of time druid over warrior and stated druid was an improvement to ranger.
Bullet punch also mentioned DH was stronger thant regular medguard.
Most top players agree rev is a realy strong class.
Phantaram stated tempest and ele are not viable atm due to the cele amulet removal.
Warrior is warrior.

(edited by Abimes.9726)

Pvp F2P Population

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Posted by: Abimes.9726

Abimes.9726

@ fivedawgs

Core builds are definately weaker , if i agree it takes time to get somehow good when you start playing a game. Two of the players I played with where top tier SC2 players (their average APM is like 10 times higer than most players)and they have a realy fast learning curve (some people learn faster than others , that’s a well known fact). They are actualy verry good considering they where playing core specs and have better game understanding than some pvp heroes who play the game since realease (not even talking about individual skill here).

I’ll illustrate it like this : I was playing meditation guard (It’s one of the builds i have played the least) vs one of them also playing the same build and matchup was verry close , once I took DH I clearly had the upper hand. There is a reason HOT elites specs where meta in this previous season and not core builds. And if you don’t agree with that well I can understand it but you are probably one of the only few ones still thinking this way , i’m not gonna name , but even proleague players I know think HoT > Core.

NB: “I can’t belive you are blaming your f2p friend departure on HOT.”

—> Not at all , I’m just trying to say it would be more attractive to new players to be able to compete with their regular class against elites.

Thanks for this constructive answer.

(edited by Abimes.9726)

Pvp F2P Population

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Posted by: Abimes.9726

Abimes.9726

@Fivedawgs

Just going to answer this : I’m playing since beta , bought hot and gems
Check Last meta game and tell me how many core specs where playing wait 3 month and come back to tell me how many core specs will be in next meta. Like i said you still can play core at the cost of behing underperforming (I never said total trash) and i know it I played up to legendary (on 2 accounts 1 hot & 1 core).

Now if you could be somehow polite and constructive (and read what people actualy say) i’d maybe care about your opinion. Cheers

NB: Metabattle.com isn’t up to date at the moment since the season finished and there is a new balance patch update thrown into the game (That’s why there is nothing in the “meta” part) + the great selection has only 2 core classes.

(edited by Abimes.9726)

Pvp F2P Population

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Posted by: Abimes.9726

Abimes.9726

@ stand the wall

It’s true GW2 free to play model is realy enjoyable in pve (no time gated leveling , xp ratio remains the same as a paid game) and that’s realy great.

Buy you forget one thing , some bought the regular gw2 and even if they paid the game they are now left behind and if we go even further gw2 end game is supposed to be cosmetical and not stat based ( there is no difference to me between grinding stuff on a new xpac and grind a new mastery).

I realy think if arenanet manage to bring a lot of F2P player in pvp , the gem store + the ones buying hot cause they wan’t to try out a new gameplay will be worth more than forcing people who enjoy the game to buy an xpac.

If I understand why arenanet would make elites specs stronger , I think they don’t respect their moto : “you won’t have to grind your gear each expention , cause we believe it’s not fun” and I think if the only motivation for a player is to buy the xpac cause he will grow stronger , then the xpack is just a bad design. And finaly I think F2P cosmetic based games have shown it’s possible to make money whitout breaking balance.

Pvp F2P Population

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Posted by: Abimes.9726

Abimes.9726

@dawdler

Actualy I made my way up to legendary playing scrapper quite easily (yoloQ) , still i’m sad i can’t play core riffle engi without losing efficiency. I think what should motivate players to buy is the fun it’s going to be to try the new stuff , not to be totaly over the top when you buy the new stuff.

I’m going to be honnest i’m planing to give overwatch a try , i realy like gw2’s addictive gameplay, still i can’t stop thinking moving on to something else now.

Pvp F2P Population

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Posted by: Abimes.9726

Abimes.9726

hello ,

I remember , a few month ago when you made Gw2 core game, a free to play game, i was enthusiastic to see the competitive scene grow and reach higher grounds.

Sadly (by experience )new pvp players I have introduced to the game left the game, cause right now if you don’t play the HOT elite specs you will be underperforming compared to some one runing HOT elite specs.

I think this is a realy huge issue, if you want to make the game, somehow, fun to play for newcomers . I think HOT should bring fun on the table (new specialisation , new mechanics , new roles ) but not overlapping the old content.

I Think the last balance patch had good things implemented like slow/quickness not affecting rez/stomps/blocks/evades & also some well diserved nerfs , the removal of some tanky amulets is also good. But Also a lot of missplaced changes.

Celestial Amulet changes :

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Posted by: Abimes.9726

Abimes.9726

I also reduced defencives stats not only removed ferocity & this higly reduce the ability to overbunker everything. (remeber when cele stats were 460 – spread on 7 stats the amulet was useless.)

The problem is if you remove cele you send ele to trash tier ( i’m a multi class player it’s not a big deal for me) it also removes some great builds like signet necro wich is not op (actualy one of the few core builds that can be usefull in the HOT power creep).

I removed ferocity cause like you said it’s not as usefull as the other stats but it still increase damage considerably (if the class has acces to fury like scrapper , cele ele , …)

What you basicaly tend to say is high might stacking is problematic with celestial gear , this is why i think strengt / hoel and aristo runes should see a reduced might stack duration buff. (off topic)

(edited by Abimes.9726)

Celestial Amulet changes :

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Posted by: Abimes.9726

Abimes.9726

Arenanet and some players feel celestial amulet is over performing on some classes.
Celes amulet having 700 stats points more than regular amulets could explain why this amulet perform so well on some classes.

Changing cele to 6 stats instead of 7 stats with these values could be good :
Celestial amulet : ( This brings down cele from 3920 total stat points to 3220 , like a regular 4 stat amulet.)

- 612 Power
- 612 Condition damage
- 612 Precision
- 462 Toughnes
- 462 Vitality
- 462 Healing power

Upcoming Changes to PvP Runes/Sigils/Amulets

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Posted by: Abimes.9726

Abimes.9726

Celes amulet having 700 stats points more than regular amulets could explain why this amulet perform so well on some classes.

Changing cele to 6 stats instead of 7 stats with these values could be good :

Celestial amulet : ( This brings down cele from 3920 total stat points to 3220 , like a regular 4 stat amulet.)

- 614 Power
- 614 Condition damage
- 614 Precision
- 460 Toughnes
- 460 Vitality
- 460 Healing power

(edited by Abimes.9726)

Upcoming Changes to PvP Runes/Sigils/Amulets

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Posted by: Abimes.9726

Abimes.9726

Hi josh ,

I personnaly think adding these new amulets was a good choice. These changes promote a more offencive gameplay. (@ least on paper)

I think the settler’s and soldier’s amulets should be changed into 4 stat amulets but in a more offencive way to prevent Super tanky bruisers :

Soldier could become something like :

1050 Power
1050 Ferocity
560 Toughness
560 Vitality

Settler’s :

1050 Precision
1050 Condition
560 Healing Power
560 Toughness

I think celestial amulets is fine but it has over 700 stat points compared to 4 stats amulets celestial amulet should look like this to be on par with the other amulets :

+460 Precision
+460 Power
+460 Ferocity
+460 Vitality
+460 Toughness
+460 Healing Power
+460 Condition Damage

And finaly 3 stats amulets lack 220 stat points and should be given these 220 stat points.

I think Dire / Trailblazer like stats should be removed in all game modes since condition damage doesn’t drop a lot when it lose a complementary offencive stat.

Sentinell stats are fine to me since they give a lot of tankyness but not alot of durability ; low damage (maybe replace power with precision to reduce damage even more) and since slow/quickness don’t affect stomp/rez anymore i don’t see how this stat combination could be abused. And finaly i think all stats should have the same names across all game modes (ex: wanderer in pvp isn’t the same than in pve … WTF ?!)

(ministrel and other pure tank/support amulets are fine but should never been introduced into Spvp)

My Opinion After Today's Pro League

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Posted by: Abimes.9726

Abimes.9726

I’m sad to see everyone reroll to cheeze builds even in ESL but I can undestand it when you have to play for $. I’m also sad there are at least 2 revs or 2 bunker mesmers or 2 tempests per game in each team. These bunker builds don’t promote skillfull gameplay.

Yesterday, I faced some on who normaly , mechanicaly is way below my skillcap (Before HOT) but he was playing bunker with another bunker and a revevant and no matter how much damage he took , how much skills he simply random dodges and how many random skills he used it took ages to kill him and in the end rev (trait) + bunkers quickness rez prevented him to be cleaved or stomped. After a long time, because we played a non bunker comp we lost to the sustain of these classes. And I feel sorry to lose to people who don’t doge high tells and it doesn’t matter cause if your team isn’t like theirs they will finaly out sustain you no matter how much you work for it.

I’m leaving this game , and will come back when balance will be better. I Invite anyone who doesn’t like the current state of pvp right now to do the same.

Elites Specs / Non Elite Specs.

in PvP

Posted by: Abimes.9726

Abimes.9726

Hello,
After playing the new elites specialisations for a few weeks, I came to a conclusion. Most elites specialisations are far better than the core ones.

For the health of the game i think Elites spécialisations have to be brought down to the level of core spécialisations (like it was supposed to be) and maybe not only by tweaking numbers.
It’s still possible to be good with core spécialisations , but in most situations an elite spécialisation will bring more to the table.

Why should we tune down elite specialisations ?

- The first reason is to bring more players into pvp and this include F2P players , and allow them to be competitive with core specs.

- The second reason is simply because of build diversity.

Legendary Lich in Mad King's Maze

in Guild Wars 2 Discussion

Posted by: Abimes.9726

Abimes.9726

I did it solo yesterday with my engi.

Like people say just dodge the skelleton pop and you will be fine , they are the main source of damage of the lich.

(edited by Abimes.9726)

Unplayable Solo

in Guild Wars 2: Heart of Thorns

Posted by: Abimes.9726

Abimes.9726

Hello ,

Open world events are quite easy solo. You just have to dodge the obvious animations / use invul / stab.

Champions are quite easy to solo , like any champion solo the key is understand the mech they use and adapt.

Group events (skill points)/Champion may take one or 2 – 3 try but are doable solo.

Legendary Champions are the only one i couln’t do solo wich is fine i think.

I’m a Pvp based player and it’s the first time i appreciate the pve content cause i finaly can use the game mechs (dodges , los , damage mitigations , blocks, reflect , burst).

I hope arenanet won’t do the mistake they did with the first gw2 and nerf mob AI into the ground making the game unchallenging.

Nb : To all those who have problems start with a mixed gear : Def/zerk and learn to dodge obvious tells , disengage when they cast huge AOEs, etc… . If you like to play with your feets and your neigbour cat controling your mouse , just don’t play Hot.

Horrible matchmaking

in PvP

Posted by: Abimes.9726

Abimes.9726

If i don’t spend 1/3 of my games 4v5 or 5v4 it’s great.

I can show you vids where i litteraly hold close and kill dudes 1v2 , and my team fails everything on the map.

I’m recording my games to see where i fail , and i sometimes fail , but when i see a bunker guard chasing a thief who sneek back cap him with superior mobility … or that dude who managed to lose 1v1 with cele ele against bunker guardian on his node , or .. or … or …

Since the new matchmaking system my unranked matchmaking is at his worse , litteraly losing 3/4 of my games … and i mean maybe i’m ultrabad … but matchmaking should put me with ultrabad people and have 50% win/lose ratios no ?

is this fun ? Hell no

Gray out the HP for future condition damage

in PvP

Posted by: Abimes.9726

Abimes.9726

I realy like the idea .

1° It will help people watching streams to understand the dangerosity of some conditions.
2° it will help players who currently spam they’r condition removal to get rid of 3 bleed stacks that they are better to wait to have more condition presure on them before removing the DOT.
3° It will help condition classes to see if they have to presure more or if they can change their targets wile the dot is doing his damage.
4° It will help support classes to know when they have to remove conditions on their team mates.

Problem how do you make that work for tourment and confusion (Just grey the base degen ?)

Custom arenas should not give any rewards

in PvP

Posted by: Abimes.9726

Abimes.9726

I love this entire conversation, in a very cringe-inducing way. “Some people are getting rewards, slowly, in private arenas. This has no bearing on me or my enjoyment of the game whatsoever, and it must be stopped.”

Also, ranked is ranked. As in leaderboards (or leagues). Unranked is… not ranked. That you think there should be some additional reward divide there is the oddest form of elitism I’ve seen on this PvP forum, which is prone to odd forms of elitism.

For Lyssa’s sake, OP, get over yourself. If someone wants to slowly farm through a dungeon reward track in a week or two of doing custom arena dailies, how… why would you possibly care?

The problem is if you only play a few matches a day , it’s faster to jump into skyhammer holes than & faster to do your daily than some one playing regular pvp. It also isn’t pvp like i said it many times (If you wan’t to promote a new gameplay open a forum thread called " Jump down the Holes".) And It reduce the pvp player pool.

Pvp Elitism , that’s the essence self of pvp , showing your are better than others and having according rewards for achieving that. I play a lot of competitive games , and most if not all of them reward you more if you are in the high tier games than in the low tier. Don’t get me wrong you don’t get twice as much as a regular player , it’s just some extra and it feels rewarding. Anyway they said high tier player will be able to make their legendary back piece faster than a low tier player …. legit.

(edited by Abimes.9726)

Custom arenas should not give any rewards

in PvP

Posted by: Abimes.9726

Abimes.9726

@ Quiznos

I think atm unranked gets the same rewards as ranked no ? If not i’m ok with changing it.
The only downside you won’t have the league rewards since there are no leaderbords by definition in unranked

And you are also right bringing more folks into unranked/ ranked by removing hot join rewards will decrease the Queue times.

( Let’s face it there is just no reason to defend hotjoin rewards as it stands right now exept if it hurts your daily farm… but pvp isn’t the farm zone 2.0 or am i wrong ? like i said previously zerging , playing 4v2 , swaping teams and let your self fall down isn’t healthy at all for the game and isn’t simply Spvp.)

(edited by Abimes.9726)

PvP New Reward tracks : Give your Opinion.

in PvP

Posted by: Abimes.9726

Abimes.9726

@trytonian Yeti

I have 22 , I think right now , but i use a lot of them since i try to make 2 full Ascended gear sets on all professions with themed looks (and i like to changes things from time to time). I don’t know about other players.

(edited by Abimes.9726)

1x Single One-Shot BL Key..... Such WOW

in PvP

Posted by: Abimes.9726

Abimes.9726

I have to agree with Op .

The time we have to invest in pvp to get a skin is a lot more than what some one playing pve would have to spend on.

When PvE boys get a farm nerfed they cry and every one is ok , when pvp gets nerfed it’s all right and tell us to play pve if we wan’t rewards. This is a legit pvp only reward , when you consider back day we could play paid tournaments and get tons of gemms , and it got removed , then the key farm run was nerfed , now the transmutation charges are lowered.

Giving pvp only rewards only push players to play a bit more pvp , like gold and pve stuff push players to play a bit pve. I think this is totaly legit. (and it’s more healthy than runing one level 10 quest to get a key , even i’m sad they removed the BLC Key farm.)

(edited by Abimes.9726)

PvP New Reward tracks : Give your Opinion.

in PvP

Posted by: Abimes.9726

Abimes.9726

@Daroon
i’d like to at least be able to exchange them for something valuable. But tomes are realy useless for pvp players but i can understand casual pvp players like them. I think we should be able to exchange these if you got to much of them ( like i told you i wasted tons of them creating / deleting level 80 chars , and i still have more than 500 of them.)

@ Style
“Summary, they have problem with calculating time needed to obtain rewards in pvp in comparison to pve.”

I have to agree with this one @100%

Thanks for the feedback.

(edited by Abimes.9726)

Custom arenas should not give any rewards

in PvP

Posted by: Abimes.9726

Abimes.9726

uhohhotdog is right ,

The pvp reward system should reward people playing pvp , not the ones zerging 5v3 or jumping into holes , or leaving / swaping teams.

This is just removing any glory to Pvp ONLY rewards since any one with no skill and playing less games than a pvp player can obtain these rewards byt jumping down into holes.

@ Dirame , the dishonor system coming back, people will be able to leave or afk 1 or 2 matches … and will be dishonored making the farm totaly useless especialy if you consider his team will lose most of the time due to 4v5 (lowering the rewards).

The second point is people doing “farm” and have no clue of what they do will drop to low tier pvp matches with the league system, and any one playing pvp at a decent level will play pvp at a decent level , this is just pushing people to get better to have better rewards since the higher your tier gets, with the league system , the better rewards you get.

@ Tao

It will change nothing on the PvP player base or Competitive play since the one playing hot join are not contribuing anyway to that part of the game . What OP says is actualy pushing people to get involved in pvp (with rewards they only get in pvp as bait.) if they wan’t to enjoy their pvp legendary backpiece.

I noticed in this game when something that rewards pve players from brainlessly farm something gets nerfed , it’s a huge problem . BUT when pvp get their rewards / BLC farm / … nerfed that’s totaly ok and pveers say :" pvpers , they just have to play pve if they wan’t those rewards". Now i wan’t to say … “you just have to play pvp if you wan’t those rewards”.

(edited by Abimes.9726)

What's wrong with burning (screenshot)

in PvP

Posted by: Abimes.9726

Abimes.9726

I’m going to start posting my warrior damage on forums and say look it’s OP.
(And no i don’t main warrior , i play terror necromancer and soldier engineer).

The fact is only 2 classes have easy acces to burnstacking in a more or less reliable way (ad ranger if you stay in bonfire.).

1) Guard is a high burst burn potential , with low mobility , great at +1 and doing ok in duels (It got counters). Their skills are huge telegraphs and you should be able to skillfully dodge most of their incoming burning damage burst , in team fights the burning + cover conditions + the stunts however is doing incredible damage and can’t be cleansed with ease on your own but that’s what your support role classes are for bunker guard / shout bow / cele ele / … can negate all forms of condition damage from their team mates using their cleansing skills at the right moment.

2) Engineer has a high burn burst potential , having decent mobility , behing good at +1 , it’s verry easy to counter in duel situations. It’s weak to CC , focus fire and to condition it self. In team fights they are easy to take down with coordinated burst , their low hp pool is realy suffering by any condition AoE application , Their burst can be hard do deal with on your own in team fights , but again that’s the role of your support players to cleanse you.

(edited by Abimes.9726)

PvP New Reward tracks : Give your Opinion.

in PvP

Posted by: Abimes.9726

Abimes.9726

Hello everybody.

I’m pleased they released new reward tracks , and some exclusive pvp rewards. this is a good feature and i realy think this is going to be enjoyable especially with the league system.

But I’m also a bit disapointed to see they will reduce the number of transmutation charge we get in pvp. I personaly don’t like the current legendary weapons and I don’t realy focus on creating a legendary weapon. However I like to often change my appearance. I think having a legendary reward track for those who are intrested in legendary crafting should be added instead of changing the reward tracks we already have.

The new Jungle rank system is interesting and will show who are the players who actualy spend a lot of time in pvp. But to make it work I think the skyhammer reward farming should be removed.( jumping into holes ain’t playing pvp.)

Getting black lion Keys in PvP ? I just say YES ! But could we have a black lion reward track to get that key (Replayable tracks.)

Overal I think the reward system is going in the good direction and devs did a good job. Thanks Anet.

NB: Can we have something to use our tomes of knowledge on ? (I got more than 500 of them ) And make a 3v3 unranked deathmatch arena on courtyard ,removing it from conquest ? And have 2 separate ladders for Conquest and stronghold ? And redesign uncompetititve maps to get competitive ?

(edited by Abimes.9726)

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: Abimes.9726

Abimes.9726

I’d like to sugest 2 things for the core engineer and scrapper.
1) Could we swap Sharpnell (Adding pistol auto is considered as an explosion.) to the Firearms trait line for the Incendary powder into explosives ?
This will leave meta builds untouched. It will open up more possibilities for flamethrower & bombs , wich are underused kits. Bomb will benefit from having both of it’s essenial traits in one trait line ,
whyle flame thrower can be combined with jug + IP. It also will help hybrid builds (cele riffle , etc …) not forcing them into 2 offencive trait lines. (at the moment they deal less damage and are less survivable than the marauder builds)
2) Adrenal implant making this trait into vigor regen 100% faster endurence and vigor last longer by x%.
Right now this trait doesn’t combine it self with vigor and that trait line gives you a good chunk of vigor wich make the trait a bit obsolete. Changing it will also make invigorating speed + stream linded a good trait combo (right now 90% of pvp player will take the protection injection since vigor has been nerfed from 100% to 50% )and this could open more trait diversity.
3) Scrapper :
The rocket charge is clunky right now , the Block doesn’t block CC , the gyros are to slow , targetable and some of them are realy useless. (the stealth gyro sometime chase the enemy player instead of staying next to the engi).
I think reworking Scrapper gyros is something that needs to happen.
I’d like having untargetable giros gravitating around you (The gyro you take in utility slots + the core one.) giving you smal bonuses passively (like signets). And having a Fuel ressource than regen slowly (like an energy bar) but drains each time you activates the gyro during the active mode the gyro would be targetable during that time and give a strong effect (you can recal them , if they get destroyed you lose extra fuel.)

Chaith's Idea for Robust Scrapper Identity

in Engineer

Posted by: Abimes.9726

Abimes.9726

I’d like to sugest 2 things for the core engineer and scrapper.

1) Could we swap Sharpnell (Adding pistol auto is considered as an explosion.) to the Firearms trait line for the Incendary powder into explosives ?

This will leave meta builds untouched. It will open up more possibilities for flamethrower & bombs , wich are underused kits. Bomb will benefit from having both of it’s essenial traits in one trait line ,
whyle flame thrower can be combined with jug + IP. It also will help hybrid builds (cele riffle , etc …) not forcing them into 2 offencive trait lines. (at the moment they deal less damage and are less survivable than the marauder builds)

2) Adrenal implant making this trait into vigor regen 100% faster endurence and vigor last longer by x%.

Right now this trait doesn’t combine it self with vigor and that trait line gives you a good chunk of vigor wich make the trait a bit obsolete. Changing it will also make invigorating speed + stream linded a good trait combo (right now 90% of pvp player will take the protection injection since vigor has been nerfed from 100% to 50% )and this could open more trait diversity.

3) Scrapper :

The rocket charge is clunky right now , the Block doesn’t block CC , the gyros are to slow , targetable and some of them are realy useless. (the stealth gyro sometime chase the enemy player instead of staying next to the engi).

I think reworking Scrapper gyros is something that needs to happen.

I’d like having untargetable giros gravitating around you (The gyro you take in utility slots + the core one.) giving you smal bonuses passively (like signets). And having a Fuel ressource than regen slowly (like an energy bar) but drains each time you activates the gyro during the active mode the gyro would be targetable during that time and give a strong effect (you can recal them , if they get destroyed you lose extra fuel.)

(edited by Abimes.9726)

Engineer Bugs (Updated & Consolidated)

in Engineer

Posted by: Abimes.9726

Abimes.9726

AMR Still not working with healing turret cleansing burst.

http://plays.tv/video/560eaf537bc087fc72

AMR Still not working with healing turret

in Engineer

Posted by: Abimes.9726

Abimes.9726

A smal clip showing it’s not fixed yet. (02/10/2015)

http://plays.tv/video/560eaf537bc087fc72

AMR Still not working with healing turret

in Engineer

Posted by: Abimes.9726

Abimes.9726

I just played a spvp match with this trait activated , it recharged the healing turret , but not the cleansing burst.

Soo... Tanky condi builds?

in PvP

Posted by: Abimes.9726

Abimes.9726

Lol, these threads…

Paper: Wow, Scissors are really strong. Is there anything I can do to fight back or are they too strong?

Rock and Scissors: Scissors are fine, honestly. You obviously just need to l2p.

To answer your question, condi builds have always been a guardian’s weakness, especially necros with their unblockable skills and boon corruption (since guardians rely heavily on boons). If you played necro you would have no problem at all with condis, but you’d have a harder time with high burst and CC-oriented classes.

It’s not a l2p issue, this just happens to be your build’s weakness. It’s not broken or OP because those condi builds have weaknesses of their own (professions with high burst, high condi removal/immunity/transfer, high CC, etc). If you want to be able to beat them by yourself you’ll need to try a different build/profession, though.

Actually condi specs are just easier to play by nature because you always get a defensive stat with your amulet. In the past, that was fine because a condi spec would be more defensive but their offense would be attrition based. Now they can spec defensive AND have the largest burst in the game.

@Style : This is not true for every build , being a multiclass player and playing pvp since release , I can obviously say condition necro is harder to play than the cele necro, Same i pref runing marauder engi or Soldier engi, than condition engi it’s way more effective and is way more surviable in Spvp.

Some Condition build have lower skill cap , but are far less usefull to a team than a good setup and experienced players know how to counter these builds. (Condi thief , Condi mes …)

And the only condition that can bring close to a marauder class burst is probably burning wich is restricted to the verry glassy FT burst condi engineer and burn guardian. (both classes are great at +1 , lose efficiency in team fights , and aren’t Op duelists.)

NB : I saw some one saying Necro wasn’t a burst condi class , it actualy is , i din’t try the new scepter change yet but necro had poor sustained condition damage but a realy hard hitting and difficult to remove condition burst (Terror+3 tourment + poison + 16 bleeds + Condition coverage.) —> that’s the reason the first dhumfire was nerfed cause it was litteraly melting people witht that extra – 630 HP/S.

(edited by Abimes.9726)

Is multiclassing worth it?

in PvP

Posted by: Abimes.9726

Abimes.9726

Multi-classing has its perks. Even on the most basic level, some multiclassing gives you insight on things to avoid and what to expect, making your enemies more predictable. It’s never a bad idea to give each class a try as it both familiarizes you with them and gives you a bit of appreciation for what their pros and cons are.

That said, spend too much time bouncing around and you will never totally excel, but as a casual player, as you say, that’s fine. So in your case, I’d say do as you wish, play as many as you’d like.

If you plan to really press your skill levels, I suggest playing a bit of each but mostly focusing on one or two at most for a majority of your games, but still get a feel for other popular “meta-builds” every so often so you can counter them on your primary characters.

That’s my personal advice, but mileage may vary.

He said it all =)

Yeah multi class learn to understand classes and see how they work and how to counter play them.

Nb : ( give it at least one weak to try them, you won’t rock after 1 match with the class.)
You also could get a revelation , and find out necro is not made for you but you rock as a mesmer , for example.