Showing Posts For Akarias.9685:

December 10th Balance update

in Engineer

Posted by: Akarias.9685

Akarias.9685

Engineers can bunker/heal just as well as guardians currently. Maybe not without permavigor. In fact even in teamfights i can decap a guardian because engis have decent boonstripping while they dont, which combine with many long disables.

Id be raging pretty hard right now as an engi except the last patch was extremy generous to us. Well see how bad the vigor nerf is since currently its our only defense aside from mediocre healing (mesmer thief stealth, guardian block heal, rangers permaregen, warrior heal and stability, necro ds) some traits got buffed but….well see.

Collaborative Development Topic- Game Modes

in CDI

Posted by: Akarias.9685

Akarias.9685

I think taking some moba elements is great.

What makes certain games tourney competitive is having a beginning, middle, and end. Mobas are the most successful esports because they clearly separate into laning, midgame, and lategame phases. Sc2 has early game, midgame, 2base, and lategame 4+ tier3 . Marvel vs capcom (most popular fighter) has X-factor.

The frustration with the point system isnt the points, its this lack of progression.

For instance, the only map where i feel some sort of direction and pace is Temple, because there is this time 830 where two teams are forced to fight. This is great!

I would say the easiest way to do this quickly is make Foefire dynamic. Make it so that holding points gives you access to a teleporter, so that you can reach the battle quicker and have a strategic advantage. And make the goal of the map to kill the enemy lord. If you get 400 points the enemys gate opens, and you can target their lord (or if you dont want GL sniping make another capture point guarded by a lord).

Then most importantly, what makes mobas, sc2, and umvc3 exciting is the comeback factor. Have a separate npc that is initially almost invincible, but grows weaker over time. If you go out and snipe it, you get what i think would the coolest buff ever=Your elite has only a 10s recharge, until you die.

Thank you very much Anet

in PvP

Posted by: Akarias.9685

Akarias.9685

Thing is engi got a lot of big nerfs too (see elixir U). They were more reworked than anything. All classes beside ele have at least one strong spec (with warrior, necro, mesmer, engi having more than one). I think after the july patch more classes are viable than before.

Thank you very much Anet

in PvP

Posted by: Akarias.9685

Akarias.9685

With all the immediate negativity post Pax winding down, I figured I’d write my own state of the game.

When the big July patch first came out the two months of necro and spirit ranger kitten ed me off too. My grenade engineer felt completely useless, doing FAR less aoe dmg, and being awful 1v1 against them. Then there were stunlock warriors to counter the necros, and they are pretty good against engis too.

Then finally i read the reasoning behind the buffs, with necros having no mobility, and it kinda made more sense. I looked at the recent changes to engis, and started to realize a purpose to the changes-engis are now extremely mobile, long range condition builds. Kind of like a thief but with conditions.

I like a lot of things about gw2. The game is extremely fast, and currently with the huge flood of mesmers coming in to counter warriors, every class has a pretty good build besides eles (imho spirit rangers are still pretty good, though ive specced to counter them). Facing builds like condi necros, warriors, and some thieves requirea preciae control, and if you fall asleep for a sec when a necro deathshrouds or a warrior closes in with mace or time your shots while a thief dodges, youre dead. Those tense moments that lay upon the precipice of you and another players skill are what make games like dota and lol work, and when they work in gw2 it is actually an incredibly fun game to play.

There are obviously some issues, however, and heres what i think is reasonable to fix given spvp’s budget:

The core problem with sPVP isnt balance, isnt direction. PAX clearlely showed this by having a warrior just run train over the spirit rangers. The metagame hasnt evolved enough to be called imba, and besides, dota used to have a pool of 12 competitive heroes and yet it continued to grow in popularity. The metagame just evolves so slowly because of the small player pool.

The biggest problem is player base. I know the number is growing, but its weird how there is no connection between pve/wvw and pvp. This doesnt make sense-you have all the bad parts of being combined (balance…) but none of the perks. The way you can take advantage of pve/wvw is to advertise to that HUGE playerbase. Have some items in the game that require both pvp and pve play. Have tourney winners get bonuses in wvw.

The reason for focusing on a big playerbase is multifaceted. You need more players to push the game. The playerbase is what drives the top level players, just like how fans drive sports. Is golf a great sport? No its kittening stupid but it is extremely profitable and competitive because everyone and their mother plays it.

The second thing, thats easy to fix, is to take out 8v8. The maps are WAY too small for 8v8, and having the zerg run everywhere just isnt fun, and impossible to play around. Yes there is solo and team queue, and thats all i play now, but if you want to drive players in throwing noobs in 8v8 is like throwing a lamb into a cage full of rabid animals.