Showing Posts For BeLZedaR.4790:

Solo Q only for legendary players

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Not even true that top players wouldn’t embrace the idea, I remember both sindrener and helseth even suggesting that on their stream that top 250 are soloq only.

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Is renegade a delayed april fools joke?

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Not a very funny one either :/

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Revert PvP Icons

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Posted by: BeLZedaR.4790

BeLZedaR.4790

These really look just bad. Why would you try to get legend anymore if they all look bad.

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When does the season end?

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Posted by: BeLZedaR.4790

BeLZedaR.4790

It mentions Tues (8/8) but on season 5 it was on the night between Mon/Tue when it mentioned Tue and on season 6 it simply mentioned Mon. Now it mentions Tue on the end date. Can we get a clarification?

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Friend and guild ratings

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Why is the friends and guilds rating tab also affected by the top 250 restriction of minimum games? Can this please be addressed?

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AT Questions

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Any rewards for the daily ones apart from QP?
Also I would like to ask you to reconsider revamping the rewards more towards unique skins and less towards llamas/gold. Perhaps legendary components or even full weapons would do better, or simply unique skin sets you can’t get elsewhere. The ascended boxes are useless tbf, and you already have the means to get some with the league rewards if you want to play some pve.

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Reward track QoL

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Would be nice to pop the reward track select screen whenever you finish your track. Kinda annoying to only realize you finished a track after you made significant progress towards one you have no interest in.

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Season 7 Ranked: 5man or still duo?

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Posted by: BeLZedaR.4790

BeLZedaR.4790

The whole purpose of automated tournaments is to provide an outlet for teams to compete in, against other 5 man teams, making it interesting and fun test of your team’s skill as a unit.
Considering the fact there are 3 ATs a day, I don’t see a reason to turn ranked into 5 man again, but instead let lower skilled teams play against lower skill teams as a means of practise for them, and also they can always scrim in private lobbies if they want to practise 5 man (which is what people have been doing for ages).

Removing the ability to test your individual skill at normal ranked play will not grow ATs but destroy them, because the solo-duo system offered in season 5 formed many teams (look at Tournament of Groucharoo) and the only reason they haven’t reappeared since is because they had no chance to. The solo-duo system lets you see who is actually good as an individual and then want to take them as a team member and integrate them into the team.

Assume you get what you want, ranked is 5 man. How is someone without a team already going to prove they’re any good? They’ll never make it to top 250 solo, forget about that, if you think otherwise you’re dellusional or lying to yourself. That means someone who is not already in a team and has a name will be faced with a barrier they can’t cross to enter the scene, thus no new names will ever appear and it will die slowly.

ATs + solo-duo is the best solution for both sides of this.

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Why There Seems Few Players (possibly)

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Posted by: BeLZedaR.4790

BeLZedaR.4790

There are fewer players because the balance patch was basically irrelevant, no new builds peek out to the meta, no match-ups have changed, so this is basically season 5.
Combined with no e-sport, good players are not hyped to come back right away and compete.

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RIP revenant

in Revenant

Posted by: BeLZedaR.4790

BeLZedaR.4790

Power is better than condi for sure, condi needs some more sources of reliable damage to be viable because atm its too easy to avoid ALL of its damage with just 1 or 2 cleanses.

As for the OP: power rev isn’t bad now, the only issue is that DH/warr have an extremely low skill floor and skill cap compared to the rest of the classes and ofc this would be an issue in lower tiers (the skill floor) and also keep them out of the competitive scene (due to low skill cap). DH suffers from this more than warrior tbf because warrior has better matchups all around.
The biggest replacement for revenant right now though is a necromancer, because it simply does more damage and with an elementalist around the sustain difference is not as big. I think personally slight nerfs (NOT the Kappa slight nerfs but actual slight nerfs) to necromancer could put rev as a better competitor for the teamfight dps slot.
The sigil changes look to be a good time for revs too because thieves lose some spike and can’t kill you as fast.

For sure though, other specs of revenant need more than some meaningless alacrity.. Jalis got kind of nerfed in regards of the taunt CD too.

TL;DR: Rev is still ok, but on lower tiers DH and warrs are too dominant so it seems crap.

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Rating loss in Ranked...???

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Rating volatility goes down as you play. Your friend as played 3 times as many games as you this season.

I was placed in lower gold, almost silver after placement. I have nearly 100% win rate after placements which means placement were beyond wrong. Now i have to grind like 1.5 division to where i used to be, which is not the issue but your rating gain decay hits pretty hard (went from 28 to 14 and i didn’t even hit plat yet) so by the time i get to my old rating i would gain like 2 ranks per win. You think this is ok?

If you actually played last season you know this stops at around +/- 10. (you start to lose more towards 15/20 when you approach top 100-ish).

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Re: Placement matches

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Posted by: BeLZedaR.4790

BeLZedaR.4790

All that would do is make an incentive for people to wait with their placements untill all the top players did them and stomp an undeserved 10-0.

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Sigil Proposals v2

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Posted by: BeLZedaR.4790

BeLZedaR.4790

I’m liking the look of this more than V1 for sure, though I have some questions.

1. I think some classes (especially ele, engi, druid) might get too tanky with all of the burst damage from sigils removed, I hope this is looked into as no one wants another S1 style bunker meta or anything close to it. Is this getting looked into? Any changes because of this or response on this?

2. Why not have some on-crit sigils? With their internal random chance removed they’re more consistent and always have been a solid reason to build for precision. They don’t necessarily have to be burst damage like air/fire but they could provide slightly more powerful procs than regular on-hits.
For example, Sigil of Nullification – On hit: Remove a boon → (on crit version) Sigil of Corruption – On critical: Corrupt a boon.

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Sigil Update

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Fantastic news! I really hope runes get looked into soon aswell.
Here are my 2 cents for more sigil types:

First off i’ll clarify that no effect from sigils should be “when getting hit” because that type of interaction should be used in runes instead.


When using skill 5 (kind of the “elite” of any weapon set) do a relatively powerful effect. (kind of like the current swap sigils) 15-30s cooldown depending on effect.

An example: Sigil of Hydromancy.. we all know what that does. (15s cooldown).


When using skill 2 (The skill that usually is used to apply continuous pressure) do a minor effect. (simillar to current crit proc sigils)

An example: Sigil of Lava: When using your skill 2, create a fire explosion around yourself (240 radius) that does minor damage and applys burn (1 stack, 3 seconds) to affected foes. (5 icd)


I would say on interrupt sigils but thief is already too powerful with PI in the interrupt department and things like draining sigil in sPvP will make me scream so nty. They are an option but should have a cooldown of about 10-15s to not be must-pick for thief but still good.


On projectile finisher effects. Projectiles that finish to a field get something extra (minor effect).

An example: Sigil of Penetrating Arrows: When you execute a Projectile finisher, your next 3 projectiles that executed a projectile finisher will be unblockable. (10s cd).


On blasting a field (minor effect).

An example: Sigil of Unholy Rituals: Blasting a field will give nearby allies life steal on their next attack (10 icd). (The lifesteal count is about as much as a sigil of blood).


I actually think that the on-kill effect sigils are not bad, some of them need reworking though. Bloodlust is very powerful and PERMANENT (which is important) type of effect as long as you’re alive. Very snowball type of effect.

An example: Sigil of Celerity: PREVIOUSLY: when you kill a foe you gain a stack (5 stacks for players). When reaching 25 stacks you get 5 seconds of quickness. CHANGE TO: When you kill a foe you gain a stack (5 stacks for players). For each stack you attack 1% faster.


On using skill 4 of your weapon. Skill 4 is usually a lot more utility / defensive, so this type of sigil should provide more defensive bonuses such as:

Sigil of Leeching: Yeah you know what it is.. (15s cd).

Sigil of Energy: (Possibly buff to 50 endurance because it requires to blow a cd and more cd on itself). (15s cd)

Sigil of Purification: Purify two of your conditions into boons. (15 icd).

That’s all i can think about for now.
Curious what you got for us Anet.

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(edited by BeLZedaR.4790)

Amulet, Rune, and Sigil Requests

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Here’s an important suggestion for sigils:
Have them show up our bar when their cooldown is off. The high cooldown sigils such as Sigil of Rage feel random and unpredictable and as such will never really be used unless they’re just plain broken overpowered.

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Season 6 MMR reset

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Anyone knows if the MMR reset on season 6 is a soft reset or a hard reset?

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About the incoming balance patch...

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Posted by: BeLZedaR.4790

BeLZedaR.4790

And finally touch the traits and adjust pvp so the damage coefficients are the same like elsewhere in the game and then don’t make a “pvp only” anymore – everybody is confused about what needs buffs/nerfs. It makes no sense that pvp is different from wvw.

No. That would break pvp and I don’t agree with you and it doesn’t really have anything to do with the original topic of this thread.

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About the incoming balance patch...

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Let’s assume for a second that some class becomes completely useless or completely broken as a result of the next balance patch.

Don’t wait 2 months again to fix it, that’s all. SMALL individual balance patches with 1 or 2 changes each week to address extreme outliers would be very beneficial for the game and would reduce a lot of frustration.

It will very much help to keep people’s interest in the game even if their class isn’t amazing at a specific moment in time, if they know they don’t need to wait 2 months for it to get fixed or addressed in any way that might not even solve the problem.

That’s all. Now I’m ready for the next rev nerfs.

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I don't understand why

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Apart from decay boosters (which was already fixed) and low game count people on the leaderboard (which was already fixed) the leaderboard and the rating system in this game are finally amazing and people want to increase their rating, compete, get better etc. and you decide that you want to ruin it now?

Profession specific MMR? Like seriously since when ranked is meant to be a practise ground? That’s what unranked is for, with all seriousness. There should be unranked that uses your current MMR in ranked and is solo-duo like ranked for practising.
RANKED IS NOT A PRACTISE GROUND THUS IT SHOULD NOT ACCOUNT FOR OFF-CLASSING. All this does is give players an opportunity to exploit the system. Imagine any ESL player rolls to an off-class and tell me they wouldn’t stomp gold players.

Rerolling during a match should’ve never been a thing, and glad that’s gone. But stopping from fixing a broken comp before the match started? If you put a full dps comp vs a well balanced comp with support, dps, 1v1er and play makers the dps comp will never have a chance if the skill level of the players is roughly the same. NEVER. Doesn’t matter if there is not any class stacked. And it’s not something the matchmaker can identify because they might be playing different classes or have a mirror comp in terms of classes, but the builds are completely different.
Not to mention knowing compositions and rerolling(multiclassing) is a skill that should be rewarded and not discouraged.

I just want an answer from someone on WHY. Why do you destroy the well-build system that this game needed for so long and finally has.

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Outfits being skins

in Guild Wars 2 Discussion

Posted by: BeLZedaR.4790

BeLZedaR.4790

Guild wars 2 has always been known as a game that its endgame is cosmetics, as all of its most expensive and prestige items are purely cosmetic and give no hard power advantage in combat, making it more known as Fashion Wars 2.

But Apart from new weapon skins occasionally through raids or black lion sets, or 1-2 skins every few months in a living world update which if you don’t like well wait another 1-2 months, there’s basically no new skins coming at all for a year or two now.
Even the gem store skin sets are gone and nothing new is coming.

The issue I have with this is that it makes my characters look dull to me at some point and I want to change their look, I can usually only go back to things I’ve already used. The options feel very limited, because there are not that many skins out there.

Since the “fashion wars” is such a central part of the endgame of this game, I feel this is an issue that should be worked on especially when there are easy solutions.

You may ask me “Wait why don’t you use outfits then? They do come out on a fairly regular basis.” My main issue with outfits is that they make you feel like a clone in a sense. Nothing about it has personality that belongs to you in anyway, which is something the Wardrobe system avoids very well with many color combinations etc. Also most outfits will have something that you don’t like, But you’re forced to take the whole package or nothing at all.

That is why, an easy solution to this in my opinion, is to make all outfits in the game unlock skin counterparts in the wardrobe when you purchase them. Yes some outfits can have some issues with it in the sense that all the parts are very well connected and it’s hard to split them off, which is why that feature of an outfit can and should remain in the outfit version.

This would open up so many possibilities for new looks and would personally make me interested in so many outfits that I would just never would have used before because a specific part of it would spoil the look I wanted to achieve.


TL;DR
Make it so that all outfits unlock skin counterparts in the wardrobe to help increase the diversity of armor combinations players use.

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Profession Locking Poll - February 16th 2017

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Posted by: BeLZedaR.4790

BeLZedaR.4790

This is one of the worst ideas imaginable.

Let me get this straight, it looks good on paper, but only on paper. Not being able to adapt to swap to what your team needs before a match will make many matchups in matchmaking that could be balanced and great an absolute disaster.

Preventing swap during a match is enough. Preventing swap during a match will mean that the system has to know how to make balanced compositions and since the devs did not seem to consult high level players/esl players on what that is I don’t trust them.

If that’s not enough it will increase queue times.

Obviously, this was done because of the “Class stacking issue”. THIS IS NOT AN ISSUE. Stacking no class makes your composition stronger these days. Having too many warriors will make you lose to a single DH on the enemy team. Having too many DHs will make you lose to a ranger. And so on. A balanced team composition is much stronger these days.

This cannot go through. It’s bad.

Edit: The worst part is, since there are no mid-season updates EVER (which needs its own topic to why that’s bad apart from this), This disaster won’t even be fixed till season 7!! Save season 6 guys.

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(edited by BeLZedaR.4790)

S/F buffs, and why we need them

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Some of these changes are a bit too much, I’d personally start by buffing scepter alone and go from there. Not need to make another overbuffed kitten like DH right? You should be more careful with some of these too, since some of them are a buff to the meta build which is staple in high level play already.

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A top 250 badge would be nice

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Posted by: BeLZedaR.4790

BeLZedaR.4790

The playing field on top plat 3 compared to bottom-mid plat is completely different yet same badge. Just would be nice to get more than a title even if you didn’t end in legendary div. Currently all you get for top 250 is a title that is bearly distinguishable from nearly meaningless legend divisions in the previous seasons.

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We Need Offseason Ranked During the Season

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Very much agree. Current ranked off-season is basically Unranked. It should be exactly like season ranked except all games result in 0 MMR change.

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offseason ranked vs. unranked

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Posted by: BeLZedaR.4790

BeLZedaR.4790

I was hoping the difference would be solo-duo in ranked but in off-season it seems to not be the case which is bad.

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New map titles bugged?

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Still shows a bunch of numbers when I hover the achievements to check what title it offers.

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An option for more hardcore fractal runners

in Fractals, Dungeons & Raids

Posted by: BeLZedaR.4790

BeLZedaR.4790

“vulnerability on enemies lasts 33% less” ? instead of weakness? weakness also works and maybe give a 4 sec icd on prot coz if there wasnt fast might recovery or boon strip the prot would stack very high but i doudgt there will be no boon strip a mesmer or something.

With the implementation I proposed 5 people attacking triggering this on cooldown will cause a ~100% protection uptime. Keeping it like this will punish less if one party member has to kite away for a flux bomb or whatever and loses high might stacks. This will not force you into boon strip if you can keep might for most of the time. (Estimated protection uptime = 100% – %uptime on 20+ stacks on party average). Also both putting out conditions on the party and having boons on the boss makes it a little more attractive to run necromancers as an off-dps. Also vulnerability lasting less is likely not going to be a factor with all the vuln flying around unless the modifier is insane.

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An option for more hardcore fractal runners

in Fractals, Dungeons & Raids

Posted by: BeLZedaR.4790

BeLZedaR.4790

With most of them i agree the only thing id change is make the insability of swiftness only happen during combat

Reasons: Stacking or not swiftness is not a sign of fractals being easier its just an annoying factor im ok with it being something you get during combat so before an encounter you stack swifteness that way you avoid the criple and you and your party can move faster from aoes etc. Having it as a perma debuff is just unfun.

But it makes me thonk a more interesting and fun way but argueably more slow in the making would be to just introduce more cm like the one the 100 frac has.

Yeah I couldn’t find a way to express it in a short sentence as what it is. It does apply to out of combat but to avoid being annoying too much, getting crippled by this won’t put you into combat. It will just slow you down if you don’t coordinate. swiftness stack after an encounter.

And Yes more CMs is also an option. I gave this as an example for a way without as much work and also allowing more classes into the meta. Think revenant, support ele.

Thing is the “annoying” thing of being in combat is the move speed decrease which the cripple will cause regardless you are in combat or not and honesty theres no real reason to coordinate your swiftness if ou will not get into combat after that.

Lets say when you run under the platforms in thaumanova to get to the various sections of the fractal, theres no mobs or dmg that you need to quickly avoid or will have to deal with so having to stack swiftness for that would just be a thing you need to do jsut to avoid the cripple, same thing with molten furnace while w8 for the drill to move having cripple there is not really needed and jsut aplying it for the sake of cripple isnt reall fun.

Again im not against the cripple but where it makes sense like before an encounter that cant me skipped(either with stealth or w/e) or when theres generally a state of constand combat during the majority of the run (urban battleground for example)Then yeah sure its fun and it makes ppl swap weapons skills etc to blast swiftness.

I’d also suggest instead of having might last less have the bosses have like a buff that makes them take less dmg and having permamight will be ideal there or less it takes longer. That way you dont really need to change gear food to jsut get the 20% boon durration.

Makes a lot of sense. How about:

  1. being combat only.
  2. changed to Amplified Weakness: Striking a foe with less than 20 stacks of might will grant them protection(2s) and inflict you with weakness(3s). 10 icd
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An option for more hardcore fractal runners

in Fractals, Dungeons & Raids

Posted by: BeLZedaR.4790

BeLZedaR.4790

T4s in current iteration are too easy for me personally

Stop running in a static group and pug them. The challenge is much bigger than to rush through it with friends. In some of these runs you have to carry others very hard.
Second option is to play raids. Fractals are in the right spot now and the real challenge are raids with challenge mode.
I don’t think we need more harder stuff in fractals besides 3-4- challenge modes like in level 100.

1) I almost never run with static groups and I still cleared all t4s in about 25 minutes in my pug runs when i used to do them.
2) I don’t get this assumption that fractals are ok to be easy because raids are hard. If I remember correctly, Fractals were meant to be the hardcore 5 man content while raids are the hardcore 10 man content. And you are right that fractals are not close to “the real challange”.
3) I see you say this because you think I brag. I don’t. I don’t care how skilled you are or are not and if I’m better than you or not. As far as I know you might be soloing them faster than I clear them in a group and I don’t care. As I mentioned this removes nothing from the current system and only adds for people who want to stress themselves further for enjoyment. And as I mentioned I’m not alone on this boat.

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An option for more hardcore fractal runners

in Fractals, Dungeons & Raids

Posted by: BeLZedaR.4790

BeLZedaR.4790

With most of them i agree the only thing id change is make the insability of swiftness only happen during combat

Reasons: Stacking or not swiftness is not a sign of fractals being easier its just an annoying factor im ok with it being something you get during combat so before an encounter you stack swifteness that way you avoid the criple and you and your party can move faster from aoes etc. Having it as a perma debuff is just unfun.

But it makes me thonk a more interesting and fun way but argueably more slow in the making would be to just introduce more cm like the one the 100 frac has.

Yeah I couldn’t find a way to express it in a short sentence as what it is. It does apply to out of combat but to avoid being annoying too much, getting crippled by this won’t put you into combat. It will just slow you down if you don’t coordinate. swiftness stack after an encounter.

And Yes more CMs is also an option. I gave this as an example for a way without as much work and also allowing more classes into the meta. Think revenant, support ele.

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(edited by BeLZedaR.4790)

An option for more hardcore fractal runners

in Fractals, Dungeons & Raids

Posted by: BeLZedaR.4790

BeLZedaR.4790

T4s in current iteration are too easy for me personally and many people told me they feel the same and they don’t run them anymore because they’re too easy and thus not fun. The change I’m proposing will not affect people who like things as they are, but offer extra rewards and more challanging difficulty for those who wish to have it.

Something like this is needed, because while some enjoy to play the game more casually, it doesn’t mean that those who want to do the hardest content they can should not be able to. It can absolutely go hand in hand and cater to both audiences. Below I just give an example for a possible implementation.

Fractal of the Mists “mini instabilities”.
Called “Mistlock Volatilities”.
Available to active on Tier 4 only.
Can only be activated in a specific order.
Activating a mistlock volatility will reward all party members with an extra Fractal Encryptions.
For each extra volatility gain extra N Fractal encryptions where N is the total amount of volatilities. (For a maximum of +21 per fractal, or a total of +63 for all T4s).
The extra rewards will only apply to fractals in the current daily rotation.

Flavour text:
“Revisiting the Mists frequently has left some side effects on you…”
Currently Active: (list)


There are 6 volatilities in total:

1. Maim of the Sluggish: You are periodecally inflicted Cripple(2s) if you don’t have swiftness. This effect will not put you in combat.

2. Dispelled Empowerment. Effectiveness and duration of Might applied to you reduced by 20%.

3. Envenom of the Injured. You are inflicted with Poison(3s) when you drop below 50% health. 5 seconds cooldown.

4. Fortified Defenses: Enemy breakbars are 66% tougher.

5. Bane of the Unprotected: All attacks on you will critically hit if you don’t have Protection.

6. Quickened Slaughter: Attack speed of enemies increased by 25%.


Reasons:
1. Stacking swiftness used to be a major indicator of good team synergy to help clear the content fast. It is mostly ignored these days due to 25% movement traits and/or
laziness. For groups who run optimally (or anywhere close), this is a non-issue.

2. Racking up significant damage will now require high uptime on high stacks of might which is now also harder to maintain.

3. Paying attention to poison will become more important for healers to fully support their party. Personal condi cleanse will have a lot of a better spot in many builds.

4. Currently too easy to break almost all breakbars in fractals especially if the group is even half coordinated. With the exception of some breakbars, which might now require you to run a CC heavy comp.

5. Protection is often a boon that can be neglected especially since the Fractal Defensive Potion has been intoduced. Protection is that much more important now.

6. Blind uptime on packs of mobs becomes critical, also makes a lot of attacks from bosses less redundant and harder to evade.

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[Devs] How to make Gw2 PvP popular

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Solid suggestion list. I agree with a poster above me that elite specs should not be available to all players, but instead should just be brought in line. Another option for this would be to make the class mechanic focused line (discipline, arcane, invocation etc..) a basic elite spec. (Can’t be used with elite spec, and put it at elite spec level).

Apart from this I think having top MMR matches available for everyone to spectate (simillar to the system in dota, where any player can go and watch top level play to learn and enjoy). It would raise interest in high level play and esl for newer players and help them learn the concepts that every player should know for favoring momentum over static points, disengaging etc..

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Revenant PvP perspective changes list

in Revenant

Posted by: BeLZedaR.4790

BeLZedaR.4790

Some of these changes would be nerfs, such as

Yeah I do realize that and it’s a part of the point. Equilibrium is still extremely good and it being so good while not sacrificing anything meaningful to take it limits the design space of the class as you’re forced to nerf damage elsewhere. Right now retribution rev is useless.

I actually played a lot of condi rev and i think the chill to stick to targets can be a very nice place to start.

These are all places where potential changes could go to start fixing rev a bit, and I’m not suggesting it’d be smart to implement ALL of them just like that.

Also yes I’m EU.

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Not too long of a break to season 6 please

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Pretty much the title. I enjoyed playing in the season and I don’t want to wait for more than 2 weeks to play enjoyable games again.

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Revenant PvP perspective changes list

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Posted by: BeLZedaR.4790

BeLZedaR.4790

You might not agree with all of these changes and that’s fine. Share yours below or in other threads. We need to let the developers know that what they’ve done to the class so far is not fine and it needs fixing instead of just nerfing!

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Revenant PvP perspective changes list

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Posted by: BeLZedaR.4790

BeLZedaR.4790

—Salvation
I personally think most of the issues lay in the Centaur Stance and not in the trait line.

-Adept
Disarming riposte replaced with Blinding Truths. Blinds nearby foes when using a healing skill. 5 seconds icd.

Blinding Truths replaced with Selfless Amplification. Increases outgoing healing based on a precentage of healing power: 1% per 100 healing power.

Tranquil balance replaced with Protection of the Defenseless. When healing allies without protection, give them protection(3s) and regeneration (3s). 10 seconds icd.

-Master
Eluding Nullification. Reduce icd from 10 seconds to 5 seconds. Now also heals allies at the end of a dodge roll for 500(0.7 scaling).

Tranquil Benediction. Will no longer grant swiftness. Now grants Vigor(3s) instead

-Grandmaster
Momentary Pacification. Reduce the duration it takes the vine to form from 3 seconds to 1.5 seconds.

Selfless Amplification replaced with Peaceful Staffmaster. Using a Staff skill will generate an energy fragment around you. You gain 300 healing power while wielding a staff. Your outgoing damage is decreased by 33% while wielding a staff.

—Invocation
Has limited options in all 3 slots. Some traits are too powerful or too weak for their slots.
-Adept
Clenasing Channel swapped with Renewing Flow. Heals you whenever using a skill with an energy cost. 80(0.05) healing.

Cruel Repercussion replaced with Vicious Invocation. Gain 10% increased damage for 4 seconds after invoking a legend.

Fierce Infusion replaced with Invigorating Infusion. Grants you Vigor (5s) when you critically hit a foe. 10 seconds icd.

-Master
Invigorating Flow swapped with Cleansing Channel. Invoking a legend removes 2 conditions.

Equilibrium. Will now always deal damage when swapping legends. Reduced damage by 10%.

Incensed Response. Will now also grant 3 stacks of might (10s) when breaking out of a stun.

-Grandmaster
Right now only 1 trait is useful. I decided it would be cool if all 3 would augment fury in different ways.

Rolling Mists. The Critical-hit Chance bonus from fury applied to you is doubled (now 40%).

Charged Mists. Critical-hits you deliver under the effects of fury will have increased benefit from Critical-Hit Damage. Bonus: 15%.

Shrouding Mists. Critical-hits you deliver under the effects of fury will heal you for a precentage of damage done. Healing: 15%.

—Herald
Many traits in this line feel underwhelming. Low synergy with condition oriented builds.

-Adept
Swift Gale. Merged with Harmonize Continuity. Replaced by Draconic Assistance. Burn (4s, 1 stack) nearby (360 radius) foes when you consume a facet.

-Master
Bolster Fortifications. Instead reads: Increases the duration and effectiveness of protection you apply by 20%.

Harmonize Continuity. Now also grants you superspeed when you break a stun.

-Grandmaster

Enhanced Bulwark. Reduce the duration of stability applied by this trait from 5 seconds to 3.

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Revenant PvP perspective changes list

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Posted by: BeLZedaR.4790

BeLZedaR.4790


Traits

—Devastation
Allow options for builds with 2handed focused damage.

-Adept
Mutilate Defenses. Removed and merged with Targeted Destruction (Master minor). Replaced with Fleet-footed, granting 25% increased movement speed when Channeling the Legendary Asssassin Stance.

Ferocious Strikes – Now converts a precentage of power to ferocity (5%). This bonus is doubled when wielding 2 handed weapons.

-Master
Targeted Destruction. Now also gives you a 25% chance to apply vulnerability(4s) on hit.

Jade Echo. Reduce cooldown from 90 seconds to 60 seconds.

-GrandMaster
Dismantle Fortifications. Changed to: Your next crowd control skill will remove up to 3 stacks of stability. If the target had less than 3 stacks of stability, remove all of them and the CC applys normally. This effect has a 15 seconds cooldown. Your crowd control effects against breakbars are improved by 50%.

—Corruption
Make another viable internal synergy between the line and mallyx.

-Adept
Replenishing Despair. Increase healing of this trait by 50%.

Venom Enhancement. Cooldown reduced from 20 seconds to 10 seconds.

-Master
Frigid Precision. Replaced with Weakening Venoms. Applying poison to a target will rip 1 boon from them. Chilling a foe will apply poison (3s) to them. 12s cooldown.

-GrandMaster
Maniacal Persistence. Embrace The Darkness now also pulses Chilled (1s) to nearby foes.

—Retribution
Make unsuable traits viable choices and allow for retaliation focused builds.

-Adept
Improved Aggression. Now reduces the duration of incoming movement impairing conditions by 33%. Gain retaliation(3s) when a movement impairing condition is applied to you. 10s cooldown.

-Master
Eye for an Eye. Reduced taunt duration from 3 seconds to 2 seconds.

Retaliatory Evasion. Now also reduces incoming damage by 10% while you have retaliation.

-Grandmaster
Steadfast Rejuvenation. Poison is 33% less effective. Now heals you for 3% of your maximum HP when struck with a 5 seconds cooldown.

Empowering Vengance. Replaced with Resistance of Deldrimor. Breaking out of a stun will grant you stability (3s). Incoming crowd control effects have their duration reduced by 25%.

Versed in stone. No longer breaks stun. (Consequense of the Rite of the Great Dwarf change).

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Revenant PvP perspective changes list

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Posted by: BeLZedaR.4790

BeLZedaR.4790


Legends:

—Shiro:
This stance is overall fine apart from the daggers having way too much counterplay such as reflects blocks evades etc. allowing the potential to deny all healing from you.

Enchanted Daggers. Reduce the damage and healing of the daggers by 20%. Increase base healing of this skill by 100%.

Phase Traversal. Reduce the energy cost of this skill from 35 to 30.

—Ventari:
I’m not going to pretend I played this enough to know what exact tweaks need to be made. I did play this a little bit though, and the main issues is SELF sustain, since most of your healing modifiers only affect other allies, and the healing you do overall to other allies aswell is very mediocre when compared to other support classes like druid or tempest. Here are a few possible changes though

General. Project Tranquility removed. The tablet is now summoned automatically at your location when Invoking the legendary centaur stance.

Ventari’s Will. Reduce the recharge of this skill from 3 seconds to 2. Increase healing scaling from 0.4 to 0.5.

Purifying Essence. Now AoE stunbreaks in a 240 radius around the tablet.

Protective Solace. Reduce the cooldown from 5 seconds to 2 second. Reduce the upkeep cost from 8 to 7.

Energy Expulsion. Blast finisher replaced by Combo field: Water. Tablet automatically respawns after 2 seconds As long as you are still channeling the Legendary Centaur Stance.

—Mallyx:
Nerf pain absorption, that makes mallyx have little counterplay from other condition builds. #makeETDgreatagain

Pain absorption. Reduce the cost of this skill from 35 to 30. You no longer gain extra self-resistance per condition pulled.

Embrace The Darkness. Increase the upkeep cost of this skill from 7 to 9. This skill now pulses resistance on yourself (1s). This skill now has a 2 seconds cooldown if ended early.

—Jalis:
Too high costs across the board make this stance way too clunky. Stun breaks and stability are unreliable on it.

Soothing Stone. Reduce the cast time of this skill from 1 second to 3/4 seconds.

Inspiring reinforcement. This skill no longer creates a road and instead puts a buff on you that will make you pulse stability (1.5s) to 5 nearby allies and weakness (3s) to 5 nearby foes every second for 4 seconds. Breaks Stun. Cooldown: 10 seconds. Energy: 30.

Forced Engagement. Reduce energy cost from 35 to 30.

Rite of the Great Dwarf. No longer breaks stun. Reduce cast time from 5/4 seconds to 3/4 seconds. Reduce cost from 50 to 40.

—Glint:
This stance is too powerful since its skills are too cheap to use.

Facet of Light. Upkeep cost reduced from 2 to 1. Infuse Light. Now costs 5 energy. initial base healing increased by 66%. Will now prevent all incoming damage and turn 75% of it to incoming healing instead. (previously 100%).

Facet of Elements. Elemental Blast. Instead of applying weakness(4s) then chilled(3s) then burning(3stack, 3s) all 3 pulses will now apply weakness(1s), chilled(1s) and burning(1stack, 3s).

Facet of Strength. Might duration increased from 12s to 14s. Burst of Strength. Now costs 5 energy.

Facet of Chaos. Chaotic Release. Now costs 10 energy. Superspeed now applies to self. Reduce cooldown from 45 seconds to 35 seconds.

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Revenant PvP perspective changes list

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Posted by: BeLZedaR.4790

BeLZedaR.4790

I played Revenant mostly in PvP season 5 and ended in top 250 (Could be top 100 if i camped my rating in the last few days) a lot of it soloq. Many people say revenant is dead, useless and so on. First of all this is not true. It is slightly weaker than the other classes now, but it’s still usable. The main issue is that it has very little variety or options to it and it feels a very unfinished class. Don’t get me wrong, I love the class and that’s why i play it. In the things that do work on it it feels amazing to play (except of the way sword works.. see below). But its very limited. So I just decided to go through all the skills and traits of the revenant and come up with some changes that could start to make it better. NOT ALL of these should go through, certainly not without testing, so the balance is not exactly on point but here are some ideas that could help make this class more varied, and enjoyable to play.


General
Essence Sap(Stolen skill). No longer applies slow, instead applys Torment (4 seconds). Damage reduced by 20%.
-Downstate:
1.Essence Sap. No longer applies slow, instead applys Torment (4 seconds).
3.Vengeful Blast. Now launches. 240 radius AoE launch.


Weapons:
—Sword:
Target splitting makes this weapon feel clunky and using its skills make you feel cheated by RNG if the hits don’t go where you want them to. These changes must go through even if it might require damage nerfs (by numbers, not clunky mechanics) down the road. It is better than having a lame weapon like this.

2: The damage of this skill is increased by 33% and its projectiles go after your chosen target.
3: The damage of this skill is reduced by 8% and all the hits go on your initial target. Reduce the energy cost of this skill from 15 to 10. The damage of this skill is increased by 100% in PvE only.

—Mace:
Slight buffs to help maintain pressure.

1. Make the 2nd attack on the chain apply cripple for 1s. Make the ending attack on the chain apply torment aswell as poison, instead of just poison.
2. Reduce the cast time from 3/4 seconds to 1/2 seconds. Fix the terrain bug.

—Axe:
Great skills but very clunky.

4. This skill feels clunky. After the shadowstep you’re locked into the animation of the second hit and cannot do anything, and the hit takes way too long. Make the skill smoother, more simillar to shadowshot (d/p #3 of thief) in terms of the cast time of the hit after the shadowstep.
5. Reduce the duration it takes for the rift to collapse by 1/4 seconds. As it is, it’s too easy to avoid. Fix the terrain bug.

—Sword-OH:
Potentially a great choice if #5 gets the change I suggest below. Currently too clunky and not worthwhile in any situation as a replacement to shield or even axe.

4. This skill currently has a 1/4 duration before it starts blocking where it can be interrupted by regular attacks (not unblockable). WHY? Let the spam headshot thieves reign supreme?
4.1. This skill will only be available if you have successfully blocked an attack. Increase the damage of this skill by 100%.
5. This skill will now shadowstep you to your target from up to 600 range, Grabbing your foe through the mists back to your original position, dealing damage and chilling them granting you fury.

—Shield:
5. Reduce the energy cost of this skill from 20 to 15.

—Hammer:
Hammer is overall very clunky and its only niche is oneshotting with #2. Increasing the utility across the board and normalizing the damage of #2 should make it more playable and also more interactive for both sides.

1. Reduce the cast time of this ability from 1 second to 0.75 seconds. Reduce the aftercast time of this skill.
2. Normalize the damage of the skill to be independent of range (Currently too low on close range, too high on furthest range). Fix the terrain bug.
3. This skill will no longer automatically teleport you back to your original position. You’ll be able to teleport back to your original position with a new skill (Phase Return) for the next 5 seconds.
4. fix bugs reltaed to not blocking attacks from differnt altitude.
5. reduce the cast time of this skill from 1.75 seconds to 1 second.

—Staff:
The only supportive weapon of revenant and it has very little support to offer. Also making staff #2 a worthwhile skill to use in some situations.

1. Increase the damage of the last attack in the chain by 50% (will no longer drop the dps of the chain compared to the first attacks). Increase the scaling with healing power of the last attack in the chain.
2.Remove Punishing Sweep and replace it with Debilitating Slam (currently the 2.1 skill) with a 7 seconds cooldown. Reduce the cost of it from 10 to 5 and reduce its damage by 33%.
5. Increase the damage of this skill by 33%.

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How to balance pvp according to forums:

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Fixed a bug where revenant could use Unrelenting Assault.
Revenant now takes 500 damage when evading an attack immediately after blocking one.
Riposting Shadows now cost 50 energy.
Surge of the Mists no longer evades attacks and cannot knockback more than a single enemy at a time.

Alright that’s my share for this.

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5 Buffs to Tempest That Could Make FA Viable

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Lightning Orb’s radius is now 450

Uhh you realize that a radius of 450 would make it the size of a capture point pretty much? O_O

However I don’t think FA ele needs any buff before support ele gets nerfed, because buffing ele and having support (already broken) buffed in a mistake as a result is not something I want to see.

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6w - 4L different outcomes.

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Posted by: BeLZedaR.4790

BeLZedaR.4790

The first matches of the 10 placements are more impactful than the last ones. Consider the first 5 matches are trying to fit you in the grand scale of things and the last 5 doing small adjustments.
That’s my guess anyway.

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1200 ascended shards per season intended?

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Personally I’d like to see the costs for each piece increased a bit and have a weekly reset for 1200 shard cap, simillar to how raid rewards go.

However, if people hit that many shards in a week already (since TUESDAY?!?!), the raiders are left with only 150 a week (more if sacrifice minipet drops).

Maybe a compromise? Since raids are perm content and can be done between seasons, increase the cap for shards to half of pvp current cap (600), and make pvp chest end repeatable for 1/4th the value of the last chest? Which I believe would be 50 a chest complete then?

I was saying to increase the costs of the items as well, so that you can get 2-3 pieces (depends on which parts) each week. Not too off from raiding considering you can also get extra shards from raids by getting minis and ascended items.

As it is, you can’t even get a full set of the new armor which is a shame.

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New division badges, why why why?

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Posted by: BeLZedaR.4790

BeLZedaR.4790

The new ones look a lot nicer but personally I think the old legendary symbol looked extremely bad kitten and It’s gone

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1200 ascended shards per season intended?

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Personally I’d like to see the costs for each piece increased a bit and have a weekly reset for 1200 shard cap, simillar to how raid rewards go.

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Fractals ascended boxes

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Just wanted to raise a topic that’s been on my mind for a while that I think should get fixed as it kind of defeats some of the purposes of that system existing in the first place.

Before I go on the issues I just thought to mention that the idea of ascended boxes is a good one, because you will still need to craft an ascended set to get into fractals in the first place so it doesn’t take away from crafting, and helps you get multiple characters geared and ready to go so you can build different compositions and be a better asset to any party.

With that in mind, there are some issues. First of all, the fractal ascended box vendor. I don’t know who came up with these prices, but last time I checked you pay 2x the cost to actually craft the item in addition to the daily gated pages. It should be drastically reduced. My suggestion: Have two options, matrices + pages or gold + pages. This will do best to preserve the value of matrices. If you don’t have a gold option matrices will spike, as they will provide a cheaper way to get ascended gear, and vice versa if you don’t have a matrix option.

Secondly, I don’t know if everyone has this, but it’s getting pretty frustrating. I get many many many boots or shoulders ascended chests and nothing else. All it does is stack up chests in my bank with no way for me to actually complete a set. It just devalues my excitement from getting ascended chests because “aw its boots again. great.” My suggestion here is like in raids, where you can salvage them to get Magnetite shards to buy the piece you’re missing eventually, something similar should be added where you can trade excess chests for pages, relics, matrices or a combination of the three.

Lastly, Considering it has been stated by the devs themselves that fractals are meant to help you step into the raiding environment, I don’t see a reason to limit stats from fractal chests to not include HoT stats such as viper’s or commander’s that are integral for some builds to work, forcing you to play sub-optimally till you’re an adept raider that can get these from magnetite shards. While the new maps kind of help with this issue, I still find this an issue that devalues fractal rewards in a way that it shouldn’t.

With that said, fractal rewards are better than ever but with these changes they will be even better.

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Upcoming Changes to Skills

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Lots of great feedback in this thread! I see a lot of concern about the nerfs to revenant so I would like to discuss those a bit more.

Surge of the Mists is a skill that does everything. It evades attacks, is a massive cc, and does a huge amount of damage. The defensive capability and cc fit well with the rest of the staff set, so we felt the damage was the best spot to bring the skill down a bit. 50% is certainly a big reduction, but consider just how much damage this skill does right now. Even after the nerf it will still take a chunk out of a squishy’s health bar, in addition to providing cc setup for another skill (and teammates).

Precision Strike is another skill that we felt did too much damage on its own, particularly when all 3 projectiles hit one player. This is another case of a big reduction on a skill that does a ton of damage, resulting in a skill that still does a reasonable amount of damage.

In general, revenant isn’t lacking in sources of damage. Unrelenting Assault, Facets of Strength, Elements, and Chaos, Equilibrium, and sword autoattack are all strong damage skills as well. Precision Strike and Surge of the Mists will continue to bring relevant damage to the table, so rev should still have plenty of damage to go around.

With that said, we will definitely be keeping a close eye on things going into the season.

Well, just saying that damage is the ONLY thing rev has, and now that its damage is par with something like a guardian, there’s literally no reason to take it anymore.

Also, some players can dodge, btw. So no, rev doesn’t have enough damage now.

In short rev will be thief without stealth now. GJ.

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(edited by BeLZedaR.4790)

Let me translate the changes for you

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Posted by: BeLZedaR.4790

BeLZedaR.4790

Surge of the Mists: The damage of this ability has been reduced by 50% in PvP only.
Precision Strike: The damage of this ability has been reduced by 33% in PvP only.
Warding Rift: The cooldown of this ability has been increased from 12 to 15 seconds in PvP only.

Basically this translates into: “Revenants are not allowed to participate in Spvp leagues season 5”.

You’re welcome.

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Upcoming Changes to Skills

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Posted by: BeLZedaR.4790

BeLZedaR.4790

I hope you realize rev is beyong garbage tier with these changes. You nerfed every other option other than going full offense traits and bursting people down. Aka: condi nerf, retri nerf.
Now you nerf the last option rev has which means rev will see no play and will have 0 impact on matches and if you play rev it means you really want to lose.

How is this a good change to season 5 where people will be playing rev and i’ll have to convince them to swap so it won’t be a 4v5? Ntm people who main rev are forced to play other stuff because it’s so bad.

If you’re going to put up a nerf like this on a class that has 1 viable playstyle, buff something else or you’re removing the class altogether.

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I miss hardcore world bosses

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Posted by: BeLZedaR.4790

BeLZedaR.4790

I definitely agree that world bosses should feel epic and tough and everyone gathers up to try to beat this challenge, and I think one or two more world bosses that right now have absolutely no mechanic should be a similar treatment to tequatl or atleast the shatterer.

I really like the idea of bosses starting to be guild missions too, to add more diversity and a bit more combat to guild missions. However, I don’t think the guild should have the world boss instanced. If it will NOT be instanced, you will constantly have guilds activate world bosses around the world map and it’ll feel more alive and random new players could find guilds more easily.

I like most of your suggestions though and I hope this gets attention!

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