Showing Posts For BigTeeHunter.4913:
Just spent a very enjoyable week with family, and have come back and read this whole thread! Get some Christmas cheer in here. Some very tempered and stressed posts, stop the hating. Goodwill for all mankind init.
No clue about the range, only way to find out is test this on a dummy.
But the (2) and (6) only apply when using your healing skill #6
This is the case with every instance where a tooltip says ‘heal skill’.
Ele Vapor form is the BEST downstate #2 ability in the game right now. Even Anet said it during the last Q & A.
You are fighting a loosing battle trying to convince other players of this. The amount of time’s I’ve tried to rationally explain it, only to be countered with ‘But warriors can rez derpdederp’
People don’t understand, give up and wait for dev’s to nerf it!
You also missed out the (probably) most op aspect of it, which is Ele is the ONLY class that can 100% counter a stomp (ok I lie, a mesmer or theif with a lot of luck and a lot of skill can stomp first time, but its bloody hard)
Ranger,warrior,engi,guard,necro can all be countered by stability
Mesmer can be countered by an easy to perform stagger stomp
Theif can be countered by a tele-stomp
Ele can be countered by a very precise, lucky stagger stomp, followed up by a tele-stomp, so long as the ele has not broken LOS.
Seems a little bit excessive.
Granted these reasons, and the Q&A in which this was discussed, was more focussed around Spvp, yet some of these still apply to wvw
So much stupidity in this thread. Yes, Ele’s should not be able to die strategically outside the gate then mistform through lines, bubbles, etc and through a portal.
Only defended by bad Ele’s, of which this is their one saving grace.
Ele’s have best downed state without them being able to port. Slightly less so in WvW than Spvp as the need to stomp is removed completely, but still solidly on top.
The only thing that needs altered is the rally system. It should provide a 1for1 switch, not a 1forEveryone.
For example, currently, 40 vs 40 fight. 10 go down on either side, on what is an even fight. Now, the team that gets the first ‘full down’, wins, as whoever gets it first, gets an insta 10 people up, changing it from a 30vs30, to a 40vs30, in an almost rng act.
It should work something along the lines of:
10 people down on either side, so it’s 30v30, red team get one guy fully down, and it rallies 1 guy. its now 31v29.
With school shootings taking children’s lives, earthquakes in the east killing thousands, missile strikes killing thousands more in the middle east, corrupt judges telling us what we should think about gay marriage, unemployment rates still going up and rising gas costs do you people really need to come to a video game forum to cry about how one pile of virtual pixels needs to virtually kill another pile of virtual pixels to satisfy your need to win without effort? /shrug
Didn’t really read your post, but it seems you think thieves are fine. I agree with that.
However, this last paragraph is a bit kitten and perhaps slightly insensitive to some as well.
I don’t know what website you think you are on, but look closely and you will see its the Guild Wars 2 forums. And although there may be a calling for a ‘world issues’ sub-forum, there as of yet, isn’t one, and this one happens to be WvW. It is here for the discussion of all things WvW, individual class balance being one of those issues, so please, don’t lecture about people not looking at the big picture, because really this is not the place for it.
Also tagging on recent tragic events, controversial issues and such on to the end of your post doesn’t help to further your purpose nor does it give your post extra weight. It just leaves a lot of confused faces.
yah. even 2 coordinated scouts could insta-down anyone. 3 coordinated scouts could insta-kill someone.
As a guardian the only time I have ever been killed by a thief is when I’ve been semi afk, or involved in a fight with 2 or more other people, and my stun break’s have already been blown. To say thieves have been buffed every patch is to lie.
Granted as a guardian all I need to do to kill most thieves is to smash my head on my keyboard, but thieves are pretty poor in general at 1v1, the only time they can win is if they catch you with your pants down, and that’s on you. learn to keep your breeks up.
It kinda sucks as well. I randomly take 13k damage in a single shot. I have the Knight amulet equipped as well. Nothing should be doing that much damage.
This guy.
Your gear has no effect on game play in the snowball fights, the only thing that can make you stand out from other players is your unique #6 skill, and any buffs you pick up.
You are being ‘sniped’ the shot takes a good long while to line up, about 4 seconds IIRC, so when you see someone standing still with their pants down, break los with them, or dodge when they fire. Or if you are support, build a wall in front of you, or heavy gunner, unload a reflective shield and watch the scout snipe himself for almost all his hp.
In my opinion, this game mode works so well because it is very restrictive and can be balanced very easily, along with the ability to swap out class upon death. It’s still funny to see how l2p issues still arise in such a simple game mode, and I wouldn’t be surprised to see ‘nurf scouts’ appear in the forums, when a heavy gunner with double regen can take on the world..
Terribad Idea.
The skill in WvW is in organised warfare. If you want your individual skills as a class acknowledged, go play spvp. Sorry to disappoint here, but in real warfare your ‘rambo’ character doesn’t exist.
Scenario if aoe was not limited: 10, 3 well power necro’s voip up, go around, insta kill everything.
Players take down gate. They either move in 1 by 1 and get picked off, or all charge in and all insta die, in the bottle neck that is the gate. 10 wells, all insta-spawned at the same time, will kill everyone, no matter ‘ohh but its a big red circle’, its a bottle neck, hard to see the ground, and even with lightning reactions, the first tick of each well will hit.
Bad idea is bad. Keep limit at 5.
Also, to the person saying 10 players couldn’t take out 50 players, well duh. its 10 v 50, or a 1 v 5 in spvp terms. even the most skilled pvp’ers cant pull that off against semi smart players.
BUT, that point aside, 10 players, each hitting a 5 different chars = 50 people being hit. obv some would stack, but the more stack the better.
Bad idea is Bad.
The only way this could be reasonable, if the damage output scaled with the number of players hit. for example,
if an aoe hits 5 players, they are each hit for 1000.
if it hits 10 players, they are each hit for 500.
>Play tpvp
>Win gems
>Profit, literally
Naito’s only saying this because he can’t win 1v1’s.
<3
If you need a fast heal, or just want to keep fluidity of movement and don’t care about projectile absorption, you can spam 5 for the fast heal, and as soon as the heal goes off, press esc (sheath weapon/swap weapon works also iirc) to get out of the crouch and move on.
Vayyy
"
Marduh, these aren’t reliable methods to ensure a stomp, even a signet/instant cast blind can fail"
There is no sure fire way of getting a stomp off, other than a mist form stomp (perhaps some other uniques)
Stability can be converted to fear, stealth can be aoe knockback’d, quickness just needs quicker reactions.
Also, you’ve said that theif and mesmer can avoid their first stomp, which is untrue. The only class in the game that can 100% avoid the initial stomp from any class, is elementalist.
Hi my name is BigTee and I like to Guardian occasionally.
Lets get this ladder out or I’ll have to start queue dodging soon.
sPvP was great fun.... till Paid tournements and no rank system killed it....
in PvP
Posted by: BigTeeHunter.4913
Right, a solo player complaining about paid tournaments where A-net has even stated paid ones are basically for pre-mades… Pre-made per definition = Team made before joining que.
Now if you don’t have a solid team of pals or guildies than do the FREE tournaments… Yes, shocking I know that there’s a mode for casuals without solid teams… How shocking that is. Ooh, wait now I get it… You saw that shiny reward of gems n didn’t think further than “Oooh, shiny gems me want I bet there are no guild-premades.”
-.- So yeah you don’t want casual tournament… You want the free gems, else you’d be doing free-tournament.
lmfao, someone took a rage pill and forgot to read OP… He IS doing free’s.
Anyone claiming Ele downed state is not the strongest, is clearly trolling, or has never played competitive Tpvp. I lol’d at the above “even my grandma can see the trail left by the ele in mist form”
I mean, really? Do you not understand that the ele is the only class that can 100% avoid a first stomp?
I am not really arguing for a nerf, one class will always be above the rest. However, I am observing that clearly the ele is in a different state from the other classes.
OP is correct, the groups of classes, from least to greatest, is thus:
group 1: double stomp, no other utility needed to complete stomp:
Warrior, Engineer, Necromancer
group 2: some form of damage/cc avoidance is needed for a first stomp:
Ranger, Guardian
group 3: instant, targetable teleport, can be countered with a teleport from stomper:
Theif
group 4: delayed, un-targetable teleport, can be countered by a clever staggered double stomp, so the 2nd stomp goes down upon re-appear:
Mesmer
group 5: delayed, controllable movement. invulnerable for the time, resets health. No possible counter to achieve first stomp:
Elementalist
Q.E.D: Eles are best downed state. In Tpvp, the quick stomp is a must. Warrior never gets vengance. it doesn’t happen.
“Also due to the tournament code being heavily updated paid are disabled.”
They clearly changed the code structure, and were not sure how it would react with live. To be on the safe side, they disabled paid to see how the new code faired.
Rightly so, gj Anet, just dont take too long to fix this.
The first reply is indeed the bunker spec that most guardians seem to run, but it is however the least effective. Not mainly for the trait distribution, but mostly coming from the idea that healing power is a useless stat.
It is not.
As the poster above mentioned, this build heals on dodge (15 pts in honor)
While it is true healing power scales horribly for almost every skill, it scales exactly 1:1 in this skill. For example, if you had 1.5k healing power, every time you dodge, you will receive just over a 1.5k heal, which is 10% of your health pool.
Using energy symbols on weapon swap, and constant swapping, you have a very solid consistent heal. Bear in mind, you cannot take damage whilst dodging.
take a quick look here: http://gw2skills.net/editor/?fUAQJAsOlYg67WFiPkiIXgVBCi9AjVsjXFcIA
You want to bring along stand your ground (for condition conversion + stability for finishing players amongst other things)
Save yourselfs is a fantastic shout, which apart from the obvious benefits of regen, retal etc, it gives you vigour, which doubles energy recharge rate = more dodging, more healing.
Your last slot is open for interpretation. I normally take hold the line for more regen, but can swap out for troll hammer if its a bad knockback fight in mid.
weapons are up to where you put the last 15 points in trait tree. If you go offensive, take the scepter/torch, if you are playing purely tank, grab the mace and focus 2nd weapon set. sword and sheild provide too much utility not to take.
And yeah, as I said, put the last 15 points into traits of your choosing. Valour or virtues if you are playing more defensively, I go for zeal however for a bit more dps.
Needless to say, your clerics amulet is important for this build, (I add in a knights jewel). Your armour runes are open to interpretation, I like to take lysya with my hybrid, as it syncs nice with renewed focus. Runes of Monk or Earth work too.
Thing is, keg brawl is already implemented, its just in the wrong place! Granted it may take a while to implement it into the mists map, but why not just throw in a gate to it? Keg brawl is by all intents and purposes a pvp game-mode, similar to that of huttball in SWTOR, although this version isn’t ruined by class unbalance.
I don’t see how Anet missed this, and to be honest, I think all mini-games belonged in the mists to begin with.
First off, forgive the pun. It was too tempting.
Anyway, reading over the pvp-forums and the wider forums in general, it seems like the is a lot of unhappy faces around (unhappy faces on a game’s official forum? What is this?)
But seriously, folks seems pretty downtrodden, about a lot of things, for example:
Spvp game modes are not fun.
There is no reward / gear skins are not good enough, when they are dyed red or blue anyway.
Hot join is a glory farm, Tpvp is the other end of the spectrum, how does a solo player get fun out of spvp?
So I thought to myself, you know what would be prettykittensweet? A social Mists.
Let it sink in. There you go. What do I mean by this?
Well currently, the heart of the mists is a place to stand and afk, a lobby, where you either wait for your next match, or you position yourself in a strong, respectable place, such as on top of a rock, then go and eat some food.
What if it was more? I think Anet kind of came on to this idea, but dropped out sometime before release. There is a half completed jumping puzzle under the lake, probably the result of some poor visionary’s failure to meet deadlines.
What if we had events in the mists? What if the keg brawl was removed from hoelbrak (or at least copied) and chucked into the mists? This, along side the other mini-games planned, could really turn casual pvp around.
Players could watch for fun games of keg brawl, with no effort of moving through two gates, navigating to the ice pond.
The mists would become a social place, where even dreaded pve’ers dare to tread. It would become a place to show off your flashy armour, in the colours YOU want it.
Give people a reason to be in the heart of the mists, and they will come, and spvp will benefit as a result.
Thoughts, opinions, criticisms and troll attempts welcomed.
“Think of not just the heart, but also the soul of the mists” – BigTeeHunter 21/10/12
Yes please nerf these guard bunker builds. it is stupid. the amount of blocks, heals , etc is … just too much. you should be able to 1v1 these guys, it should just take a long time, and some luck. And 2v1 should definitely beat them – and without taking 30 secs. All I see in tPvP now is 2 guard builds over an over. hohum.
There is currently a bug where a guardian can block constantly for a good few seconds. Not entirely sure how it is triggered, but think it is to do with mace skill #3. This definitely needs to be fixed.
Also, not sure why you assume all bunkers should die 1v1? If that is so, it also must hold true for the other end of the spectrum and all glasscannon builds need to be able to win 1v1’s every time. And if they are not winning, that is unbalance. That attitude just promotes everyone going glasscannon.
Hsulf makes a very good point, due to the rate at which a point decaps, compared to the capture rate, assuming both bunkers (or players, if one is not bunker) have similar knockbacks, the point will be decapped, then stay decapped until backup arrives to kill either player.
However, a guardian that is really on the ball, has several tools available to him to keep that point as long as possible.
In khylo, if I see another bunker heading to clocktower alone, I will swap out my mace + focus for a hammer, leaving me with hammer and sword+shield.
Along side the utilities I run, this gives me:
1 heavy single target knockback, sends a player right down to level 1 in clocktower.
1 smaller, aoe knockback.
1 ring of warding to block entry to the point.
1 root ^^
1 teleport on short cd, so that I can instantly return to the player in the point if he manages to knock me off
2 stun breakers, used right after knockback for minimal downtime, and insta teleport.
1 6s stability on fairly short cd.
If I am particularly worried about cc, I can also bring along hallowed ground as a 3rd utility, 12 seconds of aoe stability, on a 80s cd.
In practise, it doesn’t always work this way, as I’m human and make stupid errors in the heat of the moment, but someone playing a guardian better than me, can really stay on that point indefinitely, paying attention to enemy animations, and boons.
Thread too long, didn’t read most of it, but I hear people saying time and time again > “Use conditions against bunker, necro will kill a guardian eventually”
No. There is not a single class or spec that can solo a good guardian bunker. This probably also stands true for elementalist bunker, although I have not played one, so cannot say for sure.
Anyone who disagrees is welcome to contact me in-game and have a shot.
I play the kitten out of guardian bunker, as it is such a useful tool in tpvp, however, I wont try to pretend they aren’t op. Because they are. However, they formed on the most part due to everyone running glass cannon builds.
Something needs done about both ends of the spectrum
r26, and have found ~100 slivers, but only around 50 shards.
My main source of slivers is from gold tourney chests, so that may explain why shards appear to be rarer, if shards are more likely to drop from silver chests and slivers from gold…
“If the game becomes a serious e-sport with proper matchmaking premades are irrelevant”
You what..?
Premades are integral to any e-sport game that is not single player, obviously. You are not going to enter a serious level of 5v5 play solo, and hope you get good teammates.
NETL;SDR this is NOT a prerequisite of GW2 becoming an e-sports game. There are many, far more important features to be implemented, but this isn’t one.
Yes, it would be nice to communicate with pugs easily, but considering the scale of what you propose, I’d imagine ANET will take quite a while to even come round to having it on the suggestions board.
Actually taking this seriously for a second, I still think a team should be able to swap out before the match starts. Some of the skill is involved in the pre match planning, and knowing what your up against and how to fight it is a big part.
That said, it is not easy to know what your up against, as most classes have a least 2 different, viable builds. If you keep your team in base, and don’t go out gallivanting the map (or you do go out gallivanting, with a different weapon set and plenty of back-pedalling) the other team wont know what composition you are running.
They will have to guess whether your thief is unicorn or glass cannon, both which would require a completely different approach. Same applies for almost every class, is the engii heavy burst, point defence, cond/hybrid.
Is the ele a tank or dps, yadda yadda yadda.
Because this game has no archetypes, theoretically any class could be playing any role. Obviously the way it stands at the moment, that isn’t entirely true, but it’s good enough to keep the enemy guessing.
Yes, due to a strict racial diversity policy, ANET has enforced that there be a rich blend of genomes in every squad.
Hard evidence and solid statistics have tracked that there is at least a 15% greater win rate per each Norn on a team, due most likely to them having thicker skin and taking less damage. Further more, Asura’s tend to slip into stealth more flippantly and frequently than any other.
I for one am happy with the 1 race per team change, and am confident it will only have a positive impact on pvp and the community as a whole.
Nope, OP got it wrong, you are allowed duplicate classes just not duplicate races in the same team.
Come on, less QQ.
What rewards would you have give, that don’t affect game play? Better gear is fine, levelling up rank is something that happens gradually as you play a lot of pvp, it is not something to grind out.
Paid tournaments coming out will be the decider of who is better, not rank.
Not sure how or when a ladder system will be implemented, but when it is, that’s your e-kitten, not your rank.
Also thieves are fine, at least heartseeker and pistolwhip are, didn’t even really deserve the nerf, its just a baddie test really. Full glasscannon backstab might need a look at, but even as it is, its not really in the current meta, just because of how easy it is to catch one out and squish them.
No opinion on auto-balance, I only Tpvp.
The locked teams make perfect sense!
Tournament pvp is supposed to be competitive pvp, where more organised teams play off against each other. It is not a 5v5 mode of hot join, else we would just have 5v5 servers.
In serious pvp, if one of your team members accidentally drops connection, or even decides to swap out a class for a better composition and/or more team synergy, they should be able to immediately re-enter the game (This is why if you leave a tournament game, or if you reconnect whilst a game is in progress, you are instantly put back in the game)
Therefore, tell me how it is humanly (or computerly ;) ) possible to “check how many players are actually in the match and then act accordingly”
The system has no way of checking if a player will be back imminently, and therefore, in a competitive game mode, is is always preferable to assume they will be back, as in competitive games, a player is not going to just drop and never come back.
The problem here for you is you are playing the wrong game mode. Perhaps tournaments should have a less hardcore option, for solo join only, and have more lax rules, but that is a completely different argument.
TLDR;
Tpvp is fine the way it is. It’s just the game doesn’t (yet) cater to your criteria of gameplay (casual/non-zerg).
Don’t think I’ve ever been beaten by a pug, but yeah, whatever^
Thing is, once it matches your team up, those 5 accounts are locked into that tournament until they win or are knocked out.
If one person logs out, the game can’t know if he has left for good, if he has dropped connection and will be right back, or if he is swapping characters.
Imagine d/cing in a tourney you are doing well in, then coming back to find your place taken.
Sorry, either deal with perhaps not getting a full team, or run a premade.
Even if my team is not online, I will only go into a tournament with a premade group of 5 randoms, picked up from the mists, rather than let the game do it for me.
This is, without a doubt, a game breaking bug. Stopped playing tpvp altogether till it’s fixed.
Why wasn’t the previous patch just rolled back until they can fix it?
Not going to lie, I would rather face phantasm mesmers and PW theifs in tpvp, than this kitten’s bollocks.
^^ Smackjack.
If you are bunkering a point against 3 people (2 players + 1 treb) you shouldn’t expect to hold it for too long, wherein underlies a big problem that currently bunker builds (guardian especially) are too powerful, and as such when you get rooted and killed by a treb shot, you moan that 3 people killed you.
If you cannot count to 3, then dodge, then I’m not sure how far you are going to get in pvp. As a bunker guard myself, I would rather fight two good players and a treb, rather than 3 good players. Energy symbol on weapon swap and you can dodge indefinitely, two stun breakers incase they cc me on treb land, and an elite skill that lets me eat one treb without taking damage.
Treb is fine, and to be honest, almost overated. Only useful against a good team if you have good cooridination and timing.
Not as exciting as I was hoping, no real time scale on these features…
I do like the idea of winning gems from paid tournaments, but if it takes them 3 weeks to bring out the blog post about updates, how much longer will it take them to actually come out with the content proper?
^^ Happened to 2 team members in tourney final, one was thrown out and not allowed back in the tournament.
Not Cool. I thought your code was supposed to be ‘neat and structured’ Anet, so how do you manage to break something every time you fix something?
Gratz on posting it here. Now watch as the world burns.
stability is a boon and can be stripped, you can’t strip stealth
Stripped=removed a.ka stopped/prevented. Yes you can infact stop/prevent the stealth stomp.
I am sorry bad PvP’rs, at least your “hurr durr backstab is OP” cries had a (weak) basis, this topic has no basis at all, there is nothing wrong with Stealth stomping.[/quote]
How do you stop a stealth stomp? Because on my Ranger this is how it usually goes:
Thief starts to stomp (or uses a stealth skill to disappear). I wait until the stomp is almost before interrupting. Thief wait a second, reapplies stealth, stomps me. If I sit there and throw rocks while he’s stealthed, guess what happens?
Sometimes I might have my wolf out and he’ll howl and send the Thief running for a second, but he comes right back and starts to stomp again. Usually from stealth.[/quote]
So your saying you were almost stomped, set back, then stomped second time? You’ve bought yourself time, if your not back up by then, your probably not getting up. Sounds like you did a pretty good job of avoiding a stealth stomp there.
Currently, Mesmers, Theifs and Guardians only can avoid the stealth stomp (engii’s too, if they have been left alone for long enough) It’s annoying, but then again, so is stability stomp right? Its all gameplay features, the player has to hold back their stability or stealth in anticipation of a down, so its not all that..
works fine for me..?
I feel bad for: kittens
Yes I win in battles against almost every enemy
Oh right ok, well if you ‘Ctrl’ + ‘Right Click’ on a certain skill, you can make it your auto-attack skill, so you can use 100 blades as soon as its off cooldown without even looking. I find that helps because I don’t need to look.
When I see attacks coming and if I remember I dodge sometimes
So, is sPvP basically only for Necros, Mesmers, Thieves, and Elementalists?
in PvP
Posted by: BigTeeHunter.4913
Can’t speak much for the other classes you’ve come across, but a big reason you are finding guardians easy to beat is a lot of guardians forego condition removal in favour of more toughness/damage builds. This is probably primarily because of how heavily burst damage is favoured in tpvp, however, a bunker guardian properly specced into condition removal should be able to survive your pewpew till the kittens come home.
If you were to spec out of conditions and more into crits/dd, I wouldn’t be surprised if you found guardians/warriors a little tougher to handle.
S’all ok coming on here and throwing out all your buffs, wondering why we don’t get them. I don’t see that happening unless they completely instance pvp away from pve. I do not pve, I am not sure how these changes would effect it, but I am struggling to find even one suggestion here that would not break pvp.
Renewed focus resetting all skills, and on a 90s cd? This is a joke right? It is already the most favourable elite for bunker guards, this alteration would truly turn guardian into a lawlfacemash profession.
As stated, I can only look at these from a pvp perspective, and as it stands, I wouldn’t be surprised to see some nerfs coming our way.
In the match browser, disable the option to see full servers and disable to option to see empty servers.
Sort in order of players, and join a game with either 14/16 or 15/16…
I have never had a problem with empty games. Sure the server might die after a while, but to be honest I normally find myself getting bored of constant pvp long before that happens. Just leave and join another full one.