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Is retaliation too strong?

in PvP

Posted by: Captain Obvious.6951

Captain Obvious.6951

Is it OK for someone to completely kill another player, by doing nothing other than pressing 3 and healing themselves?

:P

Seeing as the other player has a chance to defend themselves, by blocking, dodging and generally has a chance to counter the attacks, then yes it is OK.

And you wouldn’t answer my question cause you know the answer. When the only counter to retaliation is to ‘run away’ then you know it’s BS.

Is retaliation too strong?

in PvP

Posted by: Captain Obvious.6951

Captain Obvious.6951

You’re a thief and you’ve spent this entire topic talking about guardian’s access to retaliation over anything else. Sure, others get access to retaliation, but apparently not enough to merit your attention.

Yes others have access to it too. And it’s just as deadly. I talk mostly about guardian though cause it seems like 50% of all players in PvP are Guardians.

You are legitimately complaining about a boon that only damages your skill-less playstyle, specifically.

Actually I’m not. If you use ANY skill that attacks fast with quickness on it you’re going to hit yourself for huge damage. Unload is JUST ONE example of this. You people are all stuck on the fact I just happened to mention unload I mean this could be done for other skills as well.

4 Guys on a point with retaliation on, drop cluster bombs. 4 hits x 4 players = 16 hits, 16 hits of retaliation from one attack? Yah I’ve almost killed myself from using this kill as well. It seems absolutely completely absurd that players are killing other players, by DOING NOTHING. Just having a boon on! WOW WHAT SKILL! YOU PUT A BOON ON AND PEOPLE KILL THEMSELVES!!

It’s called combat design. Squirtle beats Charmander, Charmander beats Bulbasaur, Bulbasaur beats Squirtle.

Of all the PvP I’ve played this game feels less about rock-paper-scissors than any other. That’s one of the things I like about the PvP here. You shouldn’t feel the need to run away from a fight cause ‘oh no rock is there, and i’m scissors, so i can’t win’.

The entire alternative is the enemy dies to your Unload spam.

There’s so many ways to deal with unload spam. Dodging, shield bubbles, invulnerabilities, block walls etc…. I’m failing to see why you think they also should get a boon that returns enough damage to kill your entire life bar.

This still isn’t your role. Yeah, cluster bomb can be a good utility for that purpose sometimes, but as clearly demonstrated, the circumstances must be right.

The circumstances were right. Between engi turrets, Necro pets, and mirror images all blocking bullet path it was a better option to toss out poison and bomb everything. In doing so I almost killed myself from the Guardian and Engi retalation. Once again I find it comlpetely absurd I lost half my health from attacking a couple times when the players are doing NOTHING but getting hit.

Guardians/DHs are your hard counter. Do not engage.
Engineers have really good sustain. +1 someone else on an engie or do not engage.

What class then is so over the top power, so over the top strong, to counter a DH, that he has TO RUN AWAY FROM COMBAT and NOT ENGAGE! RUN AND FEAR FOR HIS LIFE!

Stop running pistol/pistol.

I tried condi Thief. I found it really strong, and exceedingly boring. Just steal and dodge around and watch everyone bleed to death. Yah, no thanks.

I tried some dagger Thief. I found it ok, but meh rather boring again. And with half the players in PvP playing Guardians I’m completely sick of running over all those stupid traps.

So I like pistols. I think they’re a lot of fun for me. People all them gimmicky fine I really don’t care. I’m not even a thief main in fact I just made one for the first time since release. I haven’t played in 4 years but I sure as hell don’t remember retaliation being this bad. Then again I was always a mesmer or warrior back then so maybe didn’t affect them as much.

You can say all the millions of little nitpicky things you want to say. I try to keep things simple and down to earth.

Ask yourself one question:

Is it OK for someone to completely kill another player, by doing nothing other than putting 1 boon on and healing themselves?

My answer: Is absolutely not.

Alternatively I was also suggesting that retaliation get fixed to be more useful in all situations, and not completely useless against 1 shot wonders, and godlike against fast attack spammers.

When Deadeye comes out, and hits you for 20k damage with a snipe, he’ll only take 247 damage returned? Hmmmm that sounds kind of weak. Wouldn’t it be nicer if he hit himself for 2k instead?

Taking advantage of your player base

in Guild Wars 2 Discussion

Posted by: Captain Obvious.6951

Captain Obvious.6951

I am some one who enjoys seeing self righteous people getting angry…

To the point they betray their public/online image of themselves of doing good and openly rave, frothing at the mouth because they are not actually the boss of everyone, and are in fact not even in control of themselves…

I think having visible “player” GMs only reinforces the power hungry and manipulative to seek the positions of GM…

Meh like I said it’s just a thought. Not really sure if it would work or not. You would have to have a very strict interview process to be sure the right people were put into those positions.

In most games it just feels like there’s not enough policing and I always wondered what if someone decided to just advance some of the players to those positions of power.

I can tell you though I’d feel a hell of a lot better if I knew there were active playing GM’s who could be right around the corner ready to punish these toxic people at a moments notice rather than just reporting and hoping something gets done about it.

Is retaliation too strong?

in PvP

Posted by: Captain Obvious.6951

Captain Obvious.6951

Again what am I supposed to do against some bunker guardians and engi’s with retaliation on? GO RUN AWAY AND WAIT IT OUT? Letting them control the point and win the game? That isn’t reactionary game play at all.

Enemy team has retaliation on.

Run away and let them win.

Reactionary gameplay ftw

Yes, go somewhere else to +1 or decap like a thief. You’re fallen into the bunker’s trap of wasting your time. You might as well call projectile denial OP at this point.

I didn’t say projectile denial is OP. Although it does feel like this game is very heavily anti ranged. But when a Guardian pops his projectile bubble I don’t cry about it. You deal with it and if you’re smart plan on it coming out.

Many classes even have projectile reflects. I don’t cry about that either. First it only lasts a few seconds. Second I can just stop attacking. Often times when I know someone has reflects, I will just walk up to them feigning as if I’m going to unload and watch them pop their reflects and I just stand there doing nothing. It’s pretty funny watching them waste it.

So no, I’m not complaining at all about projectile denial, or even projectile reflects. All of these skills require you the enemy player to actively counter you, AND there’s something I can do in return to counter it. These skills and counters are also very short lived. Seems balanced and OK to me.

What does NOT seem balanced is someone who just sits there standing still, who has a boon on that I’ve seen with 10 second durations, and can deal an entire health bare of returned damage from ONE boon. This requires NO skill. This requires NO active play. And short of having one skill that strips boons, there’s NOTHING I can do about it and that skill might not even strip the retaliation boon.

I guess I should be more clear in saying that when players are actively countering projectiles with bubbles or reflects, they can’t do anything else. And that’s the balanced part of those situations.

With retaliation on they can be doing other things… more importantly they can keep attacking you while it’s on. And that’s the real BS part of this whole situation. I get punished for attacking them, my only option is to pray to god I strip the boon, don’t get killed by all these stupid traps in the process, or run away? These aren’t good options man.

(edited by Captain Obvious.6951)

Is retaliation too strong?

in PvP

Posted by: Captain Obvious.6951

Captain Obvious.6951

Considering the ranged and mobility disadvantage a Guardian has

This is a joke right?

Guardians have bows, 900 ranged burning attacks, teleports, pulls and leaps.

Are you trying to tell me the Thief ability to spam shortbow 5 a few times and run away is a good counter to a Guardian? LOL!

Guardian has retaliation on, Thief counter…. RUN AWAY! Let them control the point and win the game! WOOHOO! What a great counter! LOL!!!

Taking advantage of your player base

in Guild Wars 2 Discussion

Posted by: Captain Obvious.6951

Captain Obvious.6951

I could probably post this on just about any gaming site, but I’m playing this game right now so I’ll post it here.

It’s a thought I’ve had for a long time and it may be a little right field but I’ll throw the idea out there anyways.

In so many games I play I’ve seen so much offensive behavior. And I’m not just talking about people swearing or trolling in chat, cause honestly I could care less about that kind of stuff. That’s what the mute button is for. I’m talking about people who are taking advantage of bugs and teaching it to other players, people who afk/throw pvp matches, people who are generally just a nuisance and are a toxic plague upon the gaming community.

What can we do about it as players currently? Report and hope someone does something about it. I mean it feels kind of like calling 911, then leaving a message. Maybe they will get around to it, maybe they won’t, and if they did ever get around to taking care of it you never even hear about the conclusion.

So I wonder why not take advantage of player base and promote some of them to some kind of GM status, or GM support. Obviously this would require a strong interview process and probably some form of agreement to sign. But wouldn’t it be great if maybe 1%, or even .5% of the players were able to possibly resolve in game issues themselves?

You would need good documentation, screenshots, chat capture etc… but I mean imagine if you were in a PvP game and some guy cries and AFK’s at the start of a match and BAM he gets smacked with a season ban from ranked PvP cause another player caught him. Or how about when you’re in a group and some guy is trying to show everyone how to take advantage of a bug to get more rewards from a fractal? SMACK, 1 week suspension from a player GM!

I can guarantee you people would be playing a lot differently and be way more cautious about their game play if they felt that anyone around them could be a hidden player GM.

It’s an idea, which could work, maybe not. I’d also probably put in that agreement somewhere that if you were a GM and caught abusing your powers your account would get suspended/deleted. But yah I think it would be pretty neat if something like this were around.

Is retaliation too strong?

in PvP

Posted by: Captain Obvious.6951

Captain Obvious.6951

The fact that this game has dodge rolls should tip you off that this is a reaction-based game, and that doesn’t just hold true for incoming attacks. If your outgoing attacks are a poor choice, the onus is on you to cancel them or have a contingency.

You see I’m all for skill based twitch combat which is one of the things I enjoy about the PvP in this game.

If someone is attacking you, you can dodge, block, bubble, shield, go invulnerable, I mean so many options to attempt quick counterplay to what people are doing. And of all these options all of them only last a couple of seconds, and none of them can even come close to doing an entire life bar of damage back to the enemy player.

But putting a boon on and standing still while the enemy kills them self isn’t reactionary at all. In fact it’s just the opposite of that. It’s not reactionary at all. You just press a button, get a boon on, and now what… a player is forced to run off and ‘wait it out’? I mean cmon listen to yourself.

Unload was just one example of how much damage retaliation was returning. I’ve also nearly killed myself using a short bow. Firing off auto attacks into a crowd on a point and using skill 2 to drop cluster bombs into the crowd I’ve almost killed myself doing that as well.

So once again this isn’t just a pistol/unload skill problem as I have seen it.

Again what am I supposed to do against some bunker guardians and engi’s with retaliation on? GO RUN AWAY AND WAIT IT OUT? Letting them control the point and win the game? That isn’t reactionary game play at all.

Enemy team has retaliation on.

Run away and let them win.

Reactionary gameplay ftw

Is retaliation too strong?

in PvP

Posted by: Captain Obvious.6951

Captain Obvious.6951

6 unloads in 4.5 seconds

I agree with a couple people above me – pressing 3 a whole bunch may be a demonstration of just about the least amount of skill imaginable.

You want to stay on topic? Alright – no, I don’t think retaliation needs to be scaled down/nerfed. Why? Because Retaliation here is doing exactly what it should be doing – that is, it’s punishing spammy gameplay, and is an active, direct counter to the specific kind of move that lasts longer than a dodge roll.

First, the thief doesn’t play like other characters in this game. He has energy instead of cooldowns. So while spamming one button may take less skill than having to hit 2 or 3 buttons like an Engi, it’s how the class was designed. Don’t fault me for playing a character as it was designed to be played.

Second, I’ve already attempted to strip boons from the target. I don’t always get the retaliation boon especially when people have a ton of boons up. I’ve also come up against people who are literally ticking like 5-10 seconds of retaliation.

So once again I’m back to my point of not liking skills in a PvP game that force me to not attack. What am I supposed to do… run off for 5-10 seconds and ‘wait it out’? Do you realize how dumb that sounds? 5-10 seconds of not being able to attack someone can be the difference in living or dying, winning and losing a fight or a pvp match.

Retaliation is punishing fast attacking heroes, but is all but useless against slow hard hitting ones. Do you realize how dumb THAT sounds?

This is why I was suggesting maybe to make it a more well rounded skill, to deal more damage to slow hitters, less damage to fast hitters, and put a damage cap on the returned damage cause I still find it utterly completely stupid that one boon can return enough damage to kill an entire health bar of a player.

Is retaliation too strong?

in PvP

Posted by: Captain Obvious.6951

Captain Obvious.6951

Jesus, guys! Can’t you see he’s just mistaken Retaliation with Reflection?

So we’re all on the same page, I took a screenshot.

http://imgur.com/a/aJqWc

Unload attacks 8 hits in 1.5 seconds.

With quickness on, that’s 50% faster, .75 seconds.

8 hits x 247 = 1,976 damage retaliated in .75 seconds

6 unloads in 4.5 seconds, 6×1976 = 11,856 damage returned in 4.5 seconds.

So I was exaggerating just a little bit.

First I only have about 11k health in PvP.

Second, it takes 4.5 seconds to kill myself when someone has retaliation on, not 3 seconds.

I mean kitten me all to hell right? It wasn’t 3 seconds, it was 4.5 seconds. GOD FORBID I was off by 1.5 seconds.

So the fact still remains. Do you really think it’s fair that someone sitting still DOES ABSOLUTELY NOTHING, JUST SITTING THERE, can return 11,856 damage back to their attacker with JUST retaliation on?

Personally, and maybe I’m just flippin crazy here, I think that’s an absolute joke.

This is why I said………. the skill needs some kind of damage return cap or something on it. But at the same time maybe balance the skill out so it’s better against slow attacking players and monsters too.

Thus why I suggested maybe the skill should just return 15% of damage, to a max of like 2k or 3k damage or something to that effect. Or make it so it does something like remove 1s of duration for every 1k damage returned. Just something other than the guy standing still getting healed and healing himself, returning almost 12,000 damage back to one player… that’s not even counting any hits from other players.

(edited by Captain Obvious.6951)

Where's the Deadeye cover?

in Thief

Posted by: Captain Obvious.6951

Captain Obvious.6951

you dont need cover when you 100% uptime stealth all you do is mark your target wait 7 second pop bali 1 shot your target lol

If you PvP at all in this game you’d know that you can die quite easily in 3 seconds or less.

This game has always been about blocking and dodging for survivability more than high hp/armor which leads to more skill based combat.

So while I was watching the videos of the new Deadeye class I was just thinking to myself, holy crap he’s giving up the ability to be an effective dodger, he can’t block attacks, and he’s gonna get slaughtered.

This is why SWTOR gave snipers cover. While ‘kneeling’ you have a chance to evade attacks from cover, and people cannot ‘leap’ or teleport to you. It’s a tradeoff. You can’t block/dodge, but you get cover and teleport immunities.

So I was just wondering why there isn’t anything like that for the Deadeye.

What I hate most about the Engi

in Engineer

Posted by: Captain Obvious.6951

Captain Obvious.6951

…you keep using the word melee range…but you have no idea what’s a melee range

it’s like saying d/d ele is melee…no it’s truly not, sword ele is melee yes, d/d ele is not melee, it’s huge aoe, you just need to be in a certain area and people get hurt.

try play some real melee classes and see for yourself
true melee range is 130 in front of you

If a melee hero can dash 600 range, then smash your face in, then 600 is melee range.

Ranged attacks are attacks you can make without fear of being attacked.

So just cause a game says you have an attack that has 600 range, doesn’t mean you’re SAFE. If you’re 600 range from most anyone you can get picked off by MELEE weapons that slow, stun, get thrown, or dashed to.

Pistol mainhand attacks are 900 range, but the highest damage one (pistol 4) is most damage at MELEE RANGE.

I mean at 1200 Range the Engi is essentially an auto attack spammer. This is what I really hate about the class.

Somewhere some guy sat down at a table with other devs and was like “Oh you know what would be fun, is if the Engi used a rifle like a shotgun!” and they were all like “OHHHH YA COOL LET’S DO THAT!”

In reality when almost all of his other tools and skills are close range it’s just pathetic and kittenes me off. Hell the Revenant is more effective at 1200 range than Engi is.

So the two elite specializations added are MELEE and MELEE with more skills that are MELEE. Forge aoe skill is a MELEE skill I don’t care if it says 600 range or whatever. You have to be in melee range of everyone to use it.

So like I said I wish the rifle was an effective 1200 ranged attack skill weapon other than just auto attack spamming. Not more melee skills on top of other melee skills on top of more melee skills.

Is retaliation too strong?

in PvP

Posted by: Captain Obvious.6951

Captain Obvious.6951

Retaliation is a two way thing. If you can’t deal enough damage to nearly down the player with 3 unloads, then its time to change strategy…

I have nothing against unload, but its a range attack that can ramp up a lot of damage if you land it. And provided that you get retaliation it means they actually landed.

First, you’re changing the subject. We’re not here to talk about how much damage you can deal with unload. Besides I’ve dealt over 48k damage with unload to one Guardian and NOT EVEN DOWNED HIM.

Second, I find it completely absurd that someone can deal 12k damage back to you with 6 unloads on them, without them even pressing a single button or doing anything. Just standing still doing absolutely nothing.

So if you don’t find that a bit over the top stupid strong I don’t know what else I can say.

(edited by Captain Obvious.6951)

New player block rules

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Posted by: Captain Obvious.6951

Captain Obvious.6951

You already can’t message a blocked player.
[edited for clarity]

I find that odd cause some guy blocked me and continually messaged me about how kitten I am. Of course this entire time I’m killing him and handing his ass to him.

He sent me a good 15 or 20 messages, the entire time I could not message him.

New player block rules

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Posted by: Captain Obvious.6951

Captain Obvious.6951

Rule #1

You cannot block a player if you have messaged them in the last 60 seconds.

Rule #2

You cannot message a player you have blocked.

How has this game been out for 5 years and things like this still don’t exist? Makes you wonder if they even give a kitten at all about their game. I mean these are like basic standard things you should have in a game.

You could even give these tickets to your newly hired programming interns to do which cost you $0 to put into effect.

Is retaliation too strong?

in PvP

Posted by: Captain Obvious.6951

Captain Obvious.6951

Retaliation is too strong in PvP/WvW, and too weak in PvE.

They should make it so that Retaliation only affects melee attacks, and increase its damage a bit. Something like 1s internal cooldown is also good.

PVE:At level 80, retaliation deals damage according to this formula:
200 + (0.075 * Power)

In PvP and WvW, retaliation damage is reduced by 33.33% and calculated with this formula:

133 + (0.05 * Power)

K so 133 + (.05*2000 = 100) = 233 per hit

Unload 8 = hits, 1.5 seconds

8×233 = 1864 damage

3 unloads = 5,592 damage, in 4.5 seconds. That’s absolutely ridiculous damage for doing absolutely nothing.

Someone also mentioned that in PvE it’s not going to be near as strong, or against general targets that don’t you you very often but hit really hard.

SO what my suggestion was, to maybe like increase the duration of retaliation but MAX the damage return on it.

So if you buff yourself with retaliation, and it lasts say 8 seconds… if you take 8 hits you do 8 return ticks of damage. If it lasts 8 seconds and you don’t take any hits for 4 seconds, then take 4 hits, it returns 4 hits of damage.

Something like that to make it more useuable in any situation, and more fair against players who hit a lot of times vs ones that don’t.

Or possibly even better yet just make it return a flat % of damage. Like 15% returned damage or something. Then it doesn’t matter if people hit you fast, or slow, if they deal 10k damage to you over 1 hit or 8 hits, it returns 1500 dmg.

(edited by Captain Obvious.6951)

Is retaliation too strong?

in PvP

Posted by: Captain Obvious.6951

Captain Obvious.6951

One of my biggest pet peeves in any pvp game is where you are punished for attacking. I’ve never liked it all, not one bit. I’m all for skill based pvp and coordinated efforts to take people down but…. yah I’ve never liked it when someone bubbles up and you literally have to go ‘wait it out’ and not attack.

Overwatch has that stupid mechanic with Zarya where she bubbles herself and her allies, and you’re punished for attacking during that time. Firstly they take no damage, and secondly it boosts her damage.

SWTOR has bubble reflects on Mercenaries that damage you every time you attack them.

This game… has retaliation.

So I’m like OK great, fine, whatever. But I’ve killed myself from 13k health to 0 in under 3 seconds just from someone having retaliation. Isn’t that a bit much? Isn’t that a bit over the top?

Shouldn’t we put a cap on how much damage retaliation can return? Say something like max 1k damage returned per 1 second duration? So if retaliation has a 5 second duration and returns 5k damage, the buff wears off. Something to that effect.

I dunno I feel it’s broken enough to post about it, am I the only one feeling this way?

What I hate most about the Engi

in Engineer

Posted by: Captain Obvious.6951

Captain Obvious.6951

You know I could probably come onto the Internet and say “The sky is blue” and 5000 people would reply “No it isn’t”.

You people just love to disagree with anything anyways says.

The fact still remains:

For how melee oriented all of the Engineer weapons and skills are it’s really sad that the rifle (the LONGEST range weapon in the game) is also more melee oriented with its skills than its ranged ones.

Hell 3 out of the 5 attacks for rifle have LESS range than pistol and that just makes me want to puke.

What I hate most about the Engi

in Engineer

Posted by: Captain Obvious.6951

Captain Obvious.6951

new elite spec adds a sword and a melee transformation

so as xzibit would put it: we added more melee to your meelee so you can meelee while meleeing.

(unlike core engi it has actual damage though )

This game has so much melee, and so many anti ranged skills, you may as well call it Melee Wars 2.

What I hate most about the Engi

in Engineer

Posted by: Captain Obvious.6951

Captain Obvious.6951

The Engi is one of my fav characters in the game as he has a ton of things to do and can be very fun.

However there’s one thing that bothers me immensely about him.

He only has a few weapon choices.

Pistols, being 900 range, aren’t really 900 range. Their highest damage ability, Pistol 4, is essentially a melee skill.

Flamethrower kit is close range.

Grenade kit is 900 range, but very hard to hit anyone from that range so usually have to be like 300-600 range away for good effectiveness.

Bomb kit is melee range.

You’re getting the idea here…..

His elite Mortar kit IS long range, but the damage is so pathetic and useless it’s very rarely if ever used by anyone.

I was really excited when I came back to the game to find he had a new weapon added, but yet again it’s a Hammer which is MORE melee range!

So this brings me to the final weapon I haven’t mentioned, which is the rifle.

The rifle on any class is the longest range. But for some unknown reason Arenanet decided to ALSO make this weapon melee range!

Sure the auto attack is 1200 range, but button 3 at 700 range, 4 at 600 range and 5 at 800 range (which really should be used at 0 range) it’s another kitten melee waepon realstically!

Why god oh why didn’t you guys make the Engi rifle skills ALL 1200 range attacks I will never understand. Engi rifle should play closer to what Warrior rifle plays like. It doesn’t feel like a rifle when you play it. And I really hate that.

And now the new specialization, Holosmith, is MORE melee! Added a sword, and a bunch of new attacks that require melee range while in holoforge. GREAT!

I just feel if I wanted so much melee I’d play the warrior or guardian instead.

NERF Thief Shortbow 5

in PvP

Posted by: Captain Obvious.6951

Captain Obvious.6951

When Thief fights he spent initiative, right? He is low on health and he wants to run away but has only 3 initiative left. Weapon swap to SB + 3 initiative (IF you take Quick Pockets in Trickery) or Stealth and wait for initiative, but you won’t get it enough to use SB #5 more than once.
So can you elaborate how can Thief just spam SB #5 when trying to get away from combat? The only way he can do that, if he doesn’t use any initiative while fighting and he just waits until his health drops below 20% and voila! Catch me now, you kittens, ha ha ha.

When I fight people i always save all my initiative so i can swap to short bow and spam 5 because it’s THAT OP!

If you don’t save all your initiative to spam shortbow 5, you’re just a bad thief.

The reason I don't play Elementalist

in Elementalist

Posted by: Captain Obvious.6951

Captain Obvious.6951

Ever since tabletop D&D, before Diablo 1 even released, I’ve always played the mage type character. Into other games like Diablo, UO, EQ, AoC, Anarchy Online etc… I’ve always played a Wizard/Sorcerer/Spellcaster type, or here what would be the Elementalist.

So why don’t I play one?

When you imagine a Wizardy hero you think of a few things.

1) Ranged

2) High damage output

3) Kinda squishy, with some defensive spells (arcane shield, summoned armor etc..)

When I played the Elementalist on release and saw that the Staff, being the longest range, was the most pathetic damage of all the weapons I instantly deleted it. I’m shocked it was still the same upon coming back to the game.

I mean Arenanet took what in almost any game, movie, book, story, or anything ever in the history of fantasy… the ranged deadly Wizard… and made him a kitten of all KITTENS as far as damage goes from far range.

Don’t think anything will change, just thought I’d get that one off my chest.

Why are all PvP maps the same?

in PvP

Posted by: Captain Obvious.6951

Captain Obvious.6951

Every single map in this game is the exact same map.

3 capture points

First team to 500 wins.

Now some have bells, or monsters, or other stupid gizmos and gadgets. But they’re all the same maps! Sit on capture points to win.

Where’s the deathmatch maps? (First team to 20 kills wins)

Where’s the king of the hill maps? (1 capture point)

You know I’ve lost some games cause nobody wanted to sit at home and babysit a point. And the other team just kept coming in to decap it constantly but NOBODY wanted to sit there and defend it.

Honestly I couldn’t blame them. It’s kittening boring to sit and babysit a point all kittening game and it’s even more boring just running around capping and decapping points.

So why don’t we have other maps? I think at least 1/3 of the maps should be Deathmatch, 1/3 should be King of hill and another 1/3 should be current maps.

The only GOOD map is Coliseum. No godkitten monsters to try to steal. No stupid bell to babysit. No Lord to try to kill. No kitten trebuche blasting you. Just flat out best PvP team wins.

Need option (delete minor/major sigils)

in Guild Wars 2 Discussion

Posted by: Captain Obvious.6951

Captain Obvious.6951

I don’t know why but it was just a few days ago I found out about right clicking salvage kits which saved my fingers from dying every time I do a map meta.

However one of the annoying things about salvaging is all the pathetic worthless minor and major sigils that fill your bag.

Can we get an option in the game that automatically deletes/removes/sells/salvages these sigils?

That’d be fantastic thanks.

Where's the Deadeye cover?

in Thief

Posted by: Captain Obvious.6951

Captain Obvious.6951

I haven’t played one yet but I watched some vids on Deadeye. Class stolen straight from SWTOR which I’m fine with, everyone copies.

But one of the benefits of being ‘immobile’ as a sniper was that you got cover.

So why isn’t the Deadeye getting this?

http://imgur.com/a/YcKvW

I’m thinking a lot of Deadeyes are gonna get rocked pretty hard in PvP the second they kneel down. Having a 50% cover and immunity to teleports seems like it would be immensely useful and almost required, as to not having kitten burn guardians tele to and burn your butt down in 2 seconds, or condi thieves stealing to you and plopping 20k condi dmg on you in 2 seconds.

the swtor sniper doesnt have the same high amount of stealth uptime, and mobility (shadowstep, withdraw, theotherwithdrawutility-icantremember, leap backwards on rifle #4). Furthermore, swtor and gw2 has different classes and gameplay mechanics, so its not accurate to compare the two.

All we need is more fine tuning based on the feedback ppl already been giving, then we on the right track.

The games are a lot more similar than you could possibly even know.

The only major diffierences between this and SWTOR is that in GW2 you have less skills to use, and healers are put way more in check in GW2 which is why I’m even here to begin with. It’s not fun playing a 20 minute game in PvP and only 2 people die in an entire match at max level top tier games in PvP. And that’s why I quit SWTOR.

GW2 also seems much more focused on their PvP in the fluidity and skillsets. That being said though the games are VERY similar in actual mechanics.

That put aside I was just inquiring as to the benefits of kneeling as a Deadeye. If your only benefits are offensive it seems like the second you drop down and kneel you’re gonna have a Guardian popping his ranged pull on you instantly drawing you into a bunch of kitten traps every time.

Where's the Deadeye cover?

in Thief

Posted by: Captain Obvious.6951

Captain Obvious.6951

I feel like you guys are commenting about SWTOR sniper, and didn’t even play it.

The videos I saw and the skills I saw them using are literally straight copies almost word for word from the SWTOR sniper lol.

ranged slow into 3 round burst into a powerful snipe, i mean yah it looked almost exactly like Sniper skills kitten . Once again I don’t care if they copy or not I was simply asking why the DE isn’t getting some kind of defensive ability while kneeling. Cause it appeared to me as if he is kneeling he’s going to get focused hard and everyone with a teleport/steal skill is going to save it just for him.

That’s why SWTOR gave sniper class cover. Nobody can teleport/leap (Marauder leap would be like Thief Steal) to the character while he is kneeling, and he gets a 50% cover bonus while sniping. It may sound OP at the start but in reality it’s not if you do it right.

Once again I didn’t play the class so maybe I could be missing something. I was just curious why they didn’t appear to give him any pro defensive skills while kneeling, for the con of being very stationary.

What RANKED pvp should be

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Posted by: Captain Obvious.6951

Captain Obvious.6951

“It’s just a game” – People who don’t get kittened if they lose even if they gave it their all.
“It’s just for fun” – This is very subjective, a hard-core PvP player who wants to climb the ranks, plays for their own fun.
“I just want skins” – Blame the Devs.
“I just want reward chests” – Blame the Devs.
“I just wanna make gold” – Blame the Devs.

If you remove the rewards from ranked you will be waiting for 5+ minutes for matches every time, cause the majority of players will be playing un-ranked for rewards and fun.

I don’t mean this as an insult but if your all about unrewarding PvP and climbing the ranks, go play something else, there are TONs of other PvP only games that are significantly better then this GW’s sPvP (s stands for “kitten”).

That or change you attitude and don;t get kittened if you lose no matter what. Cause we all know that Anet wont ever improve upon sPvP (the s still stands for “kitten”).

I didn’t say I wanted unrewarding PvP. Read the post again. I was saying I don’t like the DAILY rewarded PvP which I feel is why a lot of players are even in ranked in the first place.

I did say I wanted the end of season rewards to be HUGE! And based solely off of your highest rating earned for the season. So if I can make about 10G a day average PvP’ing from chest rewards, end of season rewards should reflect that… and more…. based on the rank earned.

What I was trying to get across here is to just remove all the daily rewards so there’s no instant gratification in ranked. The only reward is at the end of the season, it’s based only on highest rank achieved, and it’s such a huge reward it is worth 90 days of playtime to wait for.

Players who feel they can’t achieve a higher rank would essentially be wasting their time in ranked and stop playing and like I said that would be a good thing. They would end up playing unranked instead for daily rewards, chests, and practice. Not using ranked constantly as a practice arena not giving a crap if they lose or not. It’s supposed to be competitive and majority of the time it doesn’t feel that way at all.

What RANKED pvp should be

in PvP

Posted by: Captain Obvious.6951

Captain Obvious.6951

I do 2 things you hate in ranked… Having fun and using a non-meta build lmao

I didn’t say to only use meta builds. Hell I ran hammer rev all day in spvp and did very well actually. I was simply saying some people are likely testing builds, or using builds they aren’t fully familiar with in ranked.

I mean if you don’t have your build down to a T, knowing a good rotation, understanding cooldowns without even having to look and knowing what your build is good and weak against, then it shouldn’t be in ranked.

That’s what I was trying to convey there.

Stop rewarding failure!

in PvP

Posted by: Captain Obvious.6951

Captain Obvious.6951

I’m so tired of this millennial generation where they think they should get a trophy just for showing up.

The season chest rewards are pretty nice. 20 gold on the final chest is pretty good.

How you get there though seems stupid.

It takes 30 pips to get a chest.

You get about 10 pips for a win, sometimes 8 or 9, sometimes 11. So let’s just say easy math, 10.

You get about 5 pips for a loss. Sometimes 4, sometimes 6, let’s just say easy math, 5.

So that means you can lose twice, and that equals a win? Like… really?

This is what we call rewarding failures!

What it should be… 14 for a win……. 1 for a loss.

So hey if you average 50% wins, you won’t notice a difference at all. You’ll still average 7-8 pips every 2 games.

However if you’re good, and win more than you lose, you’ll be rewarded for that!

And if you aren’t so good, and lose a lot of games, you’ll be punished for that!

I mean am I crazy? Why do I feel like everywhere I look in the world everyone wants to try to reward people for failing?

What RANKED pvp should be

in PvP

Posted by: Captain Obvious.6951

Captain Obvious.6951

I hear these types of things a lot in PvP.

“It’s just a game”
“I just want skins”
“I just want reward chests”
“I just wanna make gold”
“It’s just for fun”

For all of these statements that’s true, in "UN"ranked PvP. These are statements unskilled players make all the time and to be honest it gets old.

What RANKED PvP should be:

The only thing that matters is winning.

If you’re unsure of your build, don’t bring it.

If you’re unable to commit 100% to the full duration of the match, then don’t play. That means if your baby starts crying you are going to ignore it till the match is over. If your house is on fire, you will finish the match before leaving. If you cannot commit to this THEN DON’T FUGGIN QUE FOR RANKED!

You should be playing each match as if there were $1,000,000 going to the winner. If that were true, would you be playing your current profession with your build? Would you be rushing off to far point, leaving your team to 3v4 at mid? Then die at far point, handing them 2 points, who then rush towards your home where they know there’s only 1 player on your team left, possibly giving them now all 3 points?

This isn’t just a Guild Wars problem. It’s a gaming problem period. People just don’t take RANKED games seriously enough. People just want skins, gold, points towards golden guns, whatever the case may be.

Ranked SHOULD be a place where only the best bring their A games and hopefully get matched against equally skilled players where each victory is an adrenaline rush. Sadly this isn’t the case. I’d say a good 50% of the players in ranked play as if they don’t give a crap at all, and easily 80% or more of games end in 500-300(or less) victories cause the mismatched games.

During my 10 placements this season I even had the same flippin guy throw TWO games. The first one the team lost mid fight and he said “are you serious?” and afk’d the rest of the match.

The next match he said “Oh YOU AGAIN! I’m AFK!” and literally afk’d the entire match AGAIN! Then he sent me a mail saying he was going to afk EVERY game he ever saw me in forever. I mean what a joke. I’d ban this guy for life from ranked games period.

So yah Anet, can you put some seriousness into people and make it so people actually give a crap about ranked games?

1) Remove dailies from ranked, move to unranked

2) Remove reward chests, move to unranked

3) Start perma-banning players from ranked who are 100% known to be throwing/trolling games. Put a nice plaque somewhere with their names so we can all enjoy it.

4) Only give rewards at end of season according to your highest achieved rank. That means players who don’t feel as if they will ever get higher, will stop playing ranked. That’s a GOOD thing. They can now go play unranked to get better or farm chests and rewards.

5) End of season rewards should be SPECTACULAR! I’m talking like gold players getting 500 gold, 50-100 of each top tier mats, maybe some cool skins. And even better rewards for Plat/Legend players.

6) Stop rewarding failure! If you’re silver or below, you get consilation prizes not worth much of anything. Under 50% of the field = you get next to nothing.

Where's the Deadeye cover?

in Thief

Posted by: Captain Obvious.6951

Captain Obvious.6951

I haven’t played one yet but I watched some vids on Deadeye. Class stolen straight from SWTOR which I’m fine with, everyone copies.

But one of the benefits of being ‘immobile’ as a sniper was that you got cover.

So why isn’t the Deadeye getting this?

http://imgur.com/a/YcKvW

I’m thinking a lot of Deadeyes are gonna get rocked pretty hard in PvP the second they kneel down. Having a 50% cover and immunity to teleports seems like it would be immensely useful and almost required, as to not having kitten burn guardians tele to and burn your butt down in 2 seconds, or condi thieves stealing to you and plopping 20k condi dmg on you in 2 seconds.

Elite skills for thief

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Posted by: Captain Obvious.6951

Captain Obvious.6951

So ever since release I literally never played a Thief. Seeing the Deadeye class was coming out (aka, sniper/smuggler from SWTOR) I knew exactly what I’d be making in the expansion cause I was a hell of a good sniper in that game.

That brings me to wondering about the Thieves elite skills. Can someone help me understand some things about them?

Like, why is the cooldown 3 whole minutes just to summon a few thieves? They don’t deal THAT much damage though it is kinda nice but that cooldown feels very long. In most PvP sessions you’d only get it off twice, or 3 times max. In PvE it’s like a skill you only save for a final boss which feels almost like an unused skill.

And Basilisk venom. Yah it’s fun, and nice short cooldown at 40 seconds but… it’s only 1.5 seconds of stone and every single class in the game can bust it with a stunbreaker. That doesn’t feel very elite at all. Now if all of your attacks were unblockable for like 3 seconds, or if the stone was unbreakable or something that to me would feel more like an elite skill.

Am I missing something on these skills? Is there more usefulness to them than I’m seeing?

Should I continue with Revenant?

in Revenant

Posted by: Captain Obvious.6951

Captain Obvious.6951

Here’s the simple facts:

If you wanna dps melee in PvP, the Warrior or Guardian do it better.

If you wanna do condi build, The Guardian, Engi and Thief do it better.

If you wanna bunker, the Guardian and Druid do it better.

Anything the Rev can do, another profession can do better. The ONLY thing Rev brings to the table is some buff spamming which honestly isn’t worth it in PvE or PvP. I’ve been booted from fractal groups I joined just because I was a Rev. It’s that pathetic.

Why I love the Revenant

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Posted by: Captain Obvious.6951

Captain Obvious.6951

Love the sarcasm!!! I so hope you don’t get infracted like I did but I reckon yours was better written and stated, without calling them out. Well done! And nice job calling it for what it is, I to share your “love”!!
Man, I really hope something happens.

I actually wasn’t being sarcastic at all, though I can see how it would be read that way.

I was being quite serious in the fact that the Revenant is the utter most trash class in this game. Energy costs are WAY too high to support both weapon and supplementary skills. There’s NO build diversity having your skills chosen for you for each legend. The fact he can’t stomp at all in pvp really kittenes me off. And his DPS output in PvE is so fuggin pathetic my pistol thief could double his damage out put just spamming the 3 button and doing nothing else.

So yes it was very fun for me to hop into pvp with the most garbage class in the game and stomp some kids with the Rev. It’s almost as bad as just punching people to death while waering no armor. Makes em feel really stupid.

But alas it’s gotten old. I made a Thief and just pew pew everyone to death in 2 seconds. Having more fun with that now.

Remove energy cost from weapon skills

in Revenant

Posted by: Captain Obvious.6951

Captain Obvious.6951

I keep seeing people say “it wouldn’t be unique”. Besides the fact, who even cares about unique when it’s nearly unplayable, it would be the exact opposite of a Thief.

Thief = Weapon skills cost energy, Supplementary skills don’t
Rev = Supplementary skills cost energy, Weapon skills don’t

Could you immagine how much kittening there would be on the forums if Thief weapon skills AND supplementary skills cost energy? Well that’s what playing a Rev is like.

Until they fix this class I’ve literally hung it up.

Cannot continue story "Heart and Minds"

in Bugs: Game, Forum, Website

Posted by: Captain Obvious.6951

Captain Obvious.6951

Upon first attempting to enter the Chasm the game crashed to desktop.

Now it just said:

InstanceCreate failed: Error=1036; Product=9; Module=18; Line=624

And I cannot enter to continue my story.

Why I love the Revenant

in Revenant

Posted by: Captain Obvious.6951

Captain Obvious.6951

If you play all of the other classes you get a really good feel for this game. It’s all about fast paced combat, possibly having up to 20 skills on cooldown simultaneously in some cases. Having to know your class really well, weapon swapping, skill swapping, kit swapping, knowing when to remove conditions etc…

But the Revenent does none of that. If you play him after you’ve played all the other classes you will realize how Half- kitten d he was done. His weapon skills are clunky, in some situations killing yourself if you use them, or they get stuck on stairs and don’t even hit your target. Your skills are already picked for you giving you no class diversity at all. Where most every other class in the game can have on one skill bar a damage immunity, condition removal and a speed/escape tool, the Revenants skills are already picked for you when you pick your Legendary to summon. At least 1 of the skills on every bar are almost never used making you wonder why they even put them there.

The Revanent also has to deal with huge energy draining skills, cooldowns, AND huge energy costs on attacks. No other class in the game has to try so hard to NOT use skills. Everyone else can spam attacks to their little hearts content. But not the Revenant. He can swap to a Legendary, block…. then wait 3 or 4 seconds before he can do ANYTHING else cause he’s out of energy already! I mean if the Thief had to deal with this load of crap there’d be 100 threads a day complaining about it.

Compared to every other class in the game the Revenant is complete garbage. His skills are slow to use, don’t do much burst damage, all his condition skills are melee and he is nearly always first focus in pvp cause he is so easy to kill compared to every other class out there.

In PvP every class also gets some way to freely stomp their targets without worry of being feared or tossed or pushed. The Revenant can’t do this utterly destroying any hopes he might have of stomping people in PvP which is a HUGE detriment.

So why do I love him?

For that simple reason he is the most completely garbage class in the game. It’s obvious Arenanet doesn’t give a crap about this profession when you use your Hammer 2 skill and watch it hit a stair, get stuck, and not hit your target which is 10 feet in front of you.

I love playing the most kitten class in the game because it provides that extra challenge! You know for a FACT if you get your kitten handed to you in PvP by a Hammer Rev that you are utterly and complete trash and have no business even playing the game at that point. It’s like beating all your friends in Street Fighter with Dan. Super troll mode engaged!

Honestly it got really boring playing my Engineer in PvP. I felt like God running around burning everyone, having 3 block skills, pulling people from 1200 range into my turrets and smacking em with crowbars, shrinking and running off from bad engagements, or popping stealth potions and surprising the enemy as I toss a zillion grenades and apply 20+ stacks of vulnerability on an entire team. I mean that is just too kitten easy.

The Revenant is GREAT fun for those bored with playing Guardians that can drag you into traps, dealing 20k+ damage in under a second. Revenant has to earn his kills! No cheap tricks, no single attacking to apply 30k burn damage, no hitting one button to gain an entire new full bar of health like a Necro. Nuh-uh, nope. You wanna get kills in PvP you gotta EARN THEM!

And that’s why I love the Revenant!

Oh I forgot to mention that while every class seems to enjoy some way of reliably removing conditions the Revenant doesn’t get to do that unless he specializes in Healing or Conditions! When I saw this I thought it was a complete joke lol. If someone lands some conditions on you, you can’t just press a button and turn all conditions to boons like a Guardian nope nope, you may as well just lay down and die.

Making it just that much more fun when you successfully 1on1 a condi Engi or Necro!

(edited by Captain Obvious.6951)

Hammer Rework

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Posted by: Captain Obvious.6951

Captain Obvious.6951

As a hammer rev main I would say all of the ideas aren’t very good, except the fact hammer 2 does need work.

Rev weapon issues

in Revenant

Posted by: Captain Obvious.6951

Captain Obvious.6951

and the reason that the range of Hammer #2 works out like that is because it follows the ground. Which is entirely intentional and I can almost certainly guarantee that you’ll never be able to CoR people on opposite sides of a cliff.

So if I’m on the Battle of Kylo map in PvP and I’m standing on the ledge facing mid cap point where my target is only maybe 400 range away from me…. you’re saying it’s INTENTIONAL that my Hammer 2 ability is unable to hit him?

Is that supposed to be a joke? Even if you measured the distance of the ledge down, the distance across, the ledge up and the final range to the center it wouldn’t even come CLOSE to be 1200 range.

So it’s INTENTIONAL that my skill is broken and doesn’t work? Really? You sure about that?

I mean…what are you suggesting? That it should dive down the cliffs/ledges or whatever and then climb back up some other mountain again?

What I’m suggestion is that the skill actually travel 1200 range like it says. That means if it goes down a cliff, up ledge, over a mount, through a river and over a hill then so be it. The thing should travel 1200 range regardless of what is in the way!

I think it’s more of a game bug that it is not doing this and it constantly gets stuck on ledges and stairs. Which is why I said just make it so it ‘creates a mist opening’ and makes a b-line straight for your target and hits everything in its path instead so the skill is actually useful on more than 5% of the points in PvP, and doesn’t keep getting stuck on stairs and edges in PvE.

Why do hammers look so small?

in Guild Wars 2 Discussion

Posted by: Captain Obvious.6951

Captain Obvious.6951

I think we all understand what “fantasy” means, the issue is that what the OP was asking was to turn EVERY hammer in the game into a ridiculous weapon.

Was he? I mean, clearly his focus was in getting more large hammers, but while his post didn’t specifically say that some hammers should be left at their current size, it didn’t exactly rule it out.

Thanks for defending me man. I’m of course all for options! Some hammers being same size, fine by me. Just saying every hammer skin I have (about 30 or so?) are all this same size or smaller.

Would love some options to have something that doesn’t look like I’m wielding a 2×4 as a weapon.

Why do hammers look so small?

in Guild Wars 2 Discussion

Posted by: Captain Obvious.6951

Captain Obvious.6951

Oh dear,
there is nothing wrong with the size of warhammers, if anything, many are stupidly large and I would like to see them a bit smaller. The head of a warhammer is usually only 15-20cm long, that’s about as much metal as anyone is capable of swinging, and the shafts are rarely ever more than 4 feet long.

I won’t get into the subject of scaling, but there is a lot more to it than simply moving a slider.

Good luck with your suggestion though, personally I hope no-one at Anet listens to it as we already have enough stupidly big weapons in the game.

Are you seriously trying to argue this with realism?

Why not argue it with realism? I like my chars to look like they could actually use the weapons they carry. 90% of the weapons in this game are really stupid in my opinion and I would never and do never use them.

This is why I said above maybe they just need to add a Halberd option for the ‘hammer’ slot for those of us who don’t want to feel like we are wielding 2H toothpicks.

Why do hammers look so small?

in Guild Wars 2 Discussion

Posted by: Captain Obvious.6951

Captain Obvious.6951

Oh dear,
there is nothing wrong with the size of warhammers, if anything, many are stupidly large and I would like to see them a bit smaller. The head of a warhammer is usually only 15-20cm long, that’s about as much metal as anyone is capable of swinging, and the shafts are rarely ever more than 4 feet long.

I won’t get into the subject of scaling, but there is a lot more to it than simply moving a slider.

Good luck with your suggestion though, personally I hope no-one at Anet listens to it as we already have enough stupidly big weapons in the game.

Look at the 2 screenshots I added, and explain to me how the hammer is supidly large.

It’s not a 1H hammer you put nails into a board with. It’s supposed to be a 2H fuggin warhammer you go to battle with. And it doesn’t appear to be like that at all.

Why do hammers look so small?

in Guild Wars 2 Discussion

Posted by: Captain Obvious.6951

Captain Obvious.6951

Funny you should mention longbows cause they are actually a bit too short in the game. Actual longbows had length roughly equal to the archer’s height.

As for greatswords… well, they are generally too big in the game, but one can argue that at least their length is not too exaggerated as some types of two-handed swords did reach extraordinary lengths (but weren’t wielded much like in the game and didn’t look like washboards with hilts).

Yah I know some longbows were like 5-6 feet tall. My dad had a bear bow that was about that height and I couldn’t even pull it back till I was about 16 cause it was so difficult.

You know if they had to just go ahead and add halberds to the game and put them in the ‘hammer’ class, I’d be fine with that too if people want to stay within the ‘lore’. But still if you look at the picture I added you can see there is an obviously huge problem with the size of hammers in comparison to other 2H weapon.

Why do hammers look so small?

in Guild Wars 2 Discussion

Posted by: Captain Obvious.6951

Captain Obvious.6951

In relation to the size of Bows, Staves and Greatswords in this game… the Hammer is the SMALLEST of them all.

I’m not saying I need ‘big flashy fancy 50 foot hammer’. What I am saying is I’d like it to be at least relevant to the size of the OTHER 2h weapons. And a fuggin sledgehammer is at the very least just as big as a bow or greatsword!

Why do hammers look so small?

in Guild Wars 2 Discussion

Posted by: Captain Obvious.6951

Captain Obvious.6951

This has bothered me ever since release.

Hammers are giant smashing devices you use to pound peoples faces in!

So why do they all look like small 1h weapons? Bows are bigger, Greatswords are way bigger and a lot flashier too with all their cool black and silver swinging animations I mean where is the Hammer love?!

Hammers should be scaled up like 50%. 50% longer shafts, 50% scaled heads and even in some cases maybe even larger!

It’s so easy to do too! All you have to do is drag a box around the mesh item, select the scale tool, increase 50%. DONE! Almost no work involved for the guy in charge of designing the weapons!

Edit:

A visual might help.

http://imgur.com/a/oXHVN

If you look you can see the Greatsword here is above this guys head, and goes down almost to his feet.

My Hammer which is also a 2H weapon doesn’t reach as high as the swords handle, and barely goes down to my characters butt.

This doesn’t look right at all.

2nd Edit:

There was a mention of bows being too small?

http://imgur.com/a/w0Y4J

LOL! This guys character is like 6 inches smaller than me and his bow is STILL bigger than my hammer.

I mean cmon Arenanet seriously.

(edited by Captain Obvious.6951)

Are the new specializations are elite?

in Guild Wars 2 Discussion

Posted by: Captain Obvious.6951

Captain Obvious.6951

So does this mean we can’t use our current elite specializations with the new ones? If that’s true it seems very limiting.

Honestly I think when the expansion hits the current elite specializations should become basic specializations and the new ones are elite.

If I want to play Glint Rev with a Short Bow, I think I should be able to do that.

If I want to play a Thief with a Staff and a Rifle I think I should be able to do that as well.

I don’t think the new specializations should conflict with the current ones. I haven’t played many of the new classes new elite specializations yet but I can tell you this. There’s no way on God’s green Earth that a Revenant is going to drop Dragon to use a short bow. No way in absolute hell this would happen.

Returning player, Revenant dissapointments

in Revenant

Posted by: Captain Obvious.6951

Captain Obvious.6951

I’ve thought for quite a while about this one, and I have a suggestion that I think might help.
If memory serves, the Legend skills were kept limited to give each one a really focused concept and style, so… why not, rather than having a bunch of separate skills, have each skill have say… 3 variants or so that do slightly different things, but still the same overall concept?
It cuts down on new animation and effects work, it makes it easier for the Legends to not bleed into each other too much, and it means that the build diversity can increase significantly.

That really is my point in this. Think about it.

My Engi all in one setup has: Tons of condi dmg with pistol and grenades, one skill that removes 14 conditions AND drops 5 heal kits that heal over 1k each, a way to shrink and become immune to all damage allowing him to stomp freely or escape a bad situation, stealth, grenades that all give 3 stacks of vuln and cause bleeding/cripple, a reflect projectiles block, a melee block, and a 3rd melee block that stuns the attacker, a ranged pull (better than that stupid sword 5 pull on rev), an aoe turret healing him and his entire party constantly which can also block attacks for you when you hide behind it i mean christ there’s SO MUCH TO DO! And all of these things he can do instantly, swapping like crazy, not worrying about this stupid energy thing, swapping to any weapon or kit at will with no cooldown. Compared to a Rev it feels like god mode.

A Rev would basically have to be spec’d as conditions to remove conditions that well, or spec’d as a healer for Centaur to do it that well. And I don’t like this. I think it should be 100% viable as a Rev if I want to be spec’d as Shiro and have a good escape tool, condi removal, and some kind of block/evade/shrinke/immunity or whatever I feel like as an alternate skill. Not to mention maybe I don’t like the stone ult and I would prefer a different option.

Returning player, Revenant dissapointments

in Revenant

Posted by: Captain Obvious.6951

Captain Obvious.6951

Can stomp,

War
Guard
Rev
Ranger
Engi
Necro
Mesmer

With gaze of darkness.

That’s kind of true… but you’d have to time it JUST right to land that one shot of blind cause if you did it too early they will remove it with their basic attack while downed.

Stop and think here though. If I’m playing an Engi or Ele or jesus pick any other class in the game, I can dive into a group of 4 players, pop my (damage immunity, shrink, block, whatever) and stomp the player with zero fear of being interrupted.

Can the Revanent do this? Nope. Not even close. Getting that first player downed, and stomped instantly, almost assures victory on the first team fight.

Not to mention if you blind to early, or get interrupted, you’ve now stopped pulsing your fury to you and your team and you lost 40% critical chance!

HOLY CRAP!

I lost 40% crit chance, to stomp 1 player? REALLY?

You’re thinking this is a good thing?

Rev weapon issues

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Posted by: Captain Obvious.6951

Captain Obvious.6951

and the reason that the range of Hammer #2 works out like that is because it follows the ground. Which is entirely intentional and I can almost certainly guarantee that you’ll never be able to CoR people on opposite sides of a cliff.

So if I’m on the Battle of Kylo map in PvP and I’m standing on the ledge facing mid cap point where my target is only maybe 400 range away from me…. you’re saying it’s INTENTIONAL that my Hammer 2 ability is unable to hit him?

Is that supposed to be a joke? Even if you measured the distance of the ledge down, the distance across, the ledge up and the final range to the center it wouldn’t even come CLOSE to be 1200 range.

So it’s INTENTIONAL that my skill is broken and doesn’t work? Really? You sure about that?

Rev weapon issues

in Revenant

Posted by: Captain Obvious.6951

Captain Obvious.6951

Man I feel like there’s so much I can say about this class compared to the others that I’m trying to just pick my battles here. So here’s some issues and complaints about Rev weapon problems I’ve been having.

Sword main hand:

Slot 1: fine

Slot 2: I don’t like how the bolts go to multiple targets. The importance in almost any situation is to focus fire down your target and not hit multiples. Not to mention in PvP these stupid bolts fire off and hit minions and Ranger pets. I mean how pointless is this.

The skill needs to fire at the same target! My target ONLY.

Slot 3: Same problem as Slot 2. I don’t want to hit 5 different targets! Or 4, or 3, or 2! I just want to hit ONE target! In PvE it’s annoying to dash off and waste one of your attacks on bugs and rats. In PvP it’s super annoying dashing off and hitting minions and pets.

ONE TARGET PLEASE!

Sword offhand:

Slot 1: Fine, though I wish it lasted another second seeing as it only blocks and does not reflect projectiles or stun targets when you block etc..

Slot 2: This is probably one of my least used and most annoying skills. Who the hell wants to dash backwards 600 range? Falling off cliffs, going backwards into peoples fire, having to be sure you’re facing the right way when using it… I mean good lord.

I would redesign this skill to either daze or knock the target down. Granted there are ‘some’ situational uses for dragging people backwards 600 range but mostly it’s just annoying. Especially when targets cannot be dragged and you just end up 600 range away from your target.

Hammer:

Slot 1: fine (People whining about this skill, but it isn’t this skill. It’s the fact Revenent does up to 50% more damage to targets under 50% life, and almost always crits)

Slot 2: This skill is a double edged sword. It isn’t a projectile and goes through bubbles. Great that’s all well and good. But it says the range is 1200, when it fact it is not. If your target is on the other edge of a cliff 5 feet away from you, but that cliff goes 600 range down, 5 feet over, and 600 range up, your target is ACTUALLY 1205 range from you. This is so annoying.

Not only that but the skill gets stuck on so many obstacles it’s incredibly annoying. It sometimes gets stuck on stairs and edges, ledges and almost never hits anyone even 100 range from you if they are on the other side of 2 ledges. In most of the PvP maps I have a very hard time hitting people on the point with this skill because it’s up a little ledge, down a little ledge etc… So I always vote for OPEN MAPS like Coliseum or Forests.

I think slot 2 needs to get redesigned to simply make a b-line straight for your target, and not follow along the ground. It’s a neat concept but I’ve had a LOT of problems with this skill.

Slot 3: Fine. Better than staff block imho cause it’s a pure evade.

Slot 4: Needs to activate faster, instantly. I know Hammers are ‘slow’ skills but this one should be instant activation.

Slot 5: Should grant stability to you and allies for short duration, maybe 2s, when you activate the skill.

Mace main hand:

I don’t play a condi Rev so don’t use this much but what I have noticed:

Slot 1: fine

Slot 2: fine

Slot 3: So annoying you leap forward before you attack. If your target is right in your face it’s possible to leap through them and not even hit them! I would remove the dumb leap forward animation and just make 3 explosions.

Those are my thoughts anyways. Staff and Axe seem OK though I wish there was an Axe main hand as an alternate option for Power Revs. Probably should have added another option for Condi revs too with Scepter or Dagger or something.

I enjoy the class but I just feel like a lot of things were not fully thought through with Rev.

(edited by Captain Obvious.6951)

Two huge problems with ranked pvp

in PvP

Posted by: Captain Obvious.6951

Captain Obvious.6951

Problem #1

NO MORE DAILY REWARDS!

This is one of the biggest problems with ranked games in almost any game, is they reward failure! This isn’t 5th grade where ‘no child left behind’ applies. So many people join ranked PvP who honestly don’t belong there because… they get rewarded if they win or not!

Daily rewards… track rewards…and repeatable chest rewards… it all adds up to a lot of these kids not even caring if they win or lose. Ranked PvP should only be for players who truly want to put their best foot forward.

The ONLY reward there should be for Ranked PvP is at the end of the season, based on your highest achieved rank. That’s it. Otherwise all other rewards should be obtained in non ranked PvP.

Problem #2

This is again one of the biggest problems with almost any game that has ranked play in it, which is that you gain or lose almost the same rank no matter what. Win a game, +10. Lose a game, -10. Etc… I find this to be an extremely oversimplified failure of a ranking system.

What I would change:

First: Every game gives the same amount of rating gained or lost, regardless of if one team is favored or not. Winning +2 and losing 15 creates nothing but dismay and is stupid. Can you imagine if your favorite football team only got 1/2 a win for beating the Browns cause they were ‘favored’ to win anyways? Gimme a break.

Every game should be worth -10 or +10

Second: You need to have a system where bad players derank fast and good ones rank up fast. How I would achieve this is to add/remove 1 point for every 25 score you beat your opponent by

So example:

Your team wins, +10

Their team loses, -10

You won 500 points to 420, a difference of 80. So 80/25, rounded, = 3

End result:

Your team wins, +13

Their team loses, -13

What this would do is make it so really bad players who lose contantly, by a lot of points, downrank much faster. And good players who win by a lot rank up faster. And if teams are evently matched and it’s a really good close game will rank up or down slower which is a GOOD thing. Teams who are evenly matched should be gaining and losing less points, not more.

(edited by Captain Obvious.6951)