Showing Posts For Cazbah.4706:

The state of Pistol Thief

in PvP

Posted by: Cazbah.4706

Cazbah.4706

You are right that 5-1 play exemplifies a broken design. It promotes playing the build in a way that was clearly not intended. But you can’t argue that in the right hands it’s not an extremely powerful and competent build.

Honestly, I can’t see why they would focus on a build that can be very strong in the right hands when there are so many builds out there that are so broken they are unplayable.

The state of Pistol Thief

in PvP

Posted by: Cazbah.4706

Cazbah.4706

Sorry, but a well-played P/D thief is kitten near unkillable. Maybe they don’t fill an obvious roll in a 5v5 setup, but when you have all the tools to roll through waves of opponents, taking on multiple at a time…I kinda feel like there’s always a role for that on any team.

Stop matchmaking from grouping r1s

in PvP

Posted by: Cazbah.4706

Cazbah.4706

Hate to state the obvious, but there’s no way to solve this problem entirely until there are more people playing. Yes, you’ll avoid this completely if you allow solo queues, but with the current population, queues times will noticeably increase.

Keep winning teams together

in PvP

Posted by: Cazbah.4706

Cazbah.4706

Yeah I don’t disagree, but this is still a great feature to have.

Also consider the team of 2 or 3 that want to play – they’ll be forced into the “premade” queue and they’ll want to stick together with the other team of 2 or 3 that they get matched with if they are a successful team.

Keep winning teams together

in PvP

Posted by: Cazbah.4706

Cazbah.4706

This is a feature that existed in GW1, and I can’t understand why it hasn’t carried over to GW2.

When my matchmaking team wins a match, please keep us together and requeue us.

After finally stumbling onto a capable team, why do we only get to play one match with each other? This is beyond frustrating.

Some of my fondest moments from GW1 were getting a team thrown together and going on unexpected, but rewarding win streaks.

Will tPvP Ever Reach E-Sport Status?

in PvP

Posted by: Cazbah.4706

Cazbah.4706

I agree that inconsistent hot join format is a huge detraction from the overall experience. If the game is supposedly designed and balanced from a 5v5 perspective, why in the world do you promote anything else?

To get people into combat quicker and more often?

I find that a silly argument because that’s exactly what capture points do. They direct you to where the fighting is happening (or will happen).

Anet just needs to embrace the fact that their combat system is designed around small scale combat (3v3 and under). They’ve designed an intricate system, with beautiful animations and spell effects, none of which can be appreciated, exposed and become an integral part of the meta game when there’s too many people cluttering it up.

Even the fact that they’ve decide to make each class self sufficient with personal heal spells promotes smaller scale gameplay, yet they seemingly refuse to embrace this fact.

Personally, I, like much of the community, am pining for Anet-sanctioned small-scale TDM. They nailed it with GW1 and only made the potential better with this combat system, yet the reasons they haven’t focused on it are absolutely perplexing. Teams will just stand around staring at each other? Has this ever happened in a TDM game?

shrug

Gem Store Weapon Skins

in Black Lion Trading Co

Posted by: Cazbah.4706

Cazbah.4706

I am specifically asking with respect to Rox’s Quiver, but the question applies to all weapon skins:

If I use my skin for a PvE backpack, can it ALSO be used in my pvp locker? I know it can be used in either, but I really want to know if with one purchase it is available for both.

Thanks!

Observed profession distribution in sPvP

in PvP

Posted by: Cazbah.4706

Cazbah.4706

Those that argue that there is nothing wrong with thieves (as evidenced by tPvP play) are missing an important point: there is something most definitely wrong with thieves in hotjoin PvP, which is leading to the numerical imbalance shown by the OP, and it’s hurting the long term viability of the game.

For beginners, there is a growing perception that thieves are the easiest profession to kill with AND the easiest profession to get killed by. It’s only natural that players would gravitate towards this profession after playing a few matches. I don’t believe the reason for this has anything to do with stealth or with backstab – I think the problem lies with heartseeker. It does too much damage, it’s too spammable, and it is too strong of a closer.

So now we have folks gravitating towards what they perceive as the “best” class for hotjoin PvP play and the real problem presents itself – playing almost every match against 2-3 thieves – every imbalance in the profession just becomes magnified – you can’t dodge and block your way out of TWO full initiative bars.

It’s a “if you can’t beat, join em” mentality that is slowly degrading hotjoin PvP into a frustrating experience, and without a healthy stream of new players coming into the game (without getting frustrated and feeling like they have to play a certain profession a certain way), there will be no tPvP to speak of in a few months.

It’s not an easy problem, but it most definitely IS a problem.

Why WvW is unbalanced (a rather longish explanation)

in WvW

Posted by: Cazbah.4706

Cazbah.4706

The problem with the Orbs is not that they “buff” the winning team and make them harder to take down, it’s that the controlling team gets the benefit of the Orb while it is in the most protected area of the map and they are free to do other things.

If the alters were in less protected areas of the map, players would be forced to protect the Orb or risk losing it very easily. This would pull them away from the other objectives, and make the game more balanced and more strategic.

Right now it is simply too easy to rally around the keep holding the Orb if you see it is being attacked.

Ranger SB Nerf: Not 40 milliseconds

in Ranger

Posted by: Cazbah.4706

Cazbah.4706

I can certainly understand the sentiment behind the statement regarding auto-attack not being “fun” to rely on, but I must echo some of the other comments in here that have pointed out something that becomes fairly obvious after playing an SB ranger even for a short while – that’s the whole point of the weapon, and I really enjoyed it.

For all those complaining that GW2 combat was simply a matter of button mashing and popping whatever skill was off cooldown, the short bow for the ranger was a great place to point out how false that premise was.

While you certainly can play that way with a short bow, the weapon really provided a wonderful skill ceiling which wasn’t just about doing as much damage as possible. Yes, you can pop that poison volley whenever it’s up and get some more damage on the target, but try saving it just before your opponent heals (or is attempting to rez a friend) for maximum effectiveness.

Save Quick Shot for a critical evade when you’re out of endurance or when you’re running away from an attacker.

Wait for critical times to use Concussion Shot – like when someone’s about to stomp your friend or about to heal.

The short bow teaches (and rewards) patience and awareness – unlike most other weapons, and was a fantastic compliment to a class that relies (somewhat) on another source for damage (the pet).

I’ll leave others to decide where the autoattack should end up in terms of damage, but please consider that it is the only reliable source of damage on the weapon, and that there is nothing about that design that needs to change.

I would personally much rather see reliable damage come out of our pets than more damage come out of short bow autoattack. That would further reward people that play the shortbow the way it was meant to be played. Kite and bleed, and let your pet wear them down.

I Don't Understand The Point of The Jaguar's f2 skill

in Ranger

Posted by: Cazbah.4706

Cazbah.4706

I believe it gives the jaguar 100% crit chance for the duration of the stealth, which seems to be 4-5 seconds.