Showing Posts For Chriswck.6490:

Nerf People's ability to cry "Nerf"

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Posted by: Chriswck.6490

Chriswck.6490

Calling this an issue of profession imbalance is a bit of a red herring. The issue is that players, especially those of lower skill level, are dissatisfied with the balance based on their experience. The issue that causes these players isn’t one of balance but of the structure of pvp, and this issue shouldn’t be gleaned over by trivializing these player’s complaints.

What ANet needs to do a design or restructure the casual metagame to better accomodate these players and prepare them for higher skilled players. Hotjoinand sPvP is currently is good for nothing but farming glory with glass cannon builds, so of course newbies who are unable to enter tournamnets will get the sort of impression of balance that they do from playing these modes. There needs to be a mode to help these players get to the level of experienced players.

QFT. The whole sPvP experience has to be more streamlined.

5vs5 games should be at top

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Posted by: Chriswck.6490

Chriswck.6490

I say might as well remove 8v8s altogether.

Of course, plenty other adjustments will have to be made to make this work, e.g. fix perverse glory system, prevent team switches/leaving without penalty, etc. because 1 less player in 5v5 is much more significant drop in strength, etc.

Getting one shot... okay?

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Posted by: Chriswck.6490

Chriswck.6490

There’s no one-shots in the game, with the exception of Kill Shot and Backstab against really absolutely nakedly squishy targets.

100-blades hits X times. It’s not like it’s something that just falls from the sky and is unavoidable. It has a long cast time. Here’s a solution: Walk away. Dodge. You know it’s coming. You have NO excuses to not do anything about this one-trick pony build.

If you decide to eat the whole thing, then sure as hell you deserve to die.

The “LOL NOOB JUST DON’T GET HIT” argument is getting old. The point is, giving one ability the capability of taking your life from full to zero isn’t balanced. This “one trick pony” apparently doesn’t work on good players… only bad players right? So why have it in the game? To frustrate bad players and discourage them from playing pvp?
Obviously because it doesn’t work on good players am I right?

And 100b isn’t the only offender. I am looking at you too Thieves.

That is exactly why it is still in the game. If 100b successfully one shots the majority of good players, then perhaps your question will be slightly more substantial.

Clearly, you see the distinction between good and bad. This means that any bad players can get better, if they simply try. Granted, it takes time and perhaps a few more tries just won’t do yet. But saying L2P is getting old as an argument, when evidence clearly points in favorable of it, simply reflects your reluctance to accept how it is.

Honestly, the sooner you accept it, the sooner will you learn and move on to better things.

Getting one shot... okay?

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Posted by: Chriswck.6490

Chriswck.6490

Jasher:

Do note that for the warrior/enemy, if he thinks he cannot one shot you, he would not have engaged. Then, of course, when you are being bursted down, it is likely that you will get one shotted. There are numerous occassions that you did not get one-shotted, because you were in an advantageous position.

Builds that I think need to be looked into.

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Posted by: Chriswck.6490

Chriswck.6490

I’m tending towards that said 100b warrior is fine. It definitely was frustrating for me at first, but I think it’s a learning curve that anyone is capable of overcoming if only they are willing.

With the current hotjoin system perversed on various levels, such high burst damage builds do indeed yield easy kills. But, and hopefully, once the system is fixed, and the majority of players see the game as a proper team game, these builds will be viewed with the proper perspective, which is already present in tPvP plays

enough is enough

in Guild Wars 2 Discussion

Posted by: Chriswck.6490

Chriswck.6490

fair enough but then if you need all options available to you to consider a build complete, comparing like with like wouldnt that mean you have to have all skills unlocked in gw1 ? what about runes that provide additional attribute points, getting all the +3 runes to all the possible different primary and secondary attributes would take A LOT more then getting to level 20!

If you factor those two aspects of Gw1 it will take a lot longer then reaching level 80 in Gw2 I have a feeling before you have all the options open to you!

In my opinion a build is just a setup designed to work in synergy to get the best possible outcome!

At level 10 in gw1 you’re still missing a ton of stuff, skills, attributes, equipement etc.. yet you still had to form builds right?

Good question, but GW2 will still take more time! >< If we also take into account of having complete equipment like what you just did by bringing runes into the equation, isn’t it even harder in GW2? Full exotics, with full set of superior runes, as well as the sigils…

“In my opinion a build is just a setup designed to work in synergy to get the best possible outcome! " – I’ll try to keep that in mind next time I start leveling to 80. It’s a nice way to look at it.

Say NO the RNG in PvP. Some changes needed.

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Posted by: Chriswck.6490

Chriswck.6490

So i think the first real goal would be to change abilitys that have no defined outcome, as your tossing a coin that may land heads or tails…or in some cases on its side. This is an obvious change that needs to happen because of the reasons listed through out this thread. As for % on hit/crit. I think for the most part these are ok…but some toning down on them definitly needs to happen as there are far too many to the point its a bit ridiculous. Especially the “% chance to do X during a crit” Its a chance upon a chance and i think thats something that should have little presence in a competitive game.

Most, or all, of the % on hit/crit are small impact events, and thus are okay. I heard from others that in another MMO, there is a sigil-like upgrade that gives player a tiny chance to one-shot an opponent. Now, that’s problematic.

I see the chance-on-chance differently though. To me, it’s just a smaller chance to do X on hit. So long event X is not impactful, I think it’s alright. The reason I think why the developers made these chance-on-chance traits is to scale back the effect of such event X. With the decision process going:
1, We would like to have an effect on critical
2, But given that when a player is highly speced for critical, the effect would trigger more often than we’d like, we will scale that back
3, Hence, we add a percentage chance on top of that to reduce the frequency of it triggering
4, Then, if we have a 50% chance to apply bleeding on critical hit specced at 50%, its simply a 25% chance to apply bleeding on all hits.

enough is enough

in Guild Wars 2 Discussion

Posted by: Chriswck.6490

Chriswck.6490

Gw1 allowed you to create any build you wanted to play but then restricted you to the very strict boundaries of that build!

Gw2 on the other hand gives everyone a very generic build that do pretty much everything! only choose towards what role its primarily targeted on the upside then it allows you to play anyway you want cause unlike gw1 gw2 builds are very flexible and allow for pretty much any play style except for a few exceptions!

You raise a valid point here. And I concur that the variety GW1 had in the form of a high number of skill choices manifests itself in the variety that skills can be used in GW2.

I have to admit, however, that the variety and versatility of GW2 skills (along with trait point distribution) that contribute to enjoyment does not match up for the sheer variety of skills in GW1 that contribute to the enjoyment in forming builds.

Remember the days when enemies were much more varied, and encounters were much more interesting? Each time we head into a new zone/mission, we have to think about the enemies that we will face, and bring the right skills and create corresponding builds to complete the challenges?
Contrarily, it is seldom required to change builds, nor adjust our usage/playstyle of our skills in GW2 much, when we enter different areas/dungeons.
Actually, that is probably more of a problem of homogenous enemies, rather than that of skills/build variety/versatility.

enough is enough

in Guild Wars 2 Discussion

Posted by: Chriswck.6490

Chriswck.6490

GW1 was boring. Hit 20, finish story mode and nothing really to do.

You could play the mini game “Build Wars CCG” err I mean acquire and cap skills ;-)

Yeah, that and building and discovering new builds was plenty of fun. I think the cap at 20 was an amazing decision with GW1’s system. Even though I was completing the same content on my alts, it stayed fun because there was just a lot of builds to experiment with. That distinct differences in enemy compositions mandated a change in build and thinking was a major enjoyment contributor.

Rather, in GW2, I have to get to level 80 before I can experiment with various builds. And thusly, the process of getting there just became a chore instead.

One million times this.

Why play the game when you can not have fun playing the game until you play enough to play the game?

how is that true when you unlock all skill slots at level 35?

Thats not to mention that the main skills you’ll be using are the weapon skills which you can fully unlock all of them at level 2 or 3!

that together allows you to test out tons of different playstyles which you can call builds if you want! Gw2 is differnt to Gw1 in that your playstyle / build is determined more by how you use your skills then what skills you choose!

Traits, my friend. And the full 70 trait points!

I see your point. But I feel that since those builds are incomplete, they do not constitute being proper builds. If those sub-trait builds were in any point in time proper builds, then I would put in less than all 70 points to play that build. But the thing is, I wouldn’t!

Nevertheless, it’s good to know that the process of getting to 80 with regard to constructing builds is still enjoyable for you. Perhaps I got too accustomed to having all attribute points freely adjustable early, and had that expectation brought over to GW2.

A foolproof way to make us happy.

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Posted by: Chriswck.6490

Chriswck.6490

I like Trahearne. I’m not trolling.

Isn’t that just trolling? :P

Say NO the RNG in PvP. Some changes needed.

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Posted by: Chriswck.6490

Chriswck.6490

The context with which I thought about the elixir was that since whether the engineer gets stability will determine if he gets the stomp off; having such little control over such an impactful outcome is not conducive.

In the context of the thief’s trait Improvisation, whether the thief gets its venoms recharged will determine if he gets the enemy down is indeed an impactful outcome. Seen this way, it is true that the RNG should be removed. However, would it be valid for me to state that having recharged venoms is a separate and additional concern of having a possibly too powerful trait, rather than just that of whether the RNG should be removed?

In any case, I find skills/traits that give high payoffs with a chance aren’t really favored, and pretty much making them quite useless. And as such, random outcomes for them should be removed so to increase their viability in player builds.

Conversely, while Glyph of Elemental Power is a weak event/outcome with small control by the player, nor is it favored as a skill at all. Hmmm…

Honestly, I haven’t given the quote enough thorough thinking, but just thought it would be a nice way to explore this problem.

(edited by Chriswck.6490)

Why are designers so afraid of 1 vs 1 arena?

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Posted by: Chriswck.6490

Chriswck.6490

I did misunderstand regarding the downed-state it seems, my apologies for being presumptuous there. But did you really need to attack me :c

I think your scoring system will work just fine. Though it will surely be a much more interesting fight if equal tools in the form of skills are given to the players. That way, player skill will more dictate the outcome.

Why are designers so afraid of 1 vs 1 arena?

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Posted by: Chriswck.6490

Chriswck.6490

^ But you were the one who said 2 players going down at the same time would make for a great show.

Honestly, I cannot follow your train of thought, so I’ll just rest my case.

Why are designers so afraid of 1 vs 1 arena?

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Posted by: Chriswck.6490

Chriswck.6490

Why? …

Just like how you would enjoy watching 1v1s, I think they would be rather boring to watch.

Seeing two players duking it out in downed-state doesn’t really make for a great show. Whoever goes down first, usually gets defeated first. Even if they both go down together, the outcome is highly dictated by the 4 downed-skills, which give little room for the player to utilize its skill/knowledge of the game. For example, a warrior with Vengence will almost always win in this case.

No, people will not play harder. It’s not even fair to begin with. I mean, look at all the suggestions to change thief skills, rather than having players just accept it and play harder.

(edited by Chriswck.6490)

Say NO the RNG in PvP. Some changes needed.

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Posted by: Chriswck.6490

Chriswck.6490

Interesting discussion going. If I may add to this by quoting from a reddit thread on the same topic by another user:

“The less a player can control an event, the less impacting the event should be on the outcome of the game.”

In the case of the engineer’s elixir example of stealth vs stability, and knowing how important these two abilities are when used, I think the randomness here in the elixir is not necessary.

Contrarily, RNG in small impact outcomes, eg a chance to leech life on critical, I think are alright.

Why are designers so afraid of 1 vs 1 arena?

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Posted by: Chriswck.6490

Chriswck.6490

Perhaps there’s a misunderstanding on both sides of the argument?

IMHO:
Having 1v1s are fine, so long as they are not an official format and are present in the form of say Custom Servers.

If they were an official game mode, or worse made into tournaments, we have to agree that players will inevitably clamour for balance changes because QP points and ranks will be at stake.

How are Caltrops not broken?

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Posted by: Chriswck.6490

Chriswck.6490

Perhaps remove bleeding, since the point of the caltrops are to hinder enemy movement. Not the Caltrops skill per se, but the trait that gives caltrops upon dodge.

enough is enough

in Guild Wars 2 Discussion

Posted by: Chriswck.6490

Chriswck.6490

GW1 was boring. Hit 20, finish story mode and nothing really to do.

You could play the mini game “Build Wars CCG” err I mean acquire and cap skills ;-)

Yeah, that and building and discovering new builds was plenty of fun. I think the cap at 20 was an amazing decision with GW1’s system. Even though I was completing the same content on my alts, it stayed fun because there was just a lot of builds to experiment with. That distinct differences in enemy compositions mandated a change in build and thinking was a major enjoyment contributor.

Rather, in GW2, I have to get to level 80 before I can experiment with various builds. And thusly, the process of getting there just became a chore instead.

8v8 Instead of 5v5?

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Posted by: Chriswck.6490

Chriswck.6490

IMHO, the mere presence of 8v8s is one of the major contributing factors detering players from playing 5v5s in hotjoins.

1, The addition of 5v5 hotjoins at this point in time means that most players are accustomed to the playstyle of 8v8s. Seeing how different 5v5s play out, players would naturally go back to 8v8s.

2, Natural human reluctance to change aside, 5v5s demand a much higher need for team communication and coordination. Lack of such tools other than a chatbox do little to encourage players to enjoy 5v5s to their fullest.

3, The current system of allowing players to come in and out of the game and easily switch teams could also be causing a significant barrier to the enjoyment of 5v5s. Losing 1 player in 5v5s is much more significant than losing one in 8v8s.

4, 8v8s generally yield more glory because of increased opportunities to kill other players and higher turnover of point captures – as previously mentioned. Though that’s due to a misaligned glory system.

(edited by Chriswck.6490)

Will you rescue GW PvP community?

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Posted by: Chriswck.6490

Chriswck.6490

I propose that Anet separate PvP from GW, fix and polish it, and release it as a distinct competitive title.

enough is enough

in Guild Wars 2 Discussion

Posted by: Chriswck.6490

Chriswck.6490

Speaking of classic GW1 builds such as Touch Rangers, just to bring back some memories, recall:

55 monk
SF sins
B/P rangers!! (almost forgot about that one)
CoF/VoR Mesmers
VoS Derv Runners
Charge War Runners
SH/SF eles
SS/SV/orders necros
MM necros back when there is no limit to minions concurrently alive
Mending Warriors
Apply Poison/Burning Arrow Condi rangers
Trapper Rangers
LoS/Infuse Health monks before LoS nerf

Oh man, now that i’m thinking back. Skills used to be interesting, and given thought could form new decent builds. While most of such builds aren’t the best, and eventually fall out, they are a lot of fun

(edited by Chriswck.6490)

GW2 takes everything you love about GW1...

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Posted by: Chriswck.6490

Chriswck.6490

1, BUILDS: Plenty of combinations to try here. For some reason, despite cross-profession combos in GW2, it takes much more thought and is much more fun to compose builds for a whole team in GW1!

2, GRAPHICS/ART: Amazing in GW1. GW2? NEED I SAY MOAR

3, NO SUB FEE: Awww yeaahhh

4, EOTN DUNGEONS: Each has their own unique theme and enemies. A lot of thought has to be made before going into each dungeon. Sadly, in GW2, most dungeons are similar – with little interesting gameplay and homogenous high-healthed enemies

5, FERRY RUNS: Being the runner was actually very fun and challenging. From Droknars to Granite, to Ascalon, to Camp Rankor, to Beacon’s Perch, etc. Began with Charge Warriors in its infancy, to Shadow Form Assassins and Vow of Silence Dervishes.

What are the best uses of portal in sPvP?

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Posted by: Chriswck.6490

Chriswck.6490

Trebuchet repairs in Khylo.

Recapping points.

Others may know more.

Would anyone put a LEGENDARY GS on a mesmer?

in Mesmer

Posted by: Chriswck.6490

Chriswck.6490

Twilight looks amazing on mesmers

kittenDGGEEEE, that looks awesomee!! Purple Spatial Surge Beeeeam

Cleansing Flame

in Elementalist

Posted by: Chriswck.6490

Chriswck.6490

It’s pretty decent.

Contrarily, I felt that Armor of Earth is a tad bit too high

Dodge didn't work in spvp THREE sep. times!

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Posted by: Chriswck.6490

Chriswck.6490

Sure you do. Those “bleeder” thieves usually apply a lot of bleeding through Death Blossom and the trait Uncatchable. Regardless of profession, one way is to stay away from them and keep them from coming close. If engagement is inevitable, dodge their Blossoms and avoid the Caltrops from Uncatchable.

Dodge didn't work in spvp THREE sep. times!

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Posted by: Chriswck.6490

Chriswck.6490

I admire a few of the noble and patient souls here.


“If my healing spring is working why aren’t others and myself being “cured” of conditions, why do they continue to “stack” rather than “heal”?”

There are builds where thieves can apply stacks of bleeding quickly, and it is possible that they are “stacking” much faster than you are “healing”.

Inflation, Income Gap, and Taxation

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Posted by: Chriswck.6490

Chriswck.6490

I think the negative impact of a bad economy to GW2 is overweighted here. While a well functioning economy is critical to the enjoyment of the game, the major portion of enjoyment still derives from great gameplay.

Why are designers so afraid of 1 vs 1 arena?

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Posted by: Chriswck.6490

Chriswck.6490

I just listened to that you tube video of the pvp game designer for GW2. Sounds like 1 vs 1 arena might be put on the backburner. Why is everyone so afraid to implement that? I swear hardly any mmorpg does this. I don’t know about anyone else but I want the chance to 1 on 1 and get ranked, points, etc……..Why does this always get put on the backburner? Look I think PVP in GW2 is awesome but you guys should be about giving us more and more options and 1 vs 1 gives us another option!

Please make 1 vs 1 arena available!!!!!!!

From Anet’s perspective, they would like GW2 PvP to get into the esports scene. That is their priority. Nor do I see 1v1 arenas coming into being officially, except through custom arenas. Having 1v1 arenas will impede with thatesport process for a few reasons.

Making 1v1 arenas official and developing ranks and ladders for such will raise concerns of skill balance. Unfortunately, certain classes will always be better at dealing with other specific classes. If balance changes were made according to such, balance in official 5v5 games will be distorted.

Anet would probably like to concentrate on developing their player base for 5v5s so that there will be more people to support the top core teams. Having 1v1s officially could quite possibly segment the PvP community, reducing the number of possible players for 5v5s, especially when 1v1 and 5v5 are distinctly different games. This segmentation is quite real, and evident after having seen the introduction of 5v5 hotjoins and their subsequent drastic decline – people like to stick with what they are comfortable with.

As a side note, that GW2 is sold as an MMORPG with its sPvP component attached creates certain expectations in players, and in this specific case – of smaller format PvP matches, when they come to the game. Anet developers understand this. And seeing how strong the whole PvP can be competitively from GW1, I still believe that it is of the game’s PvP segment’s benefit to spin itself off as a distinct IP and a sole online competitive title. People will come to the game with expectations that are more aligned.

(edited by Chriswck.6490)

Can we remove downstate from pvp?

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Posted by: Chriswck.6490

Chriswck.6490

Balancing around xy is not necessarily erroneous. Anet intends the game to become a team esport (whether they are capable or likely to achieve so, is another question), and thusly will gear balance toward teamplay.

With regard to teamplay being marginally enjoyable is, imho, due to various reasons, with the majority of them being deficient systems and lackluster features in place to streamline the trasition to and support of team-wise PvP games.

What I noticed. (Thank you Anet Devs)

in Elementalist

Posted by: Chriswck.6490

Chriswck.6490

BOOOYYYY, I miss the permanent swiftness whenever I’m not playing my elementalist!!

NOW I HAVE TO RUN AT MORTAL SPEED!

Not technical, but mechanical fix to culling?

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Posted by: Chriswck.6490

Chriswck.6490

I mean one cannot attack from stealth. To attack, one has to first unstealth. Unstealthing has a duration that is commensurate with the time it takes for others to render. Then the first attack soon after unstealthing will be the first hit. That first hit will inherit the effects that currently come with attacking from stealth.

Uhh, in short, think TF2 spy?

I play an elementalist with a touchpad

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Posted by: Chriswck.6490

Chriswck.6490

There’s a stream of this paraplegic player that uses a pen held with his mouth to play. Not even a touchpad, just the arrowkeys for movement and camera – and he plays reasonably well. I forget the link to it.

Respect!

Signet of Restoration is really weak?

in Elementalist

Posted by: Chriswck.6490

Chriswck.6490

First, it would only cause yourself frustration if you compare skills across professions. It simply will not make sense.

Glyph of Restoration is the healing skill of choice, sadly. Signet of Restoration is only worthwhile if you spec 30 into Earth Magic for the grandmaster signet trait AND use daggers to trigger the passive more frequently.

Are Mesmers OP? Or am I just fighting bads?

in Mesmer

Posted by: Chriswck.6490

Chriswck.6490

Before all else, I’d like to mention that skill >= build. A good tell of whether the opponent is good is how efficiently he uses dodge. Second, I don’t think mesmers as a whole is OP – I think once the majority of the community begins to understand a bit more about how mesmers work, then mesmers will be easier to take on.

It is probably a better mentality to assume that we are not playing the guardian and ranger to its potential, rather than coming to the conclusion that the mesmer is OP. This way, we open ourselves to see avenues for self-improvement!
I don’t play Ranger, but I do play guardian and mesmer. Everytime I switch to the other, it takes a while for me to readjust, because the playstyle is just so different.

I guess you can take it from here.

Dont feel Like I have enough armor.

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Posted by: Chriswck.6490

Chriswck.6490

3000 armor is on the high end, my friend.

Note, however, that no one is ever meant to fully take hits consistently from mobs, let alone bosses.

If playing in a team, got to pop skills more wisely, and dodge the big hits. If playing solo, perhaps have to spec into more attack. Defense gives diminishing marginal return, so while increasing armor reduces damage taken, the reduction in damage taken falls as the amount of armor increases.

There is no holy trinity!

in Guild Wars 2 Discussion

Posted by: Chriswck.6490

Chriswck.6490

I define holy trinity as the roles damage/control/support, which imho is essentially equivalent to dps/tank/heal.

The idea behind Anet claiming the end of the holy trinity is to alleviate the problem of having to find a specific class to fill one of those specific roles.

The trinity is still here, and likely to stay. But what Anet attempted to do is to moderate the trinity. In essence, more than one class can fill either roles with consistent success.

So, I would say Anet did a pretty decent job in that regard.

Guide to fix spvp.

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Posted by: Chriswck.6490

Chriswck.6490

People are seeing WvW sPvP and PvE as the whole package, which is rightfully so.

I’ve always believed that Anet should treat and is fully capable of managing Guild Wars sPvP as a completely separate intellectual property and game ever since seeing the segmentation of PvP and PvE and the problems that came with it in Guild Wars 1

Guild Wars 2 - Nice Community?

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Posted by: Chriswck.6490

Chriswck.6490

I propose that the majority of negativity is due to the “honeymoon” effect wearing off.

People now begin to see the faults and flaws of the game; and have to realize that the good things are still there but were just overweighted when the game first came out.

Hello?? Please are you there PvP team??

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Posted by: Chriswck.6490

Chriswck.6490

No they nerfed the water 15 minor trait by 50% on healing output and removed the blast finisher from EA

I probably would have felt better if the reason they state for reducing the minor healing output (and certain other skills), simply by saying that they felt it is overpowered, rather than attempting to justify the change by saying it was the original intention to have it at the fixed state.

Hello?? Please are you there PvP team??

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Posted by: Chriswck.6490

Chriswck.6490

What’s wrong with you, man. Chill out. That wasn’t even the main point of his post.

And yes, last hopes on tomorrow’s Guru discussion

While I understand your point, you should try to understand my frustation, if you’d be an ele player from the start of this game development, you’d realize that the ele community is left with nothing else than a single weapon set as the rest has been nerfed to the ground , to a point where you cannot even seriously consider in using them.

Everytime some “player” start crying on a forum, the ele does get not nerfed but literally destroyed.

Look at scepter focus, when the game first come out , that was the most talked set for eles, but because of complaints from people who didn’t even tried the game, that weapon set got nerfed behinh its original scope:

1) Dragon’s tooth changed from fast ground target skill to the cartoon like parody skill which is now, where you can go and take a coffie, come back and the dragon’s tooth still need to land -_-

2) Phoenix from the the dmg+healing fast travel projectile at 15s CD to the 20s CD slow moving -matrix style – projectile

3) Shatterstone changed from the decent dmg status to the ridicolously useless skill which is now

4) Auto-attack dmg reduced by over 70% on all weapon sets( fireball dmg from 2k using a full powered ele to the current version of 600 dmg with a 30 fire ele)

And the list goes on and on, there was a time even staff was good and not the PvE only weapon which is now, I’m really tired of how this game balance is handled, nerfs are given out without actual testing and based on the comment of clueless players.

These “pro” players whine about ele tanks d/d lol, I use a 13k HP ele and still destroy people: champion illusionist-champion shadow-paid tournament whatever you mention and you know why?

It’s because I played this profession from the start, there was a time where I was getting destroyed 100 times over 100 attempts , but rather than jump on the (lol) mesmer/thief/guardian bandwagon I sticked to the profession and now…r45/championmagus/10 QP, people see me alone on a point ( while having 13k HP) and run away or call for help before even trying.

I spent months training and now I will enjoy my well deserved “pro” status, obtained not because of skills which deal 3k dmg at single press of button ( sword skill2 mesmer, dagger skill2 thief etc etc) but because I learned to twitch in every direction and still hit people consistently from every angle, predicting almost every single move, I don’t count on OP defensive skills, I dodge a lot and I dodge what must be avoided at all costs.

Just go in the ele sub-forum and try to find a “whine thread” about other professions, there are no whiners in the ele community, only people who like to put efforts in things and get the rewards, if now those who preferred the “easy ride” get destroyed by those eles well….it’s not the game balance kittening problem and Anet must realize this.

I’ll take your point, Arheundel.

Sigh… I guess I expected too much of Anet.

BUT HEY, I know for sure, at least for me, if things do make a turnaround, I’ll definitely be one of the first to come back!

The State of sPvP

in PvP

Posted by: Chriswck.6490

Chriswck.6490

@Aragiel

I really like your idea of a team glory pool. It sounds like a very workable solution to the current perverted glory system.

Yes, currently hotjoin is too lenient of players leaving/switching teams/coming in at the end. Should at least begin with penalties for leaving, no team switching, etc.

How much power progression?

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Posted by: Chriswck.6490

Chriswck.6490

Stats of +20-50% better per piece are not trivial increase. Last time I checked, fail is a verb too.

No, it is not. But that leads to another line of argument.

From Anet’s perspective, 10-20% stat increase is minimal. And that they try to cater to both parties seem to have failed to capture either.

How much power progression?

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Posted by: Chriswck.6490

Chriswck.6490

To put it in one sentence: Anet is trying to cater to too broad an audience.

Back in the days, Anet heard that a portion of their players are running out of content. They came up with a massive live team to generate monthly events for original stuff. And added, also planned on it seems from the AMA giving way for, more vertical progression. Despite the huge live team, the recent monthly content was rather lackluster. (Alternatively, the Halloween Event was great! Anet is pushing beyond its limits right now. I don’t mind less frequent major events.) Vertical progression seems like an easy additional fix for players that demand more stuff to do. However, not only does this not sufficiently satisfy those hardcore players, it also caused much commotion with the rest of the playerbase. A new gear tier that gives the illusion of more vertical progression by giving it minimal increase in stats to appease the other half seems like a decision that solves concerns of neither groups of players. Even if we let go of the fact that Anet is aberrating from its orginial principles, nor does it do well in fully capturing players that adhere to vertical progression.

Perhaps their metrics show that the majority of their players are such hardcore players that fancies vertical progression more. Can’t argue with that. But when Anet decides to focus on these players, they just made itself another typical MMO. I’m sure Anet will agree that what drew the community’s attention originally was its product’s ability to differentiate – that commands a premium. The product essentially leverages itself, and reduces its status of being a substitute. No more.

At some point in time, I believe Anet confused its company’s strength by giving in to a certain playerbase. Basically, it has lost itself.

(edited by Chriswck.6490)

Hello?? Please are you there PvP team??

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Posted by: Chriswck.6490

Chriswck.6490

Please can you update us? I do not understand what is currently going on. Ever since the 15th there has been nothing to inform us.

I am one of the top NA mesmers in P-TPvP. I did not cry when my phantasms got a LOS nerf(deserved), i did not say anything when they made it so if a character dodge/block’s ect.. it wont even summon; meaning we have to land one attack “twice” for damage (which is ludacris, and no other class has to deal with this), I did not cry about the berserker nerf since it was an accident.

But what is really ticking me off is that nothing is being said or disclosed to the players.

Every day i sit at mist trying to get a team together for Tournaments and even when i do, there is not enough teams to play one. I see people quitting pvp by the dozens every week. You have made a huge mistake by even putting such a high price on paids or even one at all(it seemed good on paper to do that, im sure) but people finally get 5 tickets, and get stomped on the first map in paids by a good team. The difference of skill from free tournaments to paids is huge so people just give up.

There are so many bugs in the game right now. Not hearing anncouncments, berserker nerfed by mistake, stealth seems broken now(people can still see you in stealth at times) and the list goes on. Classes are not imbalanced, D/D ele is too good with auras, engis seem useless.

This is not just me talking this is all the top players in NA PvP, from team pz, ptc, and many more amazing players…

All we would love to know is, is anything set in motion for PvP small or big for pvp? Should we just quit PvP? Is gw2 just a PvE game now since almost all the big updates are about PvE and holiday events?

I really love this game, and do wish to play it more but if gw2 keeps going down the road it’s headed im afraid pvp will cease to exist. I would not be mad about anything if they disclose to the public; that we know X is broken and X is being fixed while we are working on the next Y.

I believe that another post talked about how Transparency is paramount to success. WELL IT IS! please update us.

Please are we wasting our time in pvp?

Sincerely Xyrkain, Gw2 pvper.

What pro-player? I only see a little whiner, you play one of the most OP professions which rely on AI controlled pets to do 90% of their job and you dare to complain about d/d eles?

People complain about tank eles?..lol
I destroy mesmers (paid tournaments) with 13k HP ele burst on 1vs1, stop whining about everything that beats you, the dagger/dagger is the last usable set on eles…but baddies still complain

With what face you speak? Top player you say?..give me a kittening break, get down , people don’t see you through stealth…people learn to adapt against stealth abusing nabs who think of themself as pros.

You even go as far as saying that a profession should be able to attack while dodging..are kittening kidding me dude? What planet are you living on and what profession can attack while dodging?…my ele can’t

Hey if you mention bugs, you should mentions bugs which work in favour of mesmers.
Like the mesmer staff retreat teleport which drop target even though it’s not a stealth move

What’s wrong with you, man. Chill out. That wasn’t even the main point of his post.

And yes, last hopes on tomorrow’s Guru discussion

Quality vs. Content

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Posted by: Chriswck.6490

Chriswck.6490

I honestly would not mind if we have these monthly events every 3 months, so that the final product would be much more polished.

So that Anet does not need to have that massive a Live Team yet, and devote resources to addressing inherent concerns first.

But then Anet needs people to keep playing perhaps. Does anyone know how the typical MMO company’s performance is measured? Does its funding base on such performance benchmarks?

Clearly aberrating here. So YES! I agree.

Vs. Mesmers (making them easier on the eyes)

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Posted by: Chriswck.6490

Chriswck.6490

Nice!

Still, I gotta say, it’s weird when an enemy (or myself for that matter), tries to hide behind objects, and his/my name tag sticks out… Not cool!
The name tag display also seems rather weird, as often one can see through solid objects by noticing the name tag fully shown

Guide to fix spvp.

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Posted by: Chriswck.6490

Chriswck.6490

1, What is Game CEO’s guide?
2, Not sure what you mean by grinding alts when in sPvP you get a maxed leveled character at creation.
3, Gear faults? Are we even talking sPvP?
4, Quite a lot of good things have happened without gear progression – GW1.
5, Try paid tournaments with a decent team, rather than hotjoins. It’s quite fun. Admittedly, however, there are only so many players in that scene right now
6, Yes, more game types would be fun. As much as I’d like to see new map types though, there are more important concerns for the much longer term enjoyment of the game
7, Why am I even typing up a response for this thread?

Not technical, but mechanical fix to culling?

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Posted by: Chriswck.6490

Chriswck.6490

Not sure how much of the problem was addressed with the last PvP patch; I guess my gripe with it is the foe being able to restealth before it has even unstealthed and escapes, rendering the 3 seconds of the revealed effect nearly futile. Could have at least stunned/immobilized it. Those cheeky kittens!

Am I able to at least select it when it’s still rendering?

Edit:
Default censor is “kittens”? -.-

[Edited by moderator with the reason: Trying to circumvent word filter]

(edited by Moderator)

Not technical, but mechanical fix to culling?

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Posted by: Chriswck.6490

Chriswck.6490

Just trying to throw some ideas around for the betterment of the game:

Seeing that it is quite an insurmountable obstacle to overcome the game’s technical difficulty of rendering characters in time… has anyone considered the viability of a mechanical fix for sPvP?

That is, delaying the first possible attack of a stealthed character by the amount of time commensurate with the average time of fully rendering that character? Similar to the concept of the spy backstabbing in Team Fortress 2.

Given that it comes with inherent practical problems, furthering that idea is – inherit attacking from stealth abilities to the first attack from stealth.
Thoughts?