Champion Paragon
(edited by D best.3547)
Thanks for the heads up! time to loose some games to drop my MMR. Also please reset everyones MMR or it will be hell to start out..
(edited by D best.3547)
Energy Expulsion (elite Ventari skill) is unaffected by the trait natural abundance which should in theory add 6 fragments.
Unit micro usually works this way. The tablet should work like that imo. Anet has no experience with unit micro, so the tablet is an unique thing in gw2 and needs some work.
actually rangers have pet micro, their f2 pet skills can be used while the ranger is CC or downed. They can even swap pets while downed, guild wars 2 does have subtle micro mechanics.
hum… are you sure op that ventari is designed for spvp? I’m don’t really sure. I think it is most designed with Wvw and Raids in mind. For sustained heal to mutiples targets But yes, even with this he need some adjustments.
Blocking off a play style for a game type is due to a lack of balance, bunker guards, and shout bow warriors are examples of a support classes that has done very well in sPvP as they greatly affect team fights with AoE healing and boons. I also am a big GvG/WvW player and I know that even in those game types not having a stun break is death.
As far as the ventari utility skills. Im of the mind that all 5 of ventari’s skills should be usable while stunned.
I.E. Ventari doesn’t get stunbreaks But instead can continue to function even while stunned. By moving and utilizing the tome to respond threats.
Your being stunlocked? Move the tablet to you and detonate it to buy you time to get away. Or use it to burst heal you or cleanse condis off you. Or even to stop the arrows of that ranger pew pewing you while your stunned. Thats the kind of gameplay I REALLY want to see from revenant.
It will take more skill than your typical stunbreak. But it leaves the option there and gives you further methods of mitigating effects without simply copying every other pattern out there.
I’ve asked for a stun break on ventari#9 (condi remove) but THIS, this is a great idea!
totally agree with either choice, a tablet is an independent entity than the player so it would make sense it could move and act of its own accord, as ranger pets do, or any type of non-player entities do. This would also fix the problems of needing a sun break by using energy to heal the damage that you would take while stunned.
However if the above balance is not done I like Gaaroth’s idea of a Purifying Essence also having a stunbreak, it would be even better if it heals on stun break a small amount.
I would like to point out that shield is on the same level as staff for support.
I agree shield is a great support weapon. I specifically stated it would be nice to have a main hand support, shield is an off-hand.
Edit: the reason a main hand is better is the support from shield is a fairly large cooldown, meanwhile on staff weakness/interrupts and healing from auto attacks are very frequent.
(edited by D best.3547)
There is an imperfection in revenant balance in PvP, Every build uses the same two utilities, shiro, and glint, with the very rare occurrence of mallyx. I will explain this later but for now lets talk what can be done to improve Ventari for PvP.
One: every utility set in PvP needs a stun break, not having one, especially against a chronomancer instant well bomb is deadly.
Two: moving the tablet shouldn’t take a cast, trying to get a res on an ally I cant bring my tablet to come heal or protect us. Using Renewing Wave(staff 4) in combination with moving the tablet will interrupt renewing wave. The cast only increases how difficult it is for the tablet to go through someone.
Three The active healing orb duration is too low and should be increase to 10 seconds. Energy Expulsion, despite its long cast time and cost is a strong healing CC. However by the time my team mates can finally see the orbs, and walk toward them the orbs disappear. Now let us observe a similar skill Fragments of Faith, a dragon hunter trap that produces 5 fragments which give aegis, each fragment last 10 seconds. And yet the fragments from Energy expulsion last 5 seconds, Aegis has the potential to prevent more damage than a heal from one of the orbs, and the dragon hunter trap isn’t even an elite skill.
Final thoughts To be completely honest the weapons are the biggest thing restricting the revenant’s playstyles. The staff is the only healing set, making it difficult to have a good experience playing a ventari. The revenant would need a main hand support weapon in order to to truly be played as a support class.
its Balanced except for healing. Fire grab and fire rush do good damage and rings doesn’t give 9-12 stacks from walking through it weird. There really was close to no change other than the ring that makes it worse, but that was the only thing that was making it OP. Now a bad D/D is just a mediocre addition to a team rather than a great one.
EDIT: I do want to say if anything scaling with healing power should matter more, meaning celestial should heal less while clerics heal just as much.
just gonna include this as proof ranked queue are currently broken
Hello fellow guardian here. So I played Guardian over BWE3 and I like it a lot overall. However I’m worried about one thing, true shot. Its damage to cool down ratio is a little too good, by that I mean its the best skill on the guardian for damage and it has a 4 second cooldown! lets look at the contenders for high burst skills on guardian. All stats are taken from a Berserker amulet in PvP with power rune.
1. True Shot – .75 second cast – 2,214 damage – 4 second cool down
2. Mighty Blow – .75 second cast – 1,625 damage – 5 second cool down
3. Whirling Wrath – 1.5 second channel – 2,429 damage – 10 sec cool down
4. Zealots Defense – 1.5 second channel – 2,224 damage – 15 second cool down
5. Shield of Wrath – no cast – 1898 damage – 36 second cool down
Now I understand that True shot also roots but at the same time the other high damage skills leave you vulnerable while using them. Lets go down the list in order comparing each to true shot.
2. Mighty Blow this is probably my favorite comparison it has the same cast time and similar cooldown but damage drop is large. It can be argued that Mighty blow is an AoE so it deserves lower damage, however True shot also pierces allowing you to hit many enemies in WvW and PvE, in PvP its rare either skill will hit more than 1 opponent. Finally the skill forces you to move a set distance toward your target during which time you are vulnerable too any AoE under your feet or interrupts.
3 and 4. Whirling Wrath and Zealots Defense this does lower damage as it is a channel, during the time you save by using true shot you can then do anything else an you have dealt more damage than whirling wrath did. their cool downs are also huge in comparison to true shot.
5. this isn’t something really comparable because of its a 36 second cooldown with lower damage, its mostly used for a quick burst.
I’m afraid looking at it numbers wise that Longbow will just bee to good for damage and it will cause other guardian weapons to become used less and less. I think it would be fine on a 8 second cooldown with allowed movement, the movement would give it some nice play in WvW and the cooldown would help balance its damage a little bit.
If the players are actually concerned about it they’ll take care of it themselves by not using these finishers. Anet doesn’t need to intervene for something so trivial.
I agree with this but at the same time the most used finisher is probably dragon in mid tier PvP. For them its a show of rank and how much they PvP and I’m guessing they will all switch to the HoT dragon. I personally use llama as its just enough to taunt the opponents while not being too large and obstructive to payer vision.
They wont be removed just halved I think
Well thats the end of the Beta here is my thoughts.
Traps
Elite is satisfying to use.
damage traps give good damage .
the healing traps good healing.
maybe scale the heal with healing power more, its raw heal is very high but adding healing power doesn’t do much. I would also like to point out it heals more than Signet of resolve with a 10 second shorter cooldown thus making Signet of resolve even less used.
Longbow
1 – damage is ok for ranged weapon but perma cripple is very strong
2 – damage is WAAYYYYY too high. It undermines other guardian 2 skills, mighty blow a similar skill has a 3/4 second cast time which leaves the user vulnerable during the animation, yet it does 500-400 less damage. the argument mighty blow is AoE doesnt work as true shot is piercing the equivalent of projectile AoE.
3 – Hard to use but it works, something like field of the mists that makes your projectiles blind would be better
4 – It does what a symbol does its solid.
5 – cast time a little long I would prefer a 2 1/4 second cast time like Ranger’s Barage Ring duration is too long it shouldn’t be more than 3 seconds
(edited by D best.3547)
how can you tell what server someone is from in PvP?
IF YOU SOLO QUEUE.
It was ok when solo queue had its dedicated queue but today – with the high possibility going against premades AND a totally messed up matchmaking system that is racist to high MMR people – I will say to you all the profanity known to mankind if you expect a pure solo queue player to have a 50% win rate.
A fair win-ratio is between 40-45%.
Anything higher than 45% win as a solo queue player is doing very well.
MAYBE it’s possible if you are not a high MMR player and are always teamed up with the group that has the pre-determined advantage. OR you have played less than 50 games like me on this noob EU acct.
Now, if you are always queued in a team – YOU BETTER DARN HAVE A WIN RATIO OF 65% or higher. If below that, you are pathetic.
/end rant
I still love you all
I must be a god I dont have a team and I have a 59% win ratio, now imagine if I was in a team I would win 75% of my games.
When playing against a condition heavy team take a screen shot of why burning should be nerfed. I play a guardian with 8 condition clears and here’s my joke of a death.
The trait go for the eyes is broken. It gives the F2 ability no cooldown but loss of the effect from the F2 skill. It also doesnt allow Wilting strike to work.
I like PvP, I can finish people and they can see my awesome finisher. You know what they can’t see? My mini llama. As a player who participated in tournaments in GW2 I would like to go back to getting finisher rewards rather than mini llama. After the first ToL people thought my llama finisher was the bomb. Now, all we get are miniatures. Here is what I suggest, reflect the llama miniature with the llama finisher. This means the llama in the llama finisher is the upgraded to show the mini llama you have, thus showing that you are esports to other PvP players.
Here would be a reward for first tournament
llama finisher – eventually all people who do tournaments and win a game would get one
miniature llama – yay useless llama.
afterward all useless llama can be upgraded and your finisher would reflect that.
I agree with basically everything her’s why.
No.3 – The Ele remains in the Meta
D/D and staff eles even when running celestial provide a great amount of team support with condition cleanses, and decent damage. Though the burn nerf will heavily decrease the AoE damage it will still be in a very good spot. Also alot of people dont realise the vigor nerf is also huge it puts them on par with everyone else. The only true way to fix it is to have healing power scale hard, like conditions, so at low-mind healing power you heal a mediocre amount but if you’re made to heal you heal a large amount.
No.2 – The Interrupt Mesmer Returns
At least it’s not invisible 24/7
No.1 – The Condi Meta Cometh
there needs to be a burn cap at 5 in PvP cause hitting a guardians cleansing fire funny gives instant 9 stacks. Same with engineer and pistol off hand. In high level condition isn’t played nearly as much as people are very good at saving cleanses. However in teams where 2+ condition classes are present no condition removal can save you
Here are my own predictions
No. 1 – Bunker guards drop focus
Shield of Absorption changed to 4s from 1.25s you can move around with the bubble. and Shield of Judgment will now apply 4s of Protection in PvP. Feel my Wrath increased recharge from 30s to kitten . We will probably see half of guards run this the other half invulnerability.
No. 2 – Trap rangers rejoice
with Quickdraw being “fixed” we’ll see alot of double torch fields. Maybe even condition pet based builds. Taunt will still be used a lot but it wont be as OP.
No. 3 – I cant CC this warrior
With 12 seconds of instant stability on a 40 second cooldown from a trait we will see more stance warriors who you can never CC. The rotation of stability will be trait, then Balanced Stance, then rampage, then trait then Balanced stance and by that point everyone looses. Its a trait that requires no skill and therefore deserves a high cooldown.
If a player spends 6 months in PvP playing on one character and mastering the dynamics of that play style then one day they want to try a new class it appears the matchmaking algorithm pairs them with other players based on their rank/stats played on their main. How realistically can said player get better on another class? It makes no senses. I think this just encourages players to create multiple free accounts.
PvP rank is not your level at the bottom of the screen, its how many games you win vs how many you loose. Other competitive game like LoL don’t lower your rank in ranked queue simply because you aren’t playing on your main.
we’ve found a very sneaky bug in the way we distribute players across the two teams. The goal of the system is to ping-pong back and forth between red and blue team to evenly distribute player skill. In reality, the bug caused the highest rated player between the two teams to usually be teamed with mostly lower skilled players. For matches with high skill spread, this could result in one player feeling like they were matched with a surprisingly low-skilled team. This was hard to notice because matchmaking was always picking ten similarly skilled players to start with, so the problem only really presents in the high and low MMR brackets where there are fewer players to choose from.
I’m on a PvP team and often duo/trio queue when we cant get 5, most of us are ranked in the top 200. You don’t know how many times we get the most clueless team mate. Thank you so much for this change.
go ALL IN on either Soloq or Teamq
bad idea. I like the current systems for teams, this way I can queue up with 1 or 2 friends or all 5 team members. However I think that there should be a solo queue as well.
So I am trying to do a damage calculation and I am starting with the posted formulas on the wiki page.
Damage= Skill coefficient* weapon coefficient* power/ armor
Now a heavy golem according to wiki has 2600 armor
For my thief, the dagger weapon coefficient is average of 950
Backstab from the back skill coefficient is 1897
Power is 2225
So damage = 2225*1897*950/2600=1,542,224.
Now obviously this is not the correct number. When I hit the heavy golem BS does 2850 damage approximately.
I am not including the trait modifiers, which is +-10% damage.
So what is the actual formula? Or am I missing something.
Is it defense * toughness instead of armor?
skill coeficient*power is what appears on the skill tooltip.
Nice guide man! It really helps to think about teams in terms of roles rather than how frail or tanky someone is.
I’d just like to add that many necro builds, including celestial, Cleric MM, and various other power builds are really strong duelers. They just tend to be less useful in teamfights and struggle with disengaging unless they kitten their 1v1 potential to take wurm. Power wells is a great teamfights build, but it’s survivability can be a bit low sometimes against more mobile burst specs, which is why it can be more of a liability than a help in teamfights in this meta.
I like your assessment of necro and I will add the builds to the guide under 1v1. I am in agreement that well necro is out of meta, this is due to easy focus from burst mesmers and thieves. However it still can be effective with a Bunker guard focusing on supporting the necromancer, feel my wrath and lych also make some mean damage.
I am a d/f ele what is my rol? O.o
Duel Oriented, though you have good team fight potential similarly to D/D ele.
He thinks Engi and Stance Warrior are good in duels, LOL.
You forgot that PU Mesmer is on top and Shatter Mesmer can duel better and easier than stance Warrior too.
Rotations aren’t THAT simple man. Not unless you’re a d/d ele.
What you’re discussing is balance and I do agree mesmer is in a very good place right now. A roamer can still 1v1 as well as a duel based class they simply cant hold a point well so they go from point to point and help win fights. I will add this to their description I guess.
As for engineers and Hammer/GS warriors good ones can hold their own in a 1v2 or 1v1 until help comes.
Introduction
This is a guide for players experienced with PvP who would like start being more competitive. I’ve been playing competitive PvP since launch and have been in the top 200 players in both NA and EU since the leader boards broke. I’ve also been bunker guardian for 3 PvP teams. On with the guide.
Team Composition
GW2 does not require a specific class by class team composition instead there are 3 categories of players on PvP teams. I have included what builds fit with which category
As long as you have one of each type your team composition is doing well, however having 2 roamers is not always ideal as they usually do not deal well with prolonged fight pressure.
People and Their Psyche
Finding a team of 5 players with each role isn’t enough you must share a similar mindset. Some teams just want people to play with others aim to be the best. Some players want to play everyday others a couple times a week. All functional teams must should have shared views of how they want to play. What I suggest is playing as a team for a week and see if you are all having fun.
ok im done with the simple stuff
Rotations
Rotations are the life and blood of the GW2 matches and I can not stress their importance enough and I have yet to find a good guide on how they work so I am creating this one.
A rotation analysis for each part of the team composition will come later in the play style section.
Communication
This is the basis for rotations, the best way to know where you should be. When you accomplish something, state your accomplishment then ask for a report elsewhere. If someone asks for help while not downed far from you off point always go! It’s not worth causing the argument of if you had helped me we could have won. Successful communication is always happening in close games.
Play Style
Your Rotations must match your play style this section is an in dept look at rotations for every category of player mentioned above. Rotation decisions differ from one build to the next but this looks at a generic overview.
from SaveTheQueen.3265
*Fighting on a contested/uncaptured point in a 1v1 – Neutral (no advantage or disadvantage for your team)
*Fighting on a point captured by your team in a 1v1 – Advantage
*Fighting on a point captured by enemy team in a 1v1 – Disadvantage
*Fighting a 1v2 on your enemies captured point for a long period of time – Advantage (even if you don’t have the point, fighting a 1v2 for a long period of time is beneficial because it allows your team to fight 4v3 for the other two points)
*Fighting a 1v2 on your own captured point for a long period of time – Huge Advantage
Final Thoughts
Dying is still bad, in fact a rotations worst enemy is death as it gives the enemy 30 seconds to overpower you elsewhere. With the exception of team fight oriented builds, if you know you will die by staying in a fight and have the cool downs to make it out alive run elsewhere, by the time you make it to another encounter your cooldowns will have returned and you can help the team hold the next point. One death can create an avalanche of outnumbered fights and is how you make a turn around happen.
(edited by D best.3547)
What’s the point on voting for a map, ? One maybe two people vote for courtyard and the majority of players will want to play a different map yet the map with less votes always seems to come up.
I really don’t see why we vote when the map with less votes has a higher chance of being picked after the spin!
Ok so lets say you have 2 teams of 5 players 5 vote on one map 5 vote on the other what map gets picked? the votes are 0-5-5.
Also lets say you have 5 random players choosing from all maps vs an organized team with high mobility. The high mobility team would do very well on khylo with lots of blinks and a portal they can easily out rotate opponents so they all vote for khylo. Unfortunately one unsuspecting guy on the pug team chose khylo as well thus giving the enemy team an advantage for being organized.
Whether the Queue system is fixed to only put organized teams vs each other or not the suggestion you just made makes no sense.
Number 1 pet peeve: People who go beast at the beginning of Forest causing their team to lose mid.
Fortunately, the enemy team is doing the same and while your team was fighting the beast you went and capped mid.
Also horrible when they do this and loose home.
Hello, let me preface this by saying I did not explore PvE all my feedback is PvP based and on the revenant. I will state an issue than put bullet points of suggestions on how I would fix it. Only choose one of the suggestions both suggestions would make a skill OP.
1. Hammer Auto attack is difficult to hit because of how slow it moves. It feels like using warriors Bladetrail which is hard to hit.
- Make the projectile glide along the ground like blade trail this way the Revenant can predict enemy movement rather than be locked onto enemies.
- Increase projectile speed.
2. Hammer 5 is the longest cast of any weapon skill in the game you can tell because the mist hammer shows up a second after you cast it. It’s an ineffective 5 skill as it is too long to cast I could do 2 things in the time 1 cast occurs. It also feels like a waste of 1.75 seconds when your enemy dodges the incredibly slow animation. I’d rather cast Jade wind.
- reduce cast to 1 second and knock down to 1.5 seconds
-make the skill undodgeable.
3. Staff auto damage for healing weapon is fine, but its difficult for my allies to pick up orbs, by the time they see them the orbs are already gone.
-increase auto attack orb duration to 5 seconds
4. Renewing wave hard to use as a support its radius is small and so if allies move away as I cast they do not gain the benefits.
- increase Area to 600
- allow movement while casting.
5. Sword/Sword and Mace/axe are both good at what they do.
Ok that’s it for Weapons now for Ledgends.
1. Jalis needs a stun break utility for 35 energy or less. A thief can strip stability and pistol whip when channeling Jalis the only way to stunbreak is your elite which is often not feasible.
- Make Inspiring reinforcement a stun break.
- make Vengeful hammers a stun break and give the release a 10 second cooldown.
2. Facet of Chaos passive unusable as it drains too much energy to continuously up keep.
- reduce upkeep cost to 3
3. Ventari similar problem to staff auto attack chain, my team mates see the orbs but by the time they get to them they are gone. In PvP you have to think about cripples and chills as well.
- allow us to trait for a 10 second duration of healing fragments.
4. Ventari needs a stunbreak for same reason as Jalis anytime my stability is stripped I need an OMG key.
- Make Natural harmony a stunbreak
- Make Purifying essence a stunbreak
5. Mallyx needs a stunbreak. no PvP build is without stunbreak, what is so hard to understand about that? Making a Ledgendary stance without a stun break stance will cause Revenants in PvP to not want to use them.
- make Pain absorption a stunbreak
- make Banish Enchantment a stunbreak
I found myself only using Shiro almost always it was the only stance with a reliable stun break, therefore the only stance I could win 1v1s in.
Ok Finally traits All but the fist suggestion is for the ledgend
1. There are no traits that help with cooldowns. Add something like that somewhere
- make traits like Nefarious Momentum which are ledgend specific give back energy from that stances skills or reduce cooldown of heal
2. Shared empowerment isnt shared because of cooldown. Heres what I mean, you use a skill that gives 5 allies a boon instead of gaining 5 might they get 1 might, therefore it matters not if you give boons or just apply them to yourself. So with a sigil of strength I can easily give myself 18 might and allies 9 might where as if I’m using 3 of Glints skills the most might I’ll reach is 3 because of the interval of the boon giving Glint gives.
- Keep the cooldown but make the amount of might based on how many allies were affected by a skill. So if my skill gives protection to 3 allies nearby allies get 3 might if its just me I get 1 might.
Hello, let me preface this by saying I did not explore PvE all my feedback is PvP based and on the revenant. I will state an issue than put bullet points of suggestions on how I would fix it. Only choose one of the suggestions both suggestions would make a skill OP.
1. Hammer Auto attack is difficult to hit because of how slow it moves. It feels like using warriors Bladetrail which is hard to hit.
- Make the projectile glide along the ground like blade trail this way the Revenant can predict enemy movement rather than be locked onto enemies.
- Increase projectile speed.
2. Hammer 5 is the longest cast of any weapon skill in the game you can tell because the mist hammer shows up a second after you cast it. It’s an ineffective 5 skill as it is too long to cast I could do 2 things in the time 1 cast occurs. It also feels like a waste of 1.75 seconds when your enemy dodges the incredibly slow animation. I’d rather cast Jade wind.
- reduce cast to 1 second and knock down to 1.5 seconds
-make the skill undodgeable.
3. Staff auto damage for healing weapon is fine, but its difficult for my allies to pick up orbs, by the time they see them the orbs are already gone.
-increase auto attack orb duration to 5 seconds
4. Renewing wave hard to use as a support its radius is small and so if allies move away as I cast they do not gain the benefits.
- increase Area to 600
- allow movement while casting.
5. Sword/Sword and Mace/axe are both good at what they do.
Ok that’s it for Weapons now for Ledgends.
1. Jalis needs a stun break utility for 35 energy or less. A thief can strip stability and pistol whip when channeling Jalis the only way to stunbreak is your elite which is often not feasible.
- Make Inspiring reinforcement a stun break.
- make Vengeful hammers a stun break and give the release a 10 second cooldown.
2. Facet of Chaos passive unusable as it drains too much energy to continuously up keep.
- reduce upkeep cost to 3
3. Ventari similar problem to staff auto attack chain, my team mates see the orbs but by the time they get to them they are gone. In PvP you have to think about cripples and chills as well.
- allow us to trait for a 10 second duration of healing fragments.
4. Ventari needs a stunbreak for same reason as Jalis anytime my stability is stripped I need an OMG key.
- Make Natural harmony a stunbreak
- Make Purifying essence a stunbreak
5. Mallyx needs a stunbreak. no PvP build is without stunbreak, what is so hard to understand about that? Making a Ledgendary stance without a stun break stance will cause Revenants in PvP to not want to use them.
- make Pain absorption a stunbreak
- make Banish Enchantment a stunbreak
I found myself only using Shiro almost always it was the only stance with a reliable stun break, therefore the only stance I could win 1v1s in.
Ok Finally traits All but the fist suggestion is for the ledgend
1. There are no traits that help with cooldowns. Add something like that somewhere
- make traits like Nefarious Momentum which are ledgend specific give back energy from that stances skills or reduce cooldown of heal
2. Shared empowerment isnt shared because of cooldown. Heres what I mean, you use a skill that gives 5 allies a boon instead of gaining 5 might they get 1 might, therefore it matters not if you give boons or just apply them to yourself. So with a sigil of strength I can easily give myself 18 might and allies 9 might where as if I’m using 3 of Glints skills the most might I’ll reach is 3 because of the interval of the boon giving Glint gives.
- Keep the cooldown but make the amount of might based on how many allies were affected by a skill. So if my skill gives protection to 3 allies nearby allies get 3 might if its just me I get 1 might.
Stronghold.
1. Remove the catapults nobody likes siege
- this is true but ultimately doesnt matter.
2. If the lords are in combat at the end of the game dont end it till the lords arent in combat
- this one is real, so many times have we been fighting lord and the timer ran out but the enemy team had a higher score. And then we kill lord while score screen pops up.
(edited by D best.3547)
Scarlet is the starting legend right?
If you can consistently find this sweet spot you can do as much damage as a lava font every 3 seconds. Only problem is it will be out of range to stack might with a PS warrior.
disable!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! yea disable or make solo and team unranked
No. what if I want to play with my friends that are really bad in PvP? Also making another mode wouldn’t make sense when you queue with 3 or 4 people because then you would never be able to play without a random 5th person.
1: Play hotjoin rather than inflicting that kind of skill disparity on matchmade games.
2: LFG
There’s no way to play hotjoin with partied members. No PvP player uses LFG
disable!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! yea disable or make solo and team unranked
No. what if I want to play with my friends that are really bad in PvP? Also making another mode wouldn’t make sense when you queue with 3 or 4 people because then you would never be able to play without a random 5th person.
No leader boards havent updated since the middle of may I think its because Anet might do something with them and guild rankings and stuff but I have no idea why.
to check actual update time scroll over score with your mouse the update time at the top is broken.
It’s not a “burst meta” at all. Right now everybody is still experimenting with builds, and yes, there is a lot of damage going around. You would describe intelligent play as dodging high bursts… Why not play intelligently and dodge/avoid high damage burst then?
I went over this you cant dodge while stunned or when they are in stealth that is prediction and not skill. Also the most problematic skills aren’t the ones you can dodge but the instant effect ones like Mantra of disruption when it stuns.
PvP should always be about skill, but it shouldn’t require you to go Berserkers because tanks don’t work in the current meta. Currently there are a variety of stun/imobilize+1shot builds out there and that is bad. 1 shot builds reward playing for hitting hard not fighting intelligently. I would define intelligent play as recognizing and dodging high burst, and creating areas of pressure to keep people off points.
With the current state of things everything is about reactions which isn’t bad, many games like FPS and Supper Smash Brothers are almost all about reaction time, However no reaction time games will have instant abilities or stealth as those two things do not allow for anything other than a guess.
So what needs to happen, either all abilities need to have clear cast indicators and stealth needs to be taken out of the game or Numbers need to be tweaked so stealth+stun+1 shot doesn’t happen.
that guy didnt even dodge lol scrub!
@Arken.3725, rather well done video. I normally don’t give time or day when comes to videos about balance but this was rather well done, people could say well it doesn’t count as it wasn’t real fight.
Nicely done.
They had a real fight toward the last 10 minutes.
Hey guys, I recently did some testing with a solid Mesmer(Warlord of Chaos) to see how insane both Condition dmg Guardian and Interrupt Mesmer currently are. Enjoy!
So a glass mesmer does a lot of damage to a class with no toughness..
And burn stacks that are not cleansed instantly do 5k per tick.
Cool..
Are we gonna talk about how anet buffed stats too high or nah?
I shouldn’t even acknowledge this horrendously ignorant post because if you actually watched the video, I stated MULTIPLE times the armor/health values of what we tested and neither had “no toughness.”
Thank you for your constructive post.
Sorry I didn’t listen to anything because sleeping children. Did you know most videos have a mute button that turns off sounds and still let’s the footage run. Weird concept I know. Anyway
Stat compensation was overdone in my opinion. They need to scale back some things and change damage formula. Also powerblock may get the mug treatment
I apologize for coming off like a kitten. This video is to demonstrate how insane burst on both sides is. Obviously we didn’t fight most in the video but towards the end we did some duels.
Ahh I didn’t make it towards the duels, I will pick it up where I left off when I get a free moment ( go go drug induced baby sleep)
Can you guys when you get a chance also test engineer and warrior
I was bursted down by an engi yesterday then condi wrecked by another.
For the warrior I noticed one skull cracked, then HB people down with quickness. pretty much insta killing them.
I also agree.
Damage is high for everyone.
I wish people would stop trying to favor one class over the other and admit that it;s high for their class too.
try this for Engineers https://www.youtube.com/watch?v=9zOWZUywrrg&feature=youtu.be
wtb jewels back
I was thinking of including Jewels as an example that had worked in the past. Jewels might actually drive an interesting variation with a 3/4 to 1/4 ratio so you only get 1 alternate stat to 300, it also makes the amulet’s stats closer to the prepatch 932/650/650 amulet
Jewel variation
Berserker’s Amulet +900 Power +675 Precision + 675 Ferocity
Soldier’s Jewel +300 Power +225 Vitality +225 Toughness
This is still an improvement that allows for build variety and is probably simpler than the rings Idea I proposed.
First of all waiting to see if and how everything balances itself.
The meta will definitely settle within 2 weeks I think a lot of it will be 1 shot builds or tanky condition builds. Also very tanky bunkers will probably make a comback as 1200 healing power is HUGE, i.e. a guardian dodge roll now heals 1.3K.
The problem area is builds that try to be a little tanky yet still maintaining decent damage such as a meditation guardian. Without the extra 300 toughness they are supper squishy and can be 2 shot by interupt/shatter Mesmers.
What type of Ideas do you guys have to bring back balance to PvP?
Will arenanet add player housing to guild wars 2 in the future?
I guess you could say guild halls are housing for your family.
Reminds me of archeage, whoever looses stealth fist looses, or whoever has lower ping wins. And I quit that game because the PvP was so dumb.
Aren’t you full?
SoS full because 90% of their population plays PvE and the population system isn’t representational of the WvW population.
also you can make a new chat tab with combat log
Hello so as you can see people are saying damage is too high everywhere on this forum. This is at least in part because now traits no longer grant some defensive stats.
Instead of all stats being on 1 amulet make half be on an amulet and the rest between 2 rings.
Currently most people are forced to go 100% damage or have one defensive stat but no Vitality to back it up. Because of everyone being glass canons things like Stealth are becoming OP again as first hits will often decide the outcome of the fight.
How I predict the new ring system will work.
- Those skilled enough and with the right builds will got 100% zerk for really good DPS
- Those without stealth/complaining of damage will add 1 defensive ring
- Bunkers and healers can now get 1 offensive ring, allowing for crit chance Sigils to proc
Adding 2 rings allows for the best balancing options while maintaining the simplicity of the PvP format of GW2.
Here is the example of what stats would be per item.
1 Berserker’s Amulet +600 Power + 450 Precision +450 Ferocity
1 Knights Ring +300 Toughness +225 Power +225 Precision
1 Soldiers Ring +300 Power +225 Toughness + 225 Vitality
Total +1125 Power +675 Percision +525 Toughness +450 Ferocity +225 Vitality
Another reason 2 rings is the perfect split. Traits used to give 300 in a stat when maxed out the line with these new ring s you also get 300 points in the main stat.
Thoughts? Suggestions? Is this a horrible idea? Let me know what you guys think.
(edited by D best.3547)
If it’s an interupt mesmer run to your team they are weaker in teamfights. If it’s a shatter mesmer dodge clones or you loose each f1 shatter is now about 1/4 of a medium health pool and eles have low health pools.
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