Showing Posts For Deadpoint.4751:
Are there any plans for massive scale spvp maps, ala wvwvw? I loathe que times and I’d rather be geared up for pvp goodness on a grand scale.
Necros have huge swaths of traits and skills that aren’t functional. I’ve played around with every profession, and no one is as bugged as the necros.
I want Plague Signet fixed so I can go for a martyr build. I think I’m done with GW2 until they fix that.
How many threads have been removed or locked because people just can’t ADAPT?
You can call ‘fanboi’ all you like. Name calling is no better than me stating my opinion.
If people can not adapt to the game as it’s been made, then why bother playing?
Furthermore, many great games have been ruined by incessant whining. I’d like for once for the devs to just say ’You know what? This is our game. Get used to it."
I agree that the devs shouldn’t cater to my style of gameplay. They have their vision, which many like, and they are sticking to it. I am simply trying to explain why I feel the way I do. I play mmos fora pvp support experience. I don’t think GW2 offers that. I’m still trying to find a workaround to get what I want, but I am somewhat discouraged. My only real disappointment stems from the fact that I was blindsided. In all of the wonderful blog posts leading up to the game, where exactly did they mention that you couldn’t have a support experience? You can play as dps with some support, but that is nowhere near the same.
I’ve heard that a defensive engie is rather hard to put down, but I haven’t been able to put together a build that supports this. How are you fine folks staying alive?
What if instead of an autoattack, every weapon had a zero cooldown heal?
What if at least half of every skillbar was geared towards support play, with damage being occasionally included to a lesser extent?
What if you could do damage, but it was on a massive cooldown, and you spent the majority of your time and effort playing support, even on the most offensive builds possible?
How many people would be enthused about that? My guess is, not many. Much has been said about how the death of the trinity allows for more flexibility in roles and gameplay. This is true… If you were a dps player in that other game. I’m glad the trinity is gone, but my heart is broken at the state of support in this game. Is it useful? Yes. Can you be a “support player?” No. The most support oriented builds possible still spend most of their time doing dull, boring, mundane dps. When I read the mmo manifesto I was excited! Support was growing past healing and becoming more engaging! Huzzah! Instead it got kicked in the teeth. Did I miss a press release saying that this would be the case?
Don’t get me wrong, I don’t think Anet should change their game. They have a clear artistic vision that is resonating with many players. I support that, and they have done SO MANY THINGS so perfectly right. I’m still going to be trying out every build and playstyle I can in the hopes of finding something fun. But I wanted to explain why myself and others like me are frustrated with the “death of the trinity.” Dps killed the other two members, and it blindsided us.
I like being hard to put down. Rather a lot. In pursuit of this I’ve been toying around with different defensive builds across a few classes, and I thought I’d share my impressions. Please correct any misinformation here, as I am by no means an expert. Part of the reason for this post is to get feedback on whether or not my views are correct. Thanks!
Guardian: Strong toughness and healing let the guardian take a pounding. With active defenses ranging from blocks and wards to blinds, these bros can avoid damage with the best of them. Their weakness is in conditions. With low health and condition removal on a moderate cooldown, they can be ganked by condition stacking.
Warrior: Heavy armor and heavy health are what really makes the warrior shine. With the correct build their healing is nothing to sneeze at, and their blocks, shield stance, and interrupts can keep them going for a while.
Necromancer: Deathshroud provides a ready source of ablative defense, which in combination with their rapid condition removal and high health the necro is exceedingly tough for a caster. Their low armor is an issue, but their greatest weakness is non-functional game mechanics. Necros were designed to have easy access to life siphon, but many of the skills and traits that should be providing it are deeply flawed. Even when life stealing is granted, it doesn’t scale with the traits or stats that should be increasing it, leaving necros in a sad state.
Engineer: I’ve heard that engies are a tough nut to crack, but to be honest I’m not seeing it. This is an open call to all engies! How does playing a defensive engie feel?
Other: Did I miss something? Is there a sooper sekrit build that lets elementalists eat up damage like candy? Will the konami code give rangers infinite lives? Then let me know! Tell me about the defensive playstyle of your favorite hard-to-kill class.
Is there any plans for large scale spvp? That would go a long way to alleviating the wvw que times and I would greatly enjoy being upleveld and geared for massive battles.
People who are downed shouldn’t contribute to team-fights at all, is the point I’m trying to make. Please try to add to the discussion instead of uselessly trolling.
That isn’t taking it far enough. Why not ask for people at 50% health to be removed from a fight as well? If they are that far down in health they have obviously lost, so just send them to spawn. Or ban their account. They need to be punished for coming close to losing, because allowing them to keep playing before the game actually defines them as being defeated takes no skill.
If wow adopted the GW2 system of spvp id be there in a heartbeat. I hate the gear grind, but I like playing support. When I heard that GW2 had ditched the trinity, I didt think they meant nerfing support. I’ve been trying different buils for weeks and every one is dps with support tacked on. I respect Anet and don’t think they should change the game to please me, but I’m probably not going to play much longer. I play multiplayer so I can support my allies, and if that isn’t the core of my experience, I lose interest rapidly.
At what point have you “outplayed” your opponent? When they respawn. Until that point you are winning, but you haven’t won.
I dunno man, there are some nasty support and control guardian builds that are wrecking in tournament play right now. Staff and Hammer with 30% boon duration from runes.
I’m sure they’d be decent enough builds in PvE as well as they’re all about boon stacking and enemy control.
Could you point me to some of those builds, and maybe some streams? All I really care about is pvp.
I’ve played TF2 for years without getting better weapons and without needing constant new content. Do you know why? Because it is fun. “Progression” is a skinner box covering up kitten gameplay. If a game is good you can play it for years.
I personally think that dps is boring as kitten, but from a numbers standpoint support isn’t as effective. You can build a support character, but you are kittening your team when you do that. Gw2 is all about dps, with a wee bit of support and control tacked on to everyone. I don’t think Anet should change that, as I respect their vision of the game, but I don’t particularly enjoy it. I’m going to be playing as close to pure support as possible because that is what I enjoy. It’d be nice if I wasn’t also screwing over my side, but at the end of the day I play to have fun. I also enjoy the irony of a support player being a detriment to the team.
I’m aware of it, but I much prefer servers that don’t have any queue. Sidenote, how does “queue” have 4 vowels but only one syllable? That is ridiculous. I’m renaming it que.
Thanks. I will wait for guesting. I hope it comes soon!
My issue is that even “support” builds are dps first, second, and third, with suppot tacked on as a distant fourth. I’ve been toying around with builds trying to find a way around this, but I haven’t had much luck. This isn’t a problem, per se, but something I did not anticipate and I don’t particularly enjoy it. I respect ANet for sticking to their vision and I’m trying to find a way to really enjoy it. I’m currently playing around with high mobility stealth resurection builds for wvw.
What is the wait time like for getting into wvw on Tarnished Coast? I’d like to get into some roleplaying, but I don’t want to give up the instant wvw of a low population server.
I tested with minions in the heart of the mists multiple times. Sometimes it fails to work at all.
I’m irked by the massive cooldowns on the useful support abilities. It seems like I only get to play support every minute or so, and the rest of the time I’m bored out of my skull doing dps. Am I doing it wrong? I know ANet said no dedicated healers, but I had assumed support would be a viable focus. I’m currently crunching numbers to try and answer this mathematically, but any advice would be much appreciated.
The passive effect of Plague Signet is giving me my allies’ conditions without removing conditions from them. Has anyone else experienced this?
Quickness generally has a shorter cooldown than invulerability, and stun breakers typically have shorter cooldowns than stuns. Even if you use your stun breaker and invuln solely to avoid quickness, won’t you still get caught?
Speed increases don’t stack at all. The fastest speed buff is the 100% one from the Engie rocket boots. The fastest movement speed is a thief optimized for movement speed and initiative regen spamming their shortbow teleport attack.
obviously you don’t understand how some people could create entire builds without the ability to kill anyone, just designed to protect siege machines or support groups in combat.
How are you doing this? I’ve spent hours experimenting with different builds on every profession and on every support character I build it feels like I’m letting my team down by going support. Damage looks like it is king in this game, with everything else being a footnote. I’ve been doing some number crunching trying to get a definitive answer on this, but if you can point me to some support builds I would appreciate it. Currently I’ve been playing support in WvW because I enjoy it, but going straight dps is more helpful to the team.
everyone tanks, heals and does dps
you’re basically crying because your porsche doesn’t fly like a cessna. if you want a game where you only do 1 of the 3, wow does that and will always do that. it’s boring. it’s predictable. it requires less attention and skill.
no
Every single class is dps, with a bit of support and control tacked on at the last minute. This isn’t necessarily a bad thing, but some people like to specialize. One of the few things that I dislike about GW2 is this lack of specialization. Specialization also doesn’t inherently make things boring and predictable. For example, in a game that caters to support roles the different play types can be arbitrarily complex. This negates the “boring and predictable” argument. The implied “go play wow” isn’t helping either. If I was willing to hop on a kitteny gear treadmill to participate in pvp I never would have bought GW2. I give mad props to ANet for including the level/gear-up feature for spvp, it is my absolute favorite part of this game.
Thats why Rare Skins, WvWvW and sPvP exists.
Exactly! I bought this game for the pvp.
If GW2 relies on anything except the quality and enjoyment of gameplay to keep people entertained, it has failed. Gear treadmills and all associated mechanics that use a skinner box aren’t inherently bad, but they are consistently used to cover up shoddy gameplay. If playing the game for the sake of enjoyment isn’t enough to keep people coming back, Anet screwed up.
The massive amount of complaints about the downed state in pvp is getting tiresome. I love it. It shifts the game from deathmatch to area control, and allows for more dynamic battles. In one sense it does slow down pvp, as you can’t burst someone down and then count on a quick win. But this is more than made up for by the ability to pull off dramatic reversals. It makes battles more exciting to watch and participate in by giving both sides a realistic chance to change the course of events right up until the last second. But the important thing is that this chance is not random, it relies on the skill of everyone involved. I like it considerably more than that other game, in which a strong opener can force the other team into a death spiral. Different strokes for different folks, but I for one am in love with the downed state.
I’m currently working my way through the damage equations for Guardian weapon skills. Sword is up on the wiki. Fee free to do your own testing and add it to the wiki, we’re all in this together.
Finally somebody that actually speaks pvp.
Yes, PvP in Gw2 is basicly all about area control, all about area control.
But PvP in general is about so much more then area control. So much of the PvP experience is lost due to this.
I see it as a tradeoff. Think of it as battle inertia.
In some games, a massive burst of damage from one player can effectively end the conflict. The fight will continue, but it is increasingly one sided as one team loses combatants. Battles are more easily pushed one way or another, but once they have been pushed past a certain point they develop inertia and it becomes increasingly hard to reverse the course of events.
In GW2 it is much harder to reach the point of “(almost) certain victory.” Short of a large difference in numbers or an even more massive difference in skill, the losing side will typically have a chance for a come from behind victory. How large that chance is will vary, but it will always be a larger chance than would exist without the rally/revive mechanic.
Battles are harder to decisively win based on a few seconds, but they are also harder to lose. This has the effect of prolonging the serious part of the battle and allowing for more dynamic reversals. I can totally understand how some people don’t like it, but it isn’t necessarily bad. There are things I don’t like about GW2, but I’m trying to cope. Overall it is an awesome game and I am quite glad I bought it.
The Necro utility skill “Plague Signet” has a passive effect of transferring conditions from allies to yourself. The skill instead replicates conditions on you. You receive any condition on an ally, but it doesn’t do anything about the condition on that ally. That isn’t how the word “transfer” works. It is probably more balanced the way it currently is, but the description of the skill is currently highly inaccurate.
Until the player has respawned, you haven’t outplayed them. Period. If they are downed that means you are winning, but you still have to play well if you want to defeat them. Taking away some of their health isn’t a kill, it is an inconvenience. If you want to kill them, kill them. People are complaining that XX amount of damage means that you could still lose. Yes, and? If I hit you with an opening crit does that mean I have outplayed you? Do I get to come on the forums and kitten because I beat you fair and square and then you ended up beating me? No. Don’t count your chickens before they’ve hatched, and don’t think you’ve beaten someone until they’ve respawned. Pvp in GW2 isn’t a deathmatch, it is about area control. If you control the area, defeated players will respawn at their base when they know they can’t revive on site. If you don’t control the area, you haven’t won. Sure, you may have been doing really well, but it isn’t a victory until you have area control. You haven’t outplayed someone until they have to respawn.