Showing Posts For Djinn.7213:

HoT sucess might depend on PvP

in PvP

Posted by: Djinn.7213

Djinn.7213

I have talked to quite a few people about this, basically alot of people would return to GW2 if Arena.Net did the following:

WvWvW.
- Revamped WvWvW to have a more profound effect
- Revamped WvWvW to disencourage zerging and off hours gaming

Structured PvP:
- Adding of Arena gameplay for 2s, 3s and 5s
- Adding of more competitive modes

This is of course based on a small number of people, but i would like to know what everyone else opinion is on this.

(edited by Djinn.7213)

Really low FPS even on performance settings

in Account & Technical Support

Posted by: Djinn.7213

Djinn.7213

Same issue for me.

All other games (Far Cry 4, Archage, etc , etc…) and even things like After Effects and Cinema 4D run perfectly, for games it’s very normal over 60FPS at all times.

With my freshly installed Guild Wars 2 i get tops 30FPS even with performance settings on.

For reference:
i7 5820K
16GB DDR4
GTX970

Not sure what is going on, all drivers are up to date.

nerf war?

in Warrior

Posted by: Djinn.7213

Djinn.7213

This can be justified by warriors as much as they like but if thief is nerfed into the ground next patch, expect a boatload of ex thieves rolling sniper warriors. Thus bringing builds like this more into the open which will lead to more cries of nerf for warriors.

And the cycle begins once again, so be careful what you wish for when calling nerf on another class.

There’s no justification.

This is a warrior specific bug and will be fixed.

nerf war?

in Warrior

Posted by: Djinn.7213

Djinn.7213

This is quite overpowered but it’s not going to get nerfed.

It’s getting fixed.

Piercing and warrior bug(same as bladetrail).

So yeah, bugs will be bugs.

Thief killed by Warrior in 2 seconds:

in Thief

Posted by: Djinn.7213

Djinn.7213

the point of this thread is, when we (thieves) kill them in less than 3 secs they complain

but when we are killed by other class in less than 3 secs, they say its balanced,

oh why… there goes their reasoning

You can see a 100b warrior coming from a mile away, and stun break the charge if he does get you. A thief can kill you in two seconds while invisible and shadow step away from any fight. It’s not the damage that concerns me, but the sheer unmatched evasiveness, stealth, and mobility.

I thought this was obvious but it seems it ain’t.

Stealth+Burst is the issue, same for Mesmers for example.

Thief killed by Warrior in 2 seconds:

in Thief

Posted by: Djinn.7213

Djinn.7213

Dear lord, you guys can’t argue anything.

Yes, thieves will get hit while on stealth, yes people will use aoe, but good thieves? Good thieves won’t get it by it.

The issue is having Stealth+Burst+Evasion+Steal, etc, Stealth in it’s current form is just impossible to balance.

Kurow, it’s normal that your face hurts, no one talked about 3 PW, that’s just you.

Everyone posting here really needs to play more classes, and here i was actually defending Thieves burst…

Thief killed by Warrior in 2 seconds:

in Thief

Posted by: Djinn.7213

Djinn.7213

It’s balanced when you die to a 2s channel followed by a burst after being CC’d.

Why did they nerf Pistol Whip then?

Because you can do 3 pistol whips in the time it takes for 100b to cast completely. All while evading for a good portion of it and dazing 3 times. If you want 100 blades play a warrior.

Pistol Whip and 100b have the SAME channal time.
Both have to be standing completely still.

Pistol Whip does 2x less damage.

In my opinion PW was fine, the problem is obviously having Hasted Pistol Whip and then stealth/evasion to basically make it a no risk maneouver.

Hundred Blades + Frenzy is a one shot maneouver that either kill the opponent or the warrior will be on the position to die extremely quickly after it.

PW + Haste basically was a no drawback burst combo, the drawback (no endurance) didn’t matter because Thieves could stealth or use shortbow to escape unscatted.

In my opinion a quick fix to Quickness in thieves would be to remove the endurance part and have the drawback to be No Stealth or Weapon Change for the next 10 seconds.

Thief killed by Warrior in 2 seconds:

in Thief

Posted by: Djinn.7213

Djinn.7213

@Lordryux

Same as in all games that have stealth.

Stealth gives classes an automatic advantage over all adversaries that don’t have it, an advantage that really has no drawback or counter.

So as in all games, the classes that have are always in a constant flux of overpowered and then nerfed to the ground, and buffed again, and nerfed again, repeat…

I like the idea behing GW2 stealth, short periods of time where it’s used either to start the fight or to escape.

Obviously it’s not working like that and so the Thief class will always remain in this flux of “balance”.

Thief killed by Warrior in 2 seconds:

in Thief

Posted by: Djinn.7213

Djinn.7213

Hundred Blades will do that.

On the other hand you could have your stun breaker and he would have done a grand total of zero damage to you.

Or, if you had the initial attack you could have killed him with 1 BS and 2 Heartseekers.

Burst vs Burst will be mostly about this, you can dodge, evade/stun break better and who can land their biggest damage.

The issue with Thieves is just Stealth, that’s why all the nerfing keeps happening.

Paid tournament epic warrior

in Warrior

Posted by: Djinn.7213

Djinn.7213

The video was actually quite average.

He was very rarely targetted or focused, very rarely he had any conditions stacked on him and we only got to see the big flashy moments, no real fights where he had to survive to win.

Playing a glass canon when you’re not targetted will always show this kind of stunts, whatever the class it is.

Glass cannon Warrriors with 5x signets in Dungeons...

in Warrior

Posted by: Djinn.7213

Djinn.7213

Signet builds are unfortunatly quite subpar when you reach 80.

You can still do your job, but you’d be better off with more options.

WvWvW build

in Warrior

Posted by: Djinn.7213

Djinn.7213

That’s a fine build but not using a ranged weapon will hurt you alot of times.

I would rotate the warhorn only for buffing and running and would use an axe as a secondary weapon.

Using your build as a base:
http://gw2skills.net/editor/?fIEQNAsXTjgOVvNPKPMRCAkCryyUoIVh2SPODt0A;TsAg0CnoyyklILbWuskZtIZsxkAA

Savage Leap gives you nice mobility, Whirling Axe is really nice for Portal Bombing, Sword Burst is also great versus clumps.

Longbow is just our only ranged aoe weapon.

I’m leaving Fear Me on the bar because i reckon that it’s quite good in some scenarios, but slotting things like Dolyak/Balance Stance/Frenzy is great depending on the situation.

Traits:
10/0/20/30/10.

Basic damage traits, more range on longbow, healing shouts on lower CDs, and the anti-CC traits in our turtle traits.

Sigil of Nullification on the Longbow (removing those regen fields helps a bit).

Sigil of Water + Accuracy for aoe meleeing in your clump.

Not saying this is the best build, but it’s one i can endorse.

Greatsword builds with high offense and defense?

in Warrior

Posted by: Djinn.7213

Djinn.7213

Most players that are running glass cannon builds use a combination of Endure Pain/Shield Block/Signet of Stamina in their builds in order to have better survivability.

A run of the mill (not optimized at all) GS+Axe/Shield Build:

http://gw2skills.net/editor/?fIAQNAR3ejgOxu1QuQMxBALjiA68IJmaSfoNA;TsAg0CnoqxUjoGbNuak1s6YMymEA

But, honestly, wait to the 15th.

GS and axes are getting nerfed to the ground, almost guaranteed.

Then they better buff other areas because we’ll be left with basically nothing (tPvP perspective).

I know, but it’s comming, too much whine on forums about hundred blades and triple chop.

Greatsword builds with high offense and defense?

in Warrior

Posted by: Djinn.7213

Djinn.7213

Most players that are running glass cannon builds use a combination of Endure Pain/Shield Block/Signet of Stamina in their builds in order to have better survivability.

A run of the mill (not optimized at all) GS+Axe/Shield Build:

http://gw2skills.net/editor/?fIAQNAR3ejgOxu1QuQMxBALjiA68IJmaSfoNA;TsAg0CnoqxUjoGbNuak1s6YMymEA

But, honestly, wait to the 15th.

GS and axes are getting nerfed to the ground, almost guaranteed.

Current tPvP issues

in PvP

Posted by: Djinn.7213

Djinn.7213

nerva, not melodramatic at all.

Just raising some issues.

I’ve played alot of tpvp and i cannot agree with you when you disregard issues like the downstate, pigeonholing of classes and mainly the lack of a reason to do tournaments and structured pvp.

If you’re talking about 8vs8 and to a minor degree free tournaments, yes you’ll see most classes.

If you’re talking tournament winners and payed tournaments you won’t, and that’s the issue with class balancing at the moments, also you’ll see the exact same builds, not classes, which just enhances the problem.

List of hardest to kill as a warrior..

in Warrior

Posted by: Djinn.7213

Djinn.7213

1. Being easiest, 7 being hardest.

1) Warrior
2) Necro
3) Ranger
4) Thief / Mesmer Burst
5) Elementalist
5) Engineer
6) Guardian (Bunker + Block bug)
7) Bunker Mesmers / Condition Thieves

I only take into account Bunker elementalists/necros and Engis.

Well played bunker mesmers and conditions thieves are preety much my bane, condition thieves just spam caltrops and deathblossom on me while using shortbow to “teleport” away.

Bunker mesmers follow the same idea, spam phantasms, keep stealthed/teleporting while getting me down.

Luckly, almost no one is playing this specs.

Current tPvP issues

in PvP

Posted by: Djinn.7213

Djinn.7213

Bump for further discussion.

Updating:
Payed meta is preety much the same as Free meta at this point.

3/4/5 bunker build teams, Mesmer for Trebuchet, include random extra depending on setups.

The only change is that some teams are now using Necro bunkers and roamer Mesmers in order to counter boon heavy guardian teams.

I’d like to add that bunker heavy setups also make the downed state issue worse, the fact that bunker builds are the best rezzers adds to the issue.

Thank you for the constructive feedback.

Current tPvP issues

in PvP

Posted by: Djinn.7213

Djinn.7213

Yes, that’s preety much point 5.

While doing it for fun is fine (that’s what i do), in a MMO having a part of the game that doesn’t translate to the rest is an issue to lots of people.

Cosmetic rewards and titles that can be used on wvwvw and pve would help quite a bit.

Mesmers In TPvP: Let's Talk Nerfs

in PvP

Posted by: Djinn.7213

Djinn.7213

The main problem with Mesmers is very simple.

Stealth.

A class with so much diversion tactics still gets stealth…

Thiefs Discussion Thread [Merged]

in PvP

Posted by: Djinn.7213

Djinn.7213

The only problem with this class is the same problem as for Mesmers.

Stealth.

I ranted on guru for ages about how stealth usually breaks all PvP and i stand with it.

You can give all the damage back to Thieves, you can let them have all the dodging and evading abilities, but as soon as you add stealth to the mix the class will be almost impossible to balance.

Same for Mesmers.

I pity the players that love thieves really, the class is fun but it will always be either overpowered or underpowered due to stealth.

Mesmers In TPvP: Let's Talk Nerfs

in PvP

Posted by: Djinn.7213

Djinn.7213

Stealth, Moa, Portals, etc…

Yeah, they’re a must have in tPvP.

Current tPvP issues

in PvP

Posted by: Djinn.7213

Djinn.7213

Bump.

Looking for some feedback.

Current tPvP issues

in PvP

Posted by: Djinn.7213

Djinn.7213

Please try to discuss this in a constructive matter.

Remember that this are just my opinions and not facts.

Warning, this will be a somewhat large wall of text.
TLDR version: tPvP needs alot of work and urgently.

Issue 1.
Game mode(conquest):
- Cap Mechanism making bunker builds a necessity.
This pigeonholes alot of classes into bunker builds and completely negates the fact that the other builds need work from arena.net.

Proposed Solution:
- Change the point holding mechanism and/or add more game modes.

Issue 2:
- Downed State in PvP:
Glaring imbalances in classes and makes this game more about numbers then skill, this can easily be the one issue that will break GW2 as an esport.

Proposed solution:
- Rework downstate in sPvP,making it the same for all classes.
Or at least less hp, less damage, easier to interrupt reviving and faster stomping would help.

Issue 3:
- Class swapping:
While this somewhat promotes skill(mastering alot of classes) it also promotes a sense that classes will only be good in some situations.
It leads to unbalanced team compositions in many of the maps.

Solution: Lock the teams on class and not user.

Issue 4:
- Class imbalance:
This point always needs work in all games, at this point tPvP is preety much a 3 class game and it’s devolving from a somewhat balanced state to a fixed meta in alot of maps.

Solution: Push class balancing as a top priority.

Issue 5:
- sPvP lacks a sense of accomplishment:
Again, this is a personal opinion, but sPvP rewards could use a rework, glory is gained in all modes, skins are somewhat random and there’s little to no reward.

Solution: Integrate either a ranking system and/or rewards that can be used in other areas of the game(skins, titles).

There’s quite a few more issues, but i do believe this are the top5.

Thank you for reading.

Team compositions

in PvP

Posted by: Djinn.7213

Djinn.7213

I would say most teams are using 2 bunkers(normally at least one guardian) and a mix of mesmers, thieves and another random.

It seems that Bunker elementalist is on the rise too.

Downed State - A constructive assessment

in PvP

Posted by: Djinn.7213

Djinn.7213

numbers should beat skill in a 2v1 the 2 should always win if all are equally skilled. that being said if the 1 wins vs 2 then the skill was never equal so automatically it was not based on skill but a lack of skill. a person who beats 2 people in this scenario shouldnt even be proud of it. you won because you totally out matched your opponents in every way. this is not skill based, this is why in heck did they even match my team against your team in the first place.

the downed system rewards players who are coordinated enough to get there team mates up and punishes folks who fail to finish there opponents off. this also is an inherent balance against bunker specs and forces people to make tradeoffs when building how they want to play.

do you want to survive vs multiple people well then you sacrifice other damaging ability the downstate “should” make this a hard choice because you not only have to work against your build to kill someone in the first place but you have to also finish them off before someone rezzes them.

if a “bunker” is your preferred style of play then your goal should be to survive against two people long enough for your friends to arrive, not to kill those two people.

if you can kill those people as a bunker then you are either playing against people far below your skill and therefore not worth fighting, or you are using an overpowered spec and again this has nothing to do with skill at all.

downstate is in favor of numbers, because in an uneven fight the person with the more numbers should win.

Everything you wrote makes no sense.

You basically wrote alot about skill and at the the end said that skill should be a non-factor.

If someone is better then 2 adversaries (he was already at a disadvantage) then he shouldn’t be penalized by it.

It’s like saying that it shouldn’t be possible for a football winger to get by 2 defenders, it just makes no sense.

Team compositions

in PvP

Posted by: Djinn.7213

Djinn.7213

For higher competition you need diversity but i must say that right now people do know that Mesmers and Guardians are a must have, Thieves are close.

Downed State - A constructive assessment

in PvP

Posted by: Djinn.7213

Djinn.7213

I’m sorry but if you think mesmer downstate for example is fine, you’re just not playing the same game as everyone else.

Is burst damage really this bad?

in PvP

Posted by: Djinn.7213

Djinn.7213

To quote the OP, “The only thing a class with high burst does, is blow a set of cds and down you. From here, you can be revived by either your teammates cc mitigation+hard revive, or soft ranged revive abilities. Then, the enemy has blown his load, and you can dispatch of him.”

I’m confused by this logic. So, I should expect to get downed and I should be playing butt buddies during the whole match, where there are 3 points to capture, and only 5 of us?

Most burst builds (again, most, there’s a couple of classes that will be looked at), are extremely easy to avoid and most classes also have on demand skills that completely negate the damage (yes, even backstab and shatter builds).

One versus one against burst builds you just need to outplay your opponent in order to win the fight.

Now, against bunker builds and evasion builds, you can still outplay your opponent, but it either will take to long to make a difference or the adversary will move away before you can cap the point and return at full health to restart.

Is burst damage really this bad?

in PvP

Posted by: Djinn.7213

Djinn.7213

Burst builds on most classes are fine, a couple of classes need to be looked at but that’s just a matter of fixing some numbers on the damage coefficients.

The problem of sPvP at this point are:
- Cap mechanism
- Bunker builds
- Evasion and survival builds
- Downed state unbalancing in alot of classes and the cause/effect on player skill

Melee....is it prohibited?

in Fractals, Dungeons & Raids

Posted by: Djinn.7213

Djinn.7213

Not only is melee ok, it’s great in many fights.

You just need to know when to back off, this game is made so you have to mix your playstyle in order to be sucessfull.

Downed State - A constructive assessment

in PvP

Posted by: Djinn.7213

Djinn.7213

This is quite an important balance matter that needs to be resolved as soon as possible.

Payed tournaments will be starting soon and the key issues with sPvP (bunker builds and downed/revival issues) have not been looked at.

People focus on burst builds but burst builds are not an issue in tPvP, teams that greatly abuse bunker builds and classes that have alot of the abilities the original poster talked about are issues.

I do hope this post gets at least an oficial answer from arena.net

Downed state is great, makes alot of the fights more interesting, but it’s current state seems greatly untested and unbalanced.