Showing Posts Upvoted By Dustin.2793:

My Opinion After Today's Pro League

in PvP

Posted by: Anastasis.7258

Anastasis.7258

Hi everyone, I’m Tarcis, the captain of Apex Prime.
First of all, I would like to make sure that everyone knows we are not depressed at all by losing today’s match.

In fact, we know that almost every teams in Pro League on NA are going to run this comp, which is 2 Sentinel bunker Mesmers, 2 Viper Revenants, and 1 Tempest. We prepared our kitten already and treating today’s match as a chance/practice to seek a weakness from this comp. Unfortunately, we didn’t pull out our A+ games and cannot seek any weakness in time.

The reason why I’m making this thread is because that I feel extremely disappointed when I play against this comp. It is not fun to play against, and I believe it is also not fun to watch. I do understand that everyone wants to win, but this just not healthy for this game.

You may say “Hey, The Abjured still beat double bunker mesmers comp”, but if you guys realized, Final Form’s comp is slightly different than Spookie, PZ, and Never Lucky. They have a druid instead of a tempest, and even with that, they almost pull a game from Abjured. I believe Abjured can still beat the comp like this, which us, Apex, has beaten this bunker mesmers comp in scrims too. But the fact that the skill requirement for this comp is just ridiculously low.

The comp isn’t unbeatable, but the fact that this bunkiersh comp can eliminate the mechanic skill difference between players are not cool at all. In this stage, I think everyone can just make a team and play with this comp, and will be able to compete with pro league’s teams.

EU are also running the similar comp but instead of 2nd bunker mesmer, they run marauder engi. In my opinion, both are similar but 2 bunker mesmers can be far more superior and much easier to compete.

I know the balance patch will not hit until February, 2016, but imagine that if we or no one else can figure out a solution for this comp, what will we expect on the ESL Finals in Cologne? I don’t believe that anyone wants it and I also don’t believe that Anet wants it.

Just my personal opinion here, and sorry for the broken English.

Tarcis.

(edited by Anastasis.7258)

WHAT THE HECK ANET

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Posted by: Patchi.9061

Patchi.9061

BALANCE THIS FREAKING GAME ALREADY.

ToG: EU meta vs NA meta

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Posted by: BlackBeard.2873

BlackBeard.2873

I think its funny how much people are comparing “NA meta vs. EU meta” and ignoring the fact that the best teams nowadays are teams of the best players. Could it be that the game is at a point where being a good player is more important than the class you play, and you can make many different comps work when you have good players?

Probably better to just focus on the classes…

Matchmaking Changes + MMR/Leaderboard Reset

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Posted by: Luman.2380

Luman.2380

Will this change include fixing decay? Decay should be permanent. There should be no reason that someone can come back after a month and play a match, Win or Lose, and jump back to top of the LBs.

Quilja – Apex Prime [APeX]

Matchmaking Changes + MMR/Leaderboard Reset

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Posted by: Luman.2380

Luman.2380

Can a dev answer the decay issue?

Quilja – Apex Prime [APeX]

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: NinjaEd.3946

NinjaEd.3946

I’d like to comment on the propose thief changes.

-Initiative gain should NOT require a slow regen. Thieves have 0 cd but our weapon skills cost initiative and are mostly offensive, what we have atm are a few traits that let us directly control that letting us land combos. Thief only has 1 gain from spending intiative, and the plan seems to be move that trait further away. Make more benefits to spending initiative, and maybe add a total cd to staying in stealth if resetting a fight is the issue. Don’t nerf our control over a resource.

-Thieves have very few boons. We have no protection, our regen is mediocre unless in stealth, no stability, no aegis. I see the issue that thieves may spend a lot of time dodging rather than fighting but keep in mind, dodging thief means no direct dmg to the enemy. If they can’t control someone who is dancing that’s a fault in player skill and not how thieves stay afloat. We have the lowest health pool, and by nature are quite squishy, so we rely on dodges. Although I never have, some people may only spend 10 into acrobatics for vigorous renewal, this would just ruin any chance of that staying, an indirect nerf at best.

-From what I see, there are just nerfs to this rather than an improvement to the class. Taking away more control over our builds, and dishing little to no incentives to try new things. Also, I saw no notes in improving venoms which still remain rather weak. I know all classes have some list of skills/traits that are useless but thief really needs more diversity. Just like the change to Larcenous strike, we had a control build. Maybe 2 boon stealing was too much, but it could of just been changed without completely removing the effectiveness of the build. A Couple ideas could be

_remove 1 boon on flanking strike, steal on LS
_Steal 2 boons but lower the duration of the stolen boons.
_steal 1 boon from the front, steal 2 boons from the back
_steal 1 boon and apply it to nearby allies (range 150?)

Instead we are left with 2 initiative to steal 1 boon, atleast change it to 1 initiative. I thought the goal was build diversity.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”