Showing Posts For Erindriel.2351:
Ya, they’re not hard to kill; But honestly, I just want to get where I want to go — why does it have to be interrupted with having to do a groundstomp-combo every 10 steps? ><
Allow me to set a scene here; I’m a level 80 revenant in exotic heavy armor.
Why do those little buggers kill me in 5-7 hits? It’s literally impossible to walk from point a to point b without being gang-racked by the little kittens and brought into downed state. Logically they should break their little teeth on my metal boots! =p
Please get rid of them. They’re nothing but an annoyance!
Every MMO ever promises “Faster content updates, More Balance patches, Less Burst and more Depth in PvP” with it’s expansion.
There should be a law that poured ice-cold water over the devs while they sleep if they don’t mean it when they say it.
The meta’s not all that bad, if I’m honest. Classes just need tuning! I don’t miss condi-spammers, I don’t miss DD eles. I don’t like reapers, dragonhunters and chronomancers — though honestly those things mostly come from my dislike of things I can’t mechanically counter (skill shroud, skill traps, unable to click on the guy).
GW2 suffers the same issues as WoW. Power creep and over-reliance on op abilities.
Healing and active defenses should be reduced. In turn, spike damage from abilities should be as well, while auto attack damage should be increased — this will lead to a playstyle where lost health will stick, fights will last longer and generally a player with more situational awareness / better positioning and use of limited skills would win, rather than one who can spam more.
Devolving the game to spamming all the keys is what killed wow pvp. I’m seeing the same pattern repeated here, and I hope the devs back out of the ‘spam’ trap before it ruins another game for good.
Seems like most of the people happy with current meta play necros.
Like, at least 9/10.
I made a reaper during beta weekend. It made me bitter about my warrior / (power) guardian being at least 200% less faceroll-friendly.
You do know there’s more to power vs power than ‘press 1 faster and win’, right? GW2 as a whole was based on that concept. No one is a healer. No one is a tank. No one is a debuffer. Everyone is a bit of everything.
I personally refuse to play condi builds because they’re boring, and seeing them take my power-specs’ job is saddening and infuriating. I occasionally dabble in burn guard when condi builds annoy me beyond belief but honestly it just bores me to tears.
Bottom line is, direct damage vs direct damage is always more fun than rot vs bunker. Also, there’s a big line between ‘lol 360 noscope’d get gud nub’ and ‘who wins in a fight between 2 druids? server restart.’ We don’t want either. We want fights where 7-15 hits is enough to bring someone down, and hp / invis / blocks / heals / etc. actually end in a reasonable time. They do for my medi-guardian (which I consider the golden standard of what a good power spec should be like). I simply hope more specs will become more like it, and less like bunker / necro (op) / mesmer (annoying) / current state of thief / condi engie / ele / burn guard.
You don’t bring a giant death laser into PLAYER versus PLAYER.
not to mention the stupid (bugged?) holes in the ground and being feared off the corner of the map every. single. freaking. time!
They really ought to add more specs that play stronger when pumped with condis because necros are having their cakes and eating them too, aka playing condi builds themselves AND countering condi builds at the same time =p
If they go through with it I just hope the new legendary component can be sold. I’m literally swimming in thousands of useless dragonite ore <_<
They’re not worthless but it makes more sense to give more cosmetic / practical rewards of more use to a PvP focused player, as opposed to a random person just looking to level. You get bumped to 80 in PvP anyway so if you play just to PvP getting less tomes won’t make much of a diff.
Yes; Maybe not one you can spam over and over but something like ‘this track can be activated again in 30 days after it is completed.’
Call it ‘Black Lion Track’, have it award key in the end, with ‘track reward steps’ being random loot boxes that each contain one black lion ‘loot roll’ without need for a key.
Wow… That’s a bad change.
Why not make tome of knowledge a currency to trade for transmute charges (1:1), black lion keys (25:1) and other more useful things than a fancy bankspace decorator?
Show me a screenshot of power spec doing 35k burst with one low cooldown attack in under 5 seconds?
Oh, that doesn’t exist?
Nice try but your argument is invalid =o
Seriously. Even things we can all agree on being dumb like treb, lich form and pewpew rangers can only do 10-15k —tops--.
So. I’m playing a mediguard, at the end of 8 in 10 matches I -always- have top conditions removed from self, top condition damage recieved AND every single death without exception has burning as over 70% of damage dealt to me.
I have 3 condi clears, one full clear on 50 second cooldown, one single-condi clear on 16 second cooldown (that is also my big damage tool), and 43s cooldown virtue which when used deprives me of passive regen in return for curing 3 conditions.
Can I beat a burn guard? Yes. Can I take part in a teamfight? Hardly. Why? Burning spam. The moment I go anywhere near a 3+ people fight I get swarmed with 15 stacks of burning and die in 2 seconds EVEN IF I SAVE AND SPAM ALL MY HEALING AND CONDITION CLEANSES for that moment.
I don’t care if it’s balanced for super pro teams that run perfect comps with ten trillion aoe cleanses, majority of the playerbase are playing pugs. When a mechanic ruins games for a majority of players — it’s a bad mechanic, whether balanced or not.
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when you die there’s a thingy at the bottom that looks like a black banner, at it’s right side there’s a circled (i) button. Press it and it’ll tell you what killed you.
If a build is specifically designed to dish out huge amounts of burning, it’s no problem that it kills you fast.
So why then can’t we also have bleed warrior or venomshare poison thief be viable if you’re so for builds designed for burst-conditions?
My problem with burning isn’t so much that it kills me fast but that it provides an example of annoying double standard and strange design choices. If you choose to play conditions you shouldn’t be able to burst people, just as if you’re playing zerker you can’t bunker / bleed people to death.
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“Burst condition”
Do you understand the irony of your statement?
You win some, you lose some.
It all comes down to how many necros / burn guards / bunkers / thieves one team was lucky / unlucky enough to get.
A simple death recap screenshot that demonstrates what’s wrong with burning. Namely: it’s 3 times as effective as other conditions. Why?
Also; Why does it say ‘top skills’? There’s literally no skill involved! Direct damage wasn’t even anywhere on that list… x_x
This is f’ed up and needs to be fixed.
To the person saying “there’s still more power builds” — duh.
Some of us play PvP to have fun, not to be an annoying tryhard playing the latest op fad. I don’t know about you but I have more fun whacking people with a hammer / shooting people with a gun, than being a little kitten burn-guard or pet-mancer abusing game mechanics and literally letting the game do 90% of the work for me.
Condition specs and pet specs are one in the same in that they give people a delusion of skill while in reality pets / conditions is just a way for the game to play itself while you sit, laugh and tell people to ‘get gud’ until the thing is nerfed and you jump on the next OP fad — in a good majority of cases. It happened to turret engineer, now it’s happening to burn.
If Revs aren’t nerfed I’m expecting a lot of revs on this forum telling people to ‘get gud’ shortly after HoT release, the same way burn people are doing right now.
GW2 is better. WoW is just a trash tier game right now.
GW2 has some stupid op specs every now and then; but more often than not you can actually deal with them or at least outplay them by eg. capping points instead of trying to fight the op monster you can’t beat.
The make-or-break it deal for GW2 vs WoW for me comes down to 2 things:
1) GW2 has no immortal healers. It has bunkers that are hard to take down, but while a bunker itself is tough it doesn’t also crap out a ton of healing for everyone around it on a regular basis.
2) Gear. WoW is a game of gear. GW2 sPvP was and is largely gear independent. you can jump into it from level 1 if you want to play a specific class or playstyle. You don’t need to spend months getting to level 80 and then acquiring all the right things to make it work. You can try everything out at any time, at your own pace.
Combine that with having no monthly sub and it becomes a question of why WOULDN’T you give GW2 a try, especially as it’s genuinely free to play now. It’s got the best balance I’ve ever seen in an MMO. Not perfect, but still miles ahead of competition.
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I’ve literally never played necromancer before in my life. Made a beta reaper, played 5 games, finished 4 of them at 2nd score place, fighting 2-3 people and stalling them long enough for my deaths to be profitable — by lost time of them trying to cap my point, or even outright killing them.
With that said, my thoughts:
Reaper and necromancer in general needs toning down. Make them less faceroll friendly. Greatsword skills were a step in the right direction but really, as long as skill shroud exists in it’s current state the class will forever be stupid to fight.
Engineer needs buffs. Scrapper could maybe use a tiny nerf.
Chronomancer needs cuts. You either have stealth, perma-daze, burst or condition spam. Not everything at once.
Dragonhunter one-shotting traps gimmick needs to go. It’s sustain needs buffs.
Revenants need a general toning down. Perma-might, perma-fury, perma-regen, spammable 5k crits… Stability on dodge-roll? Why?
Daredevil is in a weird spot. Played well it can kill you without you ever leaving daze; Played poorly it’s as pathetic as any other thief in a real fight, outside of having unlimited dodge-rolls to kill you with annoyance.
Druids seem fine. Maybe they have a little too much burst-healing, though I didn’t really see them do anything gamebreaking that eg. a good support bunker guard can’t already do.
Haven’t seen a lot of berserker and tempest. Can’t really comment. Base elementalist could use more nerfs to it’s sustain and survivability, maybe.
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Maybe make it so same condition cannot be applied for 1 second after it’s been cleansed. Would really do wonders for spam.
Purity: When you cleanse a condition on yourself you gain 1 second of Purity. Purity makes you immune to new conditions for 1 seconds\. Stacks duration per condition cleansed.
Reason I want it is because it feels really underwhelming to use a 40-second cooldown that cleanses all conditions, only to be spammed to death with all the same red debuffs all over again in less than a second.
There could be something like “Purity is only active if your toughness is below 600” to prevent already tanky builds from getting even tankier — aka, only available to berserker, marauder and other dps variants that don’t already provide much passive defense.
Way I see it, it’s a four-way problem:
> Conditions are too strong
> Ground based damage is too strong
> This leads to tanky builds being more and more popular
> Which leads to risk / reward direct damage (warrior / gs guardian / thief) being weak because they are already weak to ground damage AND they have a hard time killing people who spec for tankiness.
I think the way to solve it is getting to the root of the issue of ground control / condis being way more powerful than berserker damage. You’ll see more diversity in builds if things like burning, mesmer and necro (who single-handedly make berserker meta unviable) get nerfed.
For those who don’t know it’s the engineer tool kit skill 2.
Why is it so useless? It’s got a low cooldown but it literally doesn’t do anything.
Suggestions on making it less underwhelming:
> Make it like the thief scatter-nail thing – leaving a field on the floor around you that slows / bleeds people for 5 seconds.
> Make it apply 5 stacks of bleed.
> Make it a blast finisher.
seems to be working now after about an hour offline.
Demit Anet, you did it again! http://www.youtube.com/watch?v=e9aHfg5U0Rw
Stuck in Kyhlo ;<
Help!
Edit: Logged off the game, logged back in, got out of the match but now can’t queue.
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This thread…
Everyone else: “Necro is op”
Necros: “get gud scrubs”
hmmmmmm…!
I’ll just leave this here. http://www.youtube.com/watch?v=IrQQ9BHEstI
Same. I got unstuck now but the game insta-leaves queue and tells me I must queue again when I press either of the ‘play match’ buttons.
Posted in the sticky, may as well post here. Stuck in a game, help!
Stuck right now. Send help!
Warrior greatsword is superior to guardian greatsword. As someone who plays both warrior / guardian I switched to hammer on my melee burst guard because sword just feels lackluster, doing less damage than a freaking mace even with +25% damage trait.
They’re both sort of middle of the pack if you want to play damage-focused role. On offroles, Guardians make great bunkers / burns. Warrior can be played as shoutbow / hambow for support / cc role.
Personally, I find guardian more fun due to the class having more than hard to land silly burst, though if you’re just in it for top damage then warrior is your class!
In any case, the answer is simple:
Grab a shield, reflect their 3, watch them die.
What amulet are you using? Thieves are probably the sole reason berserker amulet is non-viable.
So I’ve been playing the game again for about 2-3 weeks now after a year+ long break, and while I think GW2 still has the best PvP one could find in any mmo to date, I do think a couple of things still need to be looked at:
1) Heart of the Mists is dull and boring. A simple addition of 1v1 arenas / free for all arena just for fun would make the place feel a lot less dead!
2) Screen locking up when the queue pops. Seriously, why isn’t this fixed yet?
3) Conditions and Ground Control in PvP. This is perhaps simply a part of my ongoing hate of necromancers but basically the attrition gameplay of rotting people by zoning them off capture points with ground fields, as well as running around, sometimes in stealth, while conditions do most of the work is really obnoxious, and I feel it needs a toning down.
Special mention to knockback engies. It will be really, really annoying come HoT…
4) The stat balance. I feel like there needs to be fewer amulets. Specifically, toughness / healing power / cele amulets are, in my opinion, creating a problematic situation that contributes to the previous point by making fights long and tedious, and in part also contributing to the issue of ‘rot bunker’ playstyle. Fights should be won with peoples’ health (both actual and downed state) being finite, without the possibility of endless rallying by that one immortal guardian who’s sole job in a fight is to make sure it goes on forever.
If one wants more hp, there’s vitality stat for that. I feel like there really isn’t a need to make healing / reduction of damage stronger. Toughness should come with armor type, not amulet stats!
5) Death Shroud. Just… Do something with it! Necros having 2- and sometimes 3 times as much health as anyone else is really discouraging to play against.
6) Thieves. Poor kittens. Again, I don’t want them to become gods of 1v1 by spamming heartseeker, but they seriously need love to somehow make them more useful in the game — beyond bouncing around with shortbow and capping points while nobody is looking.
Overall I’m pretty happy with how the PvP in this game has evolved and continues to improve, though I still hope Anet can keep up the good work and keep their word with releasing more frequent balance patches!
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It’s a lot better than it was but it’s still bothersome when the game puts you against something you just can’t beat, such as 2+ necro teams. All they have to do to win is cap 2 points and crap out wells. They win by attrition, the time it takes to recap those points (assuming the necro even dies) still means they win by scoring points for their team.
Stupid tanky ground control builds aside, I agree. The matchmaking is a lot more even overall. Didn’t have a lot of big comebacks yet (most games were decided on ~300 points) but at least there’s a struggle in what feels like 7/10 games that don’t have a stupid ground-nuke wombo combo.
So now the imbalance comes more from profession composition moreso than MMR. They should do something to fix that as well.
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Yeah; The one necro change (given how many necros there are) that makes one of their fields destroy projectiles had single handedly made engineer 45% less viable; <_<
I hope warr and engie will get some real love beyond tiny damage buffs that don’t really change anything.
Better yet, the classes would be fine when condis are finally brought back into line.
Well yeah. High burst damage from thief / mes / necro + need to hold points = more value in survivability / cc than actual fighting ability.
It’s why they maybe need to make killing on par with point-holding, or simply give us a third checkbox for courtyard-type maps, as they did for conquest / stronghold.
huge Confusion nerf
http://i.imgur.com/eEhUQIs.png
???
The mesmer just ran around me for a minute, I couldn’t touch her.
I don’t get it, wasn’t mesmer stealth supposed to be nerfed?
Just played a game where one spent whole game running around me with what felt like perma-stealth (dipping out for a second or two every ~10, then back in).
This was what I saw every time I tried to go for objective.
Nerf conditions (necro / ele / burnguard / engie), buff risk / reward gameplay (medi guard / thief / axe warrior), possibly make kills worth more points to encourage killing rather than turtleing.
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I seem to be getting better teams now, less silent clueless people that do nothing all game.
I did lose quite a bit though that was mostly due to being countered h_rd on* a profession basis, or trying out things with patch changes.
P.S.
Pistol / Pistol thief and rifle warriors are still trash. I really wish my f1 was as strong as skillshroud =x
Would also be nice if the game disallowed more than 2 of one profession on the same team. It’s really frustrating to play vs 3 necro / 2 mesmer.
*(lol, those 2 words got kittened XD)
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So what prof / build is doing well vs heavy condi pressure? Preferably one that can kill people, rather than act as nothing but condi-cleanse-bot (like shoutbow)
Agreed with all except the amulet. Do you really want to see 5-bunker teams?
I’ve noticed that post-patch there’s an influx of condition based rangers / necros / mesmers swarming the games, largely running annoying tanky builds that rely on gimmicks to kill you (broken burning / pet burst / being necro).
I’m glad mesmer stealth and ele were toned down but — and I may be biased because I’m mostly playing a (non-burn) guardian — it’s really frustrating to play against them, given how it feels like a lot of those builds don’t really need to sacrifice much to blow you up while not being very vulnerable to damage themselves. I run 4 condi cleanses and I still can’t really deal with it, because once my cleanses are gone those players can still spam condi-based damage that’s as high -- if not more so — as my marauder greatsword burst, while having much more utility and superior defenses.
Is it just me being bad, or is there more to my gut feeling? =o
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All hail our new condi necro overlords.
They control the ground, they’re tanky, they can spam 4-6k crits of direct damage AND all conditions in the game, while holding / capping a point and killing 2+ people at a time.
Seriously. There’s a reason this was and still is relevant! http://www.youtube.com/watch?v=IrQQ9BHEstI
The NPCs are dumb. It would honestly be more fun with a focus on REAL siege.
Maybe make it something like spirit watch, where supply slows you down and you need x for events to happen. Example:
5 supply: first gate bombarded and soon broken by cannonfire, able to grab extra supply from enemy base.
10 supply: second gate broken, lord vulnerable.
every 5 supply after 10: a random hero joins the fight to help finish it.
With that you could also have NPCs spawn automatically like in a dota game, with the addition of something like ‘swordsman’ to complete the squad. 1 doorbreaker, 2 swordsmen, 2 archers — clashing against each other, with the doorbreaker unable to move past it’s defenders unless it’s near the gate.
That way players would have options. Do they want to fight for supply? Do they want to push the lane? Do they want to defend? etc etc.
Those are just some random thoughts. As a dota 2 player I am honestly not too thrilled with the game mode because the map is too small for a real in-depth moba experience, yet games also tend to drag on because people either don’t know what they’re doing or just 5-man defend when second gate is down. It’s just not very fun — though it’s functional and I can clearly see what the devs were going for. It’s a good try, but I feel like it needs work on a fundamental level.
On a side note, the real problem with the game mode is it’s confusing to new players. Conquest is simple: Cap points, kill players. Stronghold is adding way too much between one player wanting to fight another player.
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yup, maybe they should just roll the 20% flamethrower ability cooldown reduction into juggernaut trait?