Showing Posts For Fenju.2953:
Yeah I don’t believe in Elo hell either BUT you need a significant amount of games to carry yourself out of Bronze/Silver/Gold. That is to say it is quite difficult to have a really strong impact as a class with limited mobility. You can 1v2 for quite some time on point, but that doesn’t help if your team is fighting/dying for bosses or somewhere off point. As Duo Queue your chances might be better because you have the capability to watch 2 points.
This is where your wrong. It’s not your game. It’s ArenaNet’s.
Yeah….right and I guess when I spent $60 on the original and another $60 on the expansion….I was just…I don’t know….borrowing it from them?
Yeah that’s more the case than you owning the game. You bought more or less the right to access specific content of the game not the game itself. That’s how MMOs work. If Anet shuts down their servers or ban your account you have no game left.
I really don’t get these complaints. Anet has the choice when trying to break the bunker meta to either balance all the defensive abilities which are active skill based ways of defense or you remove the lazy flat passive defense through stats.
I like it more when my survival depends on my skill / traits rather then the sats I choose.
And how is arenanet supposed to know why you don’t spend money ? There are so many people that complain about so many stuff.
Well that’s how Sports commentary works in general. Mostly stating facts that you can see for yourself and the occasional bit of extra information here and there.
Please keep in mind that this game gives us the ability to avoid damage completely with a well timed dodge. Which in itself requires a certain timing and at some mechanics quick reflexes. I would argue that this requires the so called “skill”.
I can’t see how taking gear that reduces the damage you take can base an encounter which actually takes skill to complete. The damage reduction in and by itself trivializes mechanics because you are able to survive them with ease. So to avoid that you would need mechanics which threaten you to get killed. And then you’re back at the same premise as zerkers/condis are now. Which don’t have much room to take damage.
There’s just not much room for failure in raids which in my opinion is a good design system. And as far as I gathered you in fact take people with defenseive stats to kind of manage the aggro, which kind of gives those people a role to fit in.
This doesn’t mean that people who blame their team are never right.
That’s right. But more often than not people are pretty fast when it comes to blaming everyone but themselves.
I don’t even have the expansion, watching a group of clueless people on twitch, barely communicating spike the boss to 80% on their second attempt was enough to make me wheeze, along with the unavoidable/immune bs, or losing a percentage of your health every second to make the encounter more ‘challening’ whatever the meaning of that is. Maybe I shouldn’t give feedback, because clearly none of it has ever been taken.
Edit: yeah I was mistaken 4 weeks instead of 3, shoot me
This comment made my day thank you !
This is some next level kitten complaining about difficulty levels of a game. The Boss dropping to 80% on the 2nd attempt (nontheless not even by yourself) doesn’t say anything about the difficulty level of an encounter. Plus the fact that it’s beta.
Please keep in mind that this is the First Boss of this Raid instance… first bosses aren’t there to be a brick walls which brake people who want to try out raiding. They are there to make you excited for the raid and give you an idea what this raid is about and maybe give you the first feel of success after killing it so you’re looking forward to the next bosses. You want players to get their feet into the raid not scare them away.
Atleast that’s what i think Raids should be structured like. You can impliment those high difficulty bosses later in the raid (like most MMOs do) so you don’t shut out people before they have even the opportunity to join.
By definition a role is:
the duty or use that someone or something usually has or is expected to have
So if you like it or not roaming, decapping , turning fights in favor for your team is a role. It’s not a fighter/asssssin role but then again we have other professions who are more suited for that kind of role.
The argument that other classes like Ele and Me s can do it too is in my opinion only kind of right. If they would be as good as thiefs I think we would see them used more often in tourneys specifically in that role. But their mobility can’t hold up against the thief’s. I quite like this role because it has pretty high impact if done right and has more of a tactical aspect to it.
Don’t get me wrong. I understand where you guys are coming from. But Thief as it is relies on stealth. Stealth is a powerful and combined with dodges and disengaging abilities our only defensive mechanic. In conquest this mechanic has it’s downsides and always will have. So I don’t see us filling any other role at least till HoT. Maybe the new specialization will add some kind of non stealth bruiser built which can contest points more efficiently.
I have seen plenty of lfg posts which stated engie as one of the wanted classes so I can’t really say have seen what you describe.
I’m not a fan of the whole “metazerk speedrun min 8k Ap” lfg entries either. Though I mainly play Ele so I don’t have that much of a probem with it.
The only time I notice a significant slower clear time of dungeons is, whenn there’s a lack of might stacking or stacking in general… guys standing 1000y away celebrating, that they’re surviving but completly negelcting the point, that they are getting zero might stacks and therefore are doing less dmg.
I think the shunning of necros specifically and ranger to an degree comes partly from prejudice. BearBows ruined the reputation of the ranger class. Necro.. i don’t reallyknow why they are getting shunned so much… maybe because often times they are running condi builds or because they are not bringing the grp support everyone expects to have… or because the holy metabattle doesn’t declare them part of the meta ^^
I don’ really care what classes are in my grp as long as the players are decent. Maybe not too many of one class. but thats really it.. as long as there’s enough might + vuln i don’t really care who provides it :o)
I think a long overdue Burning adjustment would maybe already be enough to bring Ele back to being in a balanced state.
I personally have no problem with Ele being hard to kill, but when they’re dashing out as much dmg as they do now through mostly condition damage (correct me if I’m wrong) you get an imbalance between offensive and defensive capabilities, with which I mean if you build a class tanky you should have to make sacrifices in the damage department and the other way arround.
Imagine I get a skill to disable all your skills, minus #1 and maybe a teleport for 6 seconds plus the cooldown of the skill I just destroyed – how would that be for you?
Something like this shouldn’t be in game. I don’t know if engis even need a counter as they’re doing that much aoe damage, that they’re likely hitting a stealthed thief anyway. And that is the counter that is already in game.
And because of that: give engis something useful for their class, I mean it. Something that helps them against every enemy, not just other engis, rangers, mesmers and most of all thieves as that class is build around stealth.
I don’t get why it isn’t obvious to everybody that this is game breaking.
I see your point there, but I think in reallity it really takes away our reposition and backstab ability. Every other skill we have is still there, so we will have to use our remaining skills to counter this by e.g. use shadowstep to reposition / wait out the reveal. Or just focus on avoiding taking damage for the time reveal is on you, which against grenade/bombs spamming engies is already sth. we are doing.
But I agree with you that it’s kind of questionable that engi was the class that got this trait, because as you stated they already are doing quite well against thieves and traits that are specifically focused are kind of odd because they’re pretty situational and therefore most of the time irrelevant.
I really don’t get why there is so much fuzz about this one trait. I think it was pretty obvious that the perma-stealth-evasiveness of thieves would get some kind of counter.
The WvW Roaming scene will appreciate it I think. Especially in WvW roaming the whole Stealth ‘n Run when at a loss made it pretty frustrating for other proffessions I guess and for thieves I think it was a bit too forgiving. Atleast with this now you have to be more careful who you are facing and who’s arround.
But then again, not every opponent you face will be an engi and vice versa for engies too. So for an engi its a pretty huge investment to spent an point on this trait only to mainly counter one specific proffession (Mesmers / Rangers are not that reliant on stealth) which in WvW isn’t that much of a deal because they can change traits on the fly, but for sPvP purposes i can’t really seee them using this trait that often. Maybe as counterplay when the enemy team has sth like mes,thief,ranger.