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What is it with these small cap circles?

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Posted by: FiveGauge.1357

FiveGauge.1357

Smaller capture points are anti-bunker, it makes it impossible in casual ranked play for teams to sit a support Ele & Druid and just by virtue of existing, make it impossible for a less coordinated or non-meta team to de-bunk them.

Small capture points favor AoE builds, this is true, but they also disfavor support stacking, by punishing groups who aren’t efficient at reducing the cleave they eat.

This is usually done by taking turns on point instead of everyone just maximizing the damage they take from AoE. It’s a good lesson or skill check, so I think small points are a positive thing.

When's the Next Profession Balance Patch?

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Posted by: FiveGauge.1357

FiveGauge.1357

So you like to faceroll while randomly pressing buttons, pretending to be “skilled”..then you come here asking to nerf other faceroll builds while keeping your intact?..kk then

Former Clerics Ele salty at current Paladin Scrapper who’s salty at Menders Druid

Why can’t support players love each other /popcorn

Abjured Confirmed No Good Without Cele Ami

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Posted by: FiveGauge.1357

FiveGauge.1357

Kervv farmed Chaith in 1v1s to always decap him (sometimes beat him outright and always force a +1) and they never had a good chance to replace someone in the fight to 1v1 a mesmer with a theif teamcomp so they were always kitten. If they replaced someone else to 1v1 kervv they lose out on their teamfight potential, and 55 always took advantage of that.

Yeah you’re really biased, fighting Mesmer for 3 games straight and dying once before switching to Lyssa/Sneak Gyro in the first game – that’s all well and good, Mesmer wins every other matchup on the comp we ran so nullifying moa, portal plays, and holding a point neut was not a bad outcome.

Edit: posting in toxic and uninformed thread

(edited by FiveGauge.1357)

Necro should start match w/ some life force

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Posted by: FiveGauge.1357

FiveGauge.1357

Do not forget about Scrapper’s pre-game buffing, detonating two gyros, which is meta, will give the Necro(s) 11% x2 = 22% Life Force alone.

Time to end Pro League Tournaments?

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Posted by: FiveGauge.1357

FiveGauge.1357

snip

We’re talking about Pro League, it’s little to do with casual league or your perception that PvE and WvW aren’t successful either, for their own reasons.

Drawing people into the casual league system is not the only point of having Pro League, and if those people do end up disliking the casual league system, it’s not the fault of eSports for enticing them to try.

Time to end Pro League Tournaments?

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Posted by: FiveGauge.1357

FiveGauge.1357

Saiyan, do you feel that luring new players into this game would outweigh keeping existing players happy? And do you think the benefits of new content would market itself?

You’re simply talking about a choice that doesn’t exist. Saiyan is correct in that it’s either banner adds or twitch streams, the portion of ArenaNet’s marketing budget that’s going towards organizing tournaments cannot be diverted from marketing efforts, Josh Davis having said this.

An organization like ArenaNet has a structure to follow in where funds are allocated, and to be frank, what seems like a lot of money to you is complete peanuts to someone with the backing to create an MMO genre leader which has probably tallied $100 million+ in development costs for the core game, Heart of Thorns, and the next expansion in development.

Your idea is based on the fact that cannibalising something like competitive GW2 will be enough salvaged money to bring the game enough polish and new features to change GW2 significantly, and that is just not realistic.

AED buffs

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Posted by: FiveGauge.1357

FiveGauge.1357

The way I see it, AED could be used (if the proposed changes I made are applied) to cleanse conditions and give a small heal while using above 25% hp, using the CD reduction from gadgeteer and some “on-healing skill use” procs. This could relieve the engi from always using Alchemy to deal with conditions. Then, it could be used to “avoid” a lethal attack (boss wipe attack) to save a dodge (or if you are out), but needs to be instant cast for that. And last if you have AMR, it would come out of CD under 25% so you could use it again if under heavy pressure.

I’d actually really like if they made AED instant cast, even without any of the other proposed changes. It would make more sense in the context of that skill, and more fun to use, though I don’t know how balanced that would be.

A.E.D came in originally without any condition removal too. They’ve been pretty cautious as to not over-buff it, but clearly when initial balance puts it at 33-50% the value of other heals, cautiously tweaking it is a bit cringeworthy.

Having an instant cast on it will guarantee you’ll get it off, that’s true. It’d be great. But playing properly, one can ration out stability and do the same for Healing Turret too – have allied support on top of more reactive condition removal, water fields, insanely higher personal healing rate.

Show the MMR of every one.

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Posted by: FiveGauge.1357

FiveGauge.1357

It’s not enough to show the MMR of everyone, MMR needs to be the basis on what you’re trying to build during the seasons of ranked PvP.

Heck, it can be really simple and PIPs could be converted into a direct representation of MMR, and just a few additional tweaks:

  • Tweak MMR (PIP) gains and losses to be capped at an modest amount per victory/loss as to not fluctuate wildly as MMR gains currently do.
  • Player MMR would have to be reset every season as pips currently are, and they’d go to the certain values at the start of the season to continue the current seeding process.

With this, a player’s division is directly correlated with their skill, this means players that are matched based on PIP range are actually alike in skill.

I doubt it will happen. But one can dream

AED buffs

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Posted by: FiveGauge.1357

FiveGauge.1357

What AED needs to be useful:

- Instant cast
– Remove dmg conditions on cast
– Remove all conditions on lethal dmg

This way it could be used as a reliable condi removal or last resource heal on builds trading alchemy for inventions and gadgets.

Interesting twist.

I would like to stress that A.E.D will not ever become useful until it’s going to be desirable to use before you let your HP get depleted.

Slotting A.E.D is basically a contractual agreement that states that user will be forever between 0% health, and 60% health.

You can never actually be topped up, you’ll always be fearing for your life, being vulnerable to getting spiked.

I suggest A.E.D simply has a proportionately low cooldown of 15s when used, and lethal damage is not taken.

With this in mind, you can use A.E.D early, even precast it to mitigate a future damage/condition spike, and not feel like you have the worst heal skill ever.

what does engi -need-?

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Posted by: FiveGauge.1357

FiveGauge.1357

Engi needs an offensive utility kit. In PvE, this is not the case, Engi needs a trait in explosives/firearms reworked to give unique damage buff to raids.

But my suggestion, a kit with crap/zero damage, but brilliant accompaniment to an offensive build that packs heavy damage already, like Grenadier, DPS Scrapper with no Gyros, etc.

  • #1, mediocre basic attack.
  • #2, Enemy Targeted 700 range, electricity themed teleport, deals insignificant damage, single target 1/4s daze, 4s cripple on hit, 10s CD.
  • #3, Directional cone template ability, charge in selected direction, 400 distance, removing chill/cripple/immobilize from Engineer, and envelopes the path in a magnetic themed effect that pulses .5 seconds later, stealing protection from up to 3 targets. Deals insignificant damage 15s cooldown.
  • #4 Self-Buff, 1s cast time, gain fury for 5s, mightx5 for 5s, and attacks become unlockable for 5s. 30s cooldown.
  • #5 Self buff, .75s cast time, phase shift, granting stealth and providing vision of stealthed foes for 3 seconds. 40s cooldown.
  • Toolbelt, stunbreak, instant, spray metallic mist around you, breaking stun and granting resistance for 2s, 180 radius, 25s CD.

you sort of get most of this if you run tool kit/elixir c. i would look at this suggested kit and still take tool kit over it.

Good, means that the initial balance isn’t garbo. Also remember that it’s a stunbreak

Victory

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Posted by: FiveGauge.1357

FiveGauge.1357

Ithilwen struggle is over

Attachments:

1vs1 balance is hard, Rock/paper/scissor easy

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Posted by: FiveGauge.1357

FiveGauge.1357

Conquest is all about strategically planning and enforcing the matchups in your team’s favor.

If the enemy has a class that counters a class on your team, then you need to succeed as a team at either shutting it down with other counters, or just jetting to a point opposite of the guy trying to force a matchup in his favor.

It’s not just out of your hands if somebody logs in a profession that has advantaged fights against you.

Helseth time to speak / state of pvp

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Posted by: FiveGauge.1357

FiveGauge.1357

Atm we have balancing that only top 2% can use. Because no mid-low tier player can comprehend and use the complex system of spvp in gw2.

That’s just a bit silly… balance is out of whack for players who don’t quite know how to always step out of Scrapper/DH point cleave, but these things really don’t take a pro player to figure out, red circles and all.

Conquest is a game mode best played with a group on voice comms, but the number of players in a party is accounted for in the balanced matchmaking.

The PvP in this game is extremely balanced. Frustratingly so, even.

what does engi -need-?

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Posted by: FiveGauge.1357

FiveGauge.1357

Engi needs an offensive utility kit. In PvE, this is not the case, Engi needs a trait in explosives/firearms reworked to give unique damage buff to raids.

But my suggestion, a kit with crap/zero damage, but brilliant accompaniment to an offensive build that packs heavy damage already, like Grenadier, DPS Scrapper with no Gyros, etc.

  • #1, mediocre basic attack.
  • #2, Enemy Targeted 700 range, electricity themed teleport, deals insignificant damage, single target 1/4s daze, 4s cripple on hit, 10s CD.
  • #3, Directional cone template ability, charge in selected direction, 400 distance, removing chill/cripple/immobilize from Engineer, and envelopes the path in a magnetic themed effect that pulses .5 seconds later, stealing protection from up to 3 targets. Deals insignificant damage 15s cooldown.
  • #4 Self-Buff, 1s cast time, gain fury for 5s, mightx5 for 5s, and attacks become unlockable for 5s. 30s cooldown.
  • #5 Self buff, .75s cast time, phase shift, granting stealth and providing vision of stealthed foes for 3 seconds. 40s cooldown.
  • Toolbelt, stunbreak, instant, spray metallic mist around you, breaking stun and granting resistance for 2s, 180 radius, 25s CD.

(edited by FiveGauge.1357)

Helseth time to speak / state of pvp

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Posted by: FiveGauge.1357

FiveGauge.1357

I said no such thing. Of course people should be able to excel and be better than others. There should not, however, be such a gulf between mid and high skill.

Pro League drives a trend to increasingly complex moves and tactics. In my opinion that has gone too far.

If the learning curve is too steep, you make the game inaccessible. Like many others, I want to log in and have fun. I don’t want to have to practice for hours daily to be able to do that.

So you feel that players are getting better from watching pro league and that’s personally a problem for you..

Edit:. How exactly is Pro League broadcasts and the learning curve of casual play connected

(edited by FiveGauge.1357)

Scrappers are the true problem of sPVP

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Posted by: FiveGauge.1357

FiveGauge.1357

Reading your posts one would get the idea that engi’s are dominating the meta both in normal ranked play as well as the pros, yet its not happening. You seem to be making statements about the theoretical damage output and sustain of engis from looking at a spreadsheet rather than evaluating whats happening in practice.

Yeah, I believe he said Scrapper “kills” most things 1v1 lol.

Scrappers are the true problem of sPVP

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Posted by: FiveGauge.1357

FiveGauge.1357

But nothing I say will convince you of anything regarding the Scrapper being overturned, that’s ok I will just patiently wait till Anet swings the nerf bat their way.

I’m always prepared to listen to good points of view and change my position, but above average coefficients don’t correlate to an overtuned profession. You drawing conclusions on what abilities are superior without even factoring attack speed, number of hits the damage is spread between.

PvP variables like kiting, melee uptime, and the fact that Scrappers aren’t supposed to be chasing people around with a Hammer in conquest.

(edited by FiveGauge.1357)

Scrappers are the true problem of sPVP

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Posted by: FiveGauge.1357

FiveGauge.1357

That weapon is also very underpowered despite its stated high coefficient.

It’s not underpowered, rather just intended to be a high concentration of Scrapper’s power budget. Explaining further below

That weapon doesn’t tie defensive skills to high damaging skills as well as CCs that’s the issue with hammer.

It keeps coming around to this absolute statement that: “no ability can have defense and offense at the same time, or it’s an issue”, which is a nonsensical statement.

We see lots of professions having very key abilities that are a huge concentration of their overall power, and combine offense and defense. I feel Thief and Rev are pretty skillful and balanced professions, despite Bound, Vault, Unrelenting Assault, Surge of the Mists, all extremely good examples that combine offense and defense.

A profession can have most of their profession’s strength coming from few abilties, one weapon, or one traitline, or profession mechanic, and this is intended. Shifting Engineer from many streams of damage sources from kits, and towards a single damage source in Hammer, and Gyros to provide defensive utility exactly what the intended vision for Scrapper is.

Because now the Scrapper is designed around relying on one single damage source (Hammer) instead of many (multiple kits), Hammer is very compact in filling the offensive/defensive gap created.

In the context of this discussion, (PvP Profession Balance) Scrapper Hammer filling multiple holes in a build and being very concentrated in budget is not an issue until a good argument is made about the Scrapper performing in unintended ways like being too good compared to others at the same roles.

It’s all good, dude, no need to stress about the individual skills, just focus on the big picture in profession balance.

(edited by FiveGauge.1357)

Scrappers are the true problem of sPVP

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Posted by: FiveGauge.1357

FiveGauge.1357

For future discussion regarding damage coefficients, examine this claim:

The engineer got a super overpowered attack with (10x) 890 base damage and a 2.5 scaling!

WITHOUT RECHARGE!

And it cleaves!

And it applies 2 seconds of burning!

And it does 10% more damage against burning targets!

And it got 450 range!

Sounds insane, hope it gets nerfed asap, Kappa

Scrappers are the true problem of sPVP

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Posted by: FiveGauge.1357

FiveGauge.1357

He is saying in comparison to the other , also OP builds (he listed symbolic DH and Druid), as if those are a good point of comparison.

Yea, the pressure is insane if you compare it to almost everything, but if you compare it to the other classes that are also dominating (and destroying viability of other builds), its par for the course.

5G lives in a world where it is ok for scrapper to be OP, b/c a few other classes are OP too. Ignore the fact that many of the OP stuff is completely stifling all creativity, and frankly, fun for most players. I mean, if you have 500 million dollars, and compare yourself to Bill Gates and Warren Buffet, you might even complain about being poor. Ignore the fact that you are objectively more well off than 99.9% of the others.

Poor Revenants, Condi Mesmers, Thieves, Necros, they are practically dumpster trash when compared with the god powers of bruisers, Kappa.

Tfw inter class balance is good to where all professions can be built around and used in a competitive comp, but everyone too busy making posts on DH or Scrapper cause they play GW2 like a Runescape classic and just lock in to people on melee and fight to the death.

(edited by FiveGauge.1357)

Scrappers are the true problem of sPVP

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Posted by: FiveGauge.1357

FiveGauge.1357

I don’t think any other classes have a 2 to 3+ damage coefficient on most of their weapon skills.

Very perceptive, but high power coefficients are translating into what exactly? What if your power coefficient is out of this world but your pressure is unremarkable, should your power coefficients be reduced for being OP?

Scrappers are the true problem of sPVP

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Posted by: FiveGauge.1357

FiveGauge.1357

What’s silly is the high damage coefficients which allow good damage while going for more Tanky stats, on top of the CCs and damage mitigation built initial attacks.

Welcome to HoT, check out the Symbol DragonHunter, Druid, Berserker, and Scrapper if you want to have high damage or healing on top of CC and personal survivability. Scrappers are all about reviving teamwork to make the dream work, killing power to personal survivability ratio is understandably slightly worse than other options because of this.

So while you say, “clearly Scrapper damage and healing is obviously still crazy, yeah”, if the basis of your comparison are non-HoT builds.

@general, Check out the Function Gyro revive stability combo. That should make you either moist or salty compared to mediocre Scrapper killing power

Scrappers are the true problem of sPVP

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Posted by: FiveGauge.1357

FiveGauge.1357

Ppl complaining about stab uptime and not double rezzs kills the whole post lmao.

Haha, I know, right?

@Supreme,

Scrapper is a reviving beast, in return, runs less sustained healing and damage when compared to other defensive bruisers like Druid/Symbol Guard. This trade is good because it offers something unique to Scrapper, but people complaining about raw Scrapper damage are a bit silly is all.

Scrappers are the true problem of sPVP

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Posted by: FiveGauge.1357

FiveGauge.1357

There is no Offensive/Defensive “Trade Off” concept for Scrapper. They get High Damage AND Good Defense/CC WITHOUT having to Trait for any of it.

There is Zero Debate On this Issue, Scrapper is Overpowered.

If One wants to Argue that it isn’t because of Necro/Condi then the real translation is this:

-Scrapper is OP
-The Class that Counters it is also OP in order to overcome the magnitude of Damage, Defense, and CC that Scrapper has.

The presence of abilities that have defensive and offensive aspects doesn’t make the entire package, build, out of line. The last patch reduced the damage of Shock Shield by 50%, and didn’t impact too much.

Scrapper is only optimal when you are frequently reviving people who use the extended life you grant to end the fights. Scrapper is not as good damage or sustain as other professions, it’s the res power synergy with high damage carries you take advantage of. So with that in mind, complaining about Electro Whirl/Rocket Charge seem a bit 2015

profession balance

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Posted by: FiveGauge.1357

FiveGauge.1357

Sorry for your bad luck. It’s just random. We’re meant to switch professions as needed. The matchmaker balances the teams based on PIP ranges, even team MMR averages, group sizes, etc – It doesn’t match-make based on professions, players that switch as needed and contribute to a balanced comp do better in PvP!

Is it exploit: Guardian Traps Macros?

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Posted by: FiveGauge.1357

FiveGauge.1357

You can just use a skill with a cast time, and then instantly press a bar full of instant skills, resulting in multiple skills activating at once. Instant skills are instant. It’s really easy to do with a basic understanding of keybinds.

You can’t achieve any better top performance level from using programmable key sequences then just hitting multiple keybinds at the same time.

Threads where these accusations pop up sometimes result from clickers discovering the advantage keybinders get.