Showing Posts For GeoPro.7530:
That video was great, lots of wicked stuff in there.
It’s a terrible map in every way possible, it should be removed.
http://wiki.guildwars2.com/wiki/Blind
“Next outgoing attack misses; stacks duration.”
rewrite it to
“Next outgoing attack or utility skill misses; stacks duration.”
this, i can accept.
That would be even more misleading (not that I think it is misleading as it is), as it suggests that all utilities will miss.
What’s confusing you is your definition of “attack”, ’cause in my opinion anything that directly effects an enemy is an attack.
I’ve been doing this loads in pvp, it’s so cool!
I don’t really mind either way if arcane wave is ranged or not but there’s good risk/reward with arcane brilliance the way it is.
It is a fact that backstabs hit 10k in PvP, next one I will make sure to screenshot if needed.
Is it? Weird, they always seems to do 0 against me….
I’m fine with the damage from backstab, just find it pretty dumb that when you block/invul/dodge them it doesn’t reveal them.
You can tell where the thief is when you block/invul/dodge backstab cause it says “block” (or whatever else) in the direction that they hit you from and obviously they are in melee range. I’ve killed loads of thieves through this mechanic alone so personally I think there’s much more punishment for getting backstab blocked the way it is.
I actually would like downed state to go away… It ruins the ability to show pure skill 2v1ing players (assuming its not just cheese, even with cheese though 2v1s are usually a feat of strength). If people are so concerned with the lack of healers, how about, and this is just a crazy idea, but make the support part of the trinity not useless!
If support mattered, we wouldn’t NEED the downed state and 2v1s could happen. If those things occurred, I’d might even have more fun in PvP because there’s nothing more frustrating than kittening up 2 people 2v1 but dying because your class has a lack of stability/stomping power and you lose and then they start coming at you with their “I’m godly, u suk” type insults. Let just PUNISH THE WEAK! >:D
Also, instead of downed state raises, just make raises resurrect someone from the actual dead but only at 25% hp. And….. Do something with spirit raise. One every 30 seconds is too stronk!
Ps. It would stop self-raising spirit rangers cause when they die, the spirit would too. :P
In my experience the biggest thing that makes 1v2’s so difficult is downstate 1 spam. Yesterday on my ele I 1-shotted 2 rangers then died in seconds while they spammed bleeds at me, if that were gone it’d be a much fairer system imo.
So to summarize: spam skills, liberal use of aoe, dodge randomly even when they’re out of range, and use copious AI for body blocking.
and people wonder how we got to this meta…
You just can’t help some people….
would you mind listing some of those numerous “counters” to stealth?
I didn’t say counters, I said counterplay.
Anyway assume you know most of this, but since you’re asking I’ll go over some ways to counterplay stealth (as it’s a backstab thread, I’ll be using that as an example).
-Move around. It makes it take much longer to reach your back if you’re constantly moving and turning than if you just hold onto your S key. (The amount of people that think that will work is ridiculous)
-Judge how long it will take for the thief to reach your back, then dodge when you think he’ll be about to hit you. Eura went over what to do if they try to teleport-stab you.
-When you block, evade or invuln a backstab attempt the game will tell you that you did so and from what direction the attack came from. From there you can retaliate while they’re still in stealth, turn to face them (backstab from the front does bad damage) or use that information to try to kite them.
-Marks/ traps will still trigger if a stealthed enemy walks over them. Don’t just stand on a trap and expect it to make you immune to backstab, instead be aware of them and try to face that way and attack.
-Interrupt blackpowder>heartseeker
-Dodge cloak and dagger, even if you see them cast it out of range dodge anyway as they are likely to teleport to you. At that point they’ve wasted 6 initiative and steal.
-Melee auto attack chains will cycle through if you hit a stealthed enemy. It’s not always the best technique to try but it is useful in some situations.
-If there’s another enemy to hit and you have bouncing attacks (like dancing dagger, mirror blade or ricochet) the projectiles should still bounce to stealthed enemies.
-If you have a ranged projectile based weapon you can use your mouse to aim manually. You can tell if you hit a stealthed enemy if the projectile stops in mid-air. This is mostly impractical but this can still be useful if you have no better abilities and if there aren’t particle effects filling your screen.
-Move close to clones/ minions/ spirits. Sometimes a backstab will miss and hit these by accident revealing the thief and giving opportunity to attack.
That turned more into advice than a list of ways to counterplay, but that should help out anyone that thinks backstab is op (and therefore needs to l2p).
Stealth requires some kind of counterplay, I agree completely. In WoW DoTs could break stealth as well as warrior’s shout (aka ‘Fear Me’) and Hunter’s Flare could reveal stealthed opponents.
Counterplay and straight up counters (what you were describing above) are not the same thing. In regards to backstab thieves, stealth has as more counterplay than anything else in the game, it doesn’t need hard counters as well.
Yeah, the map is pretty bad for solo Q, but not bad enough to screw over my teammates by leaving
I reckon s/d will still be good, cast time on shadow return and a bit less vigor will make it a bit more difficult but I don’t think it’ll make it unviable. The worst part about the nerf for me is that I won’t be able to do wicked stomps on guards without using shadowstep.
What class/build would you claim requires a lot of skill to play?
Compared to the current warrior, everything.
Not directing this at you specifically Burr, but I reckon a lot of people really ought to play a variety of classes before suggesting how to balance the game. If you did, you might see that the warrior is among one of the easiest to play right now.
Anyway, I think that having one specific class to counter an entire build type isn’t a good way to balance a game. Rock paper scissors is also especially bad for the game when considering solo que.
I’d say last refuge is the worst, it’s the only trait that can actually get you killed.
Ranger; Opening Strike, Marksmanship; 5/15 (one is for player, the next for pet).
Instinctual Bond, Beastmastery; 5
Instincual bond isn’t that bad, it’s useful for getting some quick cc’s off with the wolf.
I tried about three times just now to make sure I hadn’t missed anything but didn’t get the achievement, two of those times while using a guide. Looks like it’s bugged.
I know, that especially the auto-attacks have low damage to promote attunement switching. The problem is, that that undermines the goal of switching. Instead of changing roles and adapting to the combat situation, you are forced to switch to fill the damage role decently. Attunements – the most interesting class mechanic imo – have degenerated to a tool that artificially bloats the standard damage rotation: other classes equivalent of 11123 is F1-23 F2-23 F3-23 F4-23 for the ele. It doesn’t add any depth, just APM.
You hit the nail on the head there. Attunement swapping is just for damage and not for adapting to the situation, which also leaves eles not as versatile as they should be.
Anyway, great post, you wrote down exactly what I think before I even thought it.
yes, they miss wrote it, jsharp even said this on the warrior forums. Did you think healing signet need a nerf rather then buff?
Considering wars have highest armor and highest hp in the game, sitting at 400 health per second is quite literally ridiculous.
In arenas it’s balanced. The slightest bit of coordination will still wreck a warrior with healing signet up, let alone an actual premade team focusing the warrior down.
You know, that is true then. I have to agree there with you. How about other classes, like thieves malice signet? and eles resto signet? Giving extreme love to a healing signet on a class with high armor and high health, while doing nothing for thief and ele whose health is literally half that and also armor being less, i need to call that patch not cool. /:
Edit: I agree healing signet did need a buff, and this is alright. It doesnt grant them beast/god mode, lol, but they should at least be a little fair, right?
Signet of Malice was buffed- “Signet of Malice: Increased the base heal by 33% of the passive ability”
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-June-25th-2013/first#post2280967
Really if you dont dodge alot whilst the necro is in staff then you deserve to die. It is like not dodging illusionary leap. You will die and it is because you played bad
Dodging erratically should never be the most skillful way to play against anything, that’s why necro marks should be changed a bit.
It isnt dodging erratically. It is dodging because you see the mark casting animation when the necro is in staff. If you cant do this then learn some more about it. I used to find mesmers really hard to beat until I learnt the animations.[/quote]
All the mark casting animations are exactly the same, so there’s going to be guess work as to which I dodge. Unless there’s a specific order that most necros will cast in, but even if there is I still think that there should be differences in the animations themselves.
I think what a lot of non-thief players are forgetting is that if the target is moving you’ll likely only get 2 attempts at backstab before stealth runs out anyway, an that’s if you’re lucky.
And in regards to Aegis, that shouldn’t reveal because then every guardian regardless of build would have a straight-up counter to the first backstab. As for other blocks, they generally last as long as stealth does anyway so it does’nt really matter whether they cause revealed or not because it’ll be the same result either way.
Really if you dont dodge alot whilst the necro is in staff then you deserve to die. It is like not dodging illusionary leap. You will die and it is because you played bad[/quote]
Dodging erratically should never be the most skillful way to play against anything, that’s why necro marks should be changed a bit.
Also burning is just too strong for every class IMO.
I think it’s probably just too strong for being on random unavoidable procs, it’s fine on ranger or ele when you can see which attacks are going to set you on fire.
It worked almost too well for me when I tried it in pvp. In forest of niflhel I was able to teleport from mid point straight to the mine, even though there’s a bunch of high rocks and whatnot in between the two places.
I think it only failed once but I can’t be sure whether it was the trap or the hard to catch trait.
I’m quite disappointed with the shadow trap changes, it’s obviously better now but because everyone’s gunna be using it I won’t be able to confuse the kitten out of people in wvw with it.
For example, make it so that if you have a certain trait on, a Ranger trap can knock an opponent out of stealth.
I just want to point this out, that trait would be entirely pointless. If an invisible enemy walks on your trap you see exactly where they are, so ranger traps essentially already work in this way.
As to the thread in general, I think that fighting against stealthy enemies gets easier and more enjoyable the more you know how they work.
Best heal in the game as far as I’m concerned, it’s just so good having a heal that can’t be interrupted. Conditions can be a problem but not enough that I’d choose a heal with double the cool down.
This should totally be permanent, there’s no major reason why it should’t be.
I really like this idea but since things like the sharks annoy me so much, I don’t think I’d find it very fun. I hope i’m wrong though because it sounds like it would be pretty cool.
The team with people down first are likely to lose anyway, so it’s not really the method of stomping that lost the fight – it’s one team being better than the other.
There’s far too much of this “I’ve been tricked into buying the game” malarkey going on here, if you don’t think the purchase was worth it that’s your fault. More to the point though, there’s no use in complaining now anyway since they can’t undo their marketing.
I always think that Asura thieves are doing heartseeker when they’re just dodge-rolling… But yeah, Asura’s are OP.
This is from my experience playing mostly in free’s and in duels as a Guardian, Ranger, Engi and occasionally a Warrior.
S+: Mesmer
S-: Ele
A+: Guardian
A:- Necro
B:+ Ranger
B-: Thief
C+: Engi
C-: Warrior
I reckon ele’s should have to have a 1 second (ish) cast time on their #2 like every other class has. That way they could at lest be quickness-stomped if they don’t react quickly or immobilised before they get up and run away.
I like the idea for Moment of Clarity but i think it would be more useful if you get attack of opportunity from evading attacks instead of on dodging. That way it would be useful with more weapons sets than it is now.
It’s a good vid (not a fan of the song though), although i would like to see how well you do without pain invert.
It’s not a great idea in that they’d have to take out sigils that activate on weapon swaps and they’d have to redo the warriors’ discipline traits.
Other than that i can’t argue though.