Showing Posts For Godofallu.2935:
I approve of this plan.
If you won’t listen to me when I tell you this entire comp is cringe worthy I don’t think there is anyone on this forums that you would believe.
I could make a post 3 pages long on all the poor build choices and the utter lack of revives and ability to split. I could talk about how you don’t have anything that can solo the guild lord which will make foefire harder. Frankly though you guys don’t want to have a conversation on strengths and weaknesses. You made this thread trying to get pats on the back and approval which you are very unlikely to get considering what you’re presenting.
PS: I can jump on spirit ranger and laugh at cruuk all day long while he just gets madder and madder at his inability to kill me. If you think his build can beat a great spirit ranger you have clearly never played against him with one or talked to him.
(edited by Godofallu.2935)
I told you earlier in Blu’s stream that I thought your comp was really bad. I suppose that was a bit harsh and I know you didn’t take it to heart since I only looked at the builds and didn’t read your text.
Reasons why this is atrocious: Staff elementalists have horrible defense. They don’t have blocks or lots of blinds or anything to keep themselves alive. They are horrid in 1v1 and 2v2 fights and can’t handle being trained by even 1 good dps player. In return they offer almost nothing offensively with slow and obvious attacks. They also don’t have the ability to revive players or control the downed game.
You mesmer is specced in a way that makes him useless in a 1v1 or 2v2 as well. It’s been said to death but shattered conditions is a bad trait that has no effect on 1v1/2v2 fights and only serves to kitten the mesmer by taking away his only chance at beating a necro/engie. By spiking him before the condi’s burn him out. What you have there is a build with far less damage and no real added survivability. You’re going so far out of your way to add a tiny bit more condition removal that you’re just gimping yourself. Removing your teams only revive skill in a team of 5 (most teams have many of these skills) for a tiny bit more condition removal in null field is just further proof of you not understanding that there is always a tradeoff in bringing more condi removal.
I’m currently a free agent and I am looking for either a very active team or a rather large team. I want to be able to do team arenas often throughout the day and be able to cut down to a serious 5 during actual tournaments as well.
Willing to sub for teams that need a 5th assuming I have nothing else planned at the time. Even if those teams are not that great.
I am 49th place atm soloq and 283rd place team leaderboards. I’ve been in the top 20 soloq and top 100 team leaderboards. Fairly impressive IMO considering I don’t actually have a team and coach new players without using an alt.
I feel comfortable dueling against the best players this game has to offer and I understand stomp/revive control and when/where to split. I have beaten teams like Sync and AL before (although I generally loose to them) with random groups of friends so I know I have the ability to be competitive at the highest of levels. Just looking for some tryouts/chances to prove it.
I don’t rage at my team or yell or anything although I do try to win very hard and occasionally get into drama with people I don’t know in map chat. I realize this isn’t an endearing quality.
Hit me up if you need an engie or ranger and you think your team has the potential to play against the best teams. I’d love to tryout and see if I can make the cut.
Honestly somebody has to get trapped at the lower ranks. Better random people on the forums who think it’s impossible to carry than people like Symbolic or Eurantien or me who know it’s possible to carry.
I got 28 kills on skyhammer last time I played it and was constantly calling out point name and how many people need to go there. To say I carried that game would be the understatement of a century.
Yeah I was playing team last night and fought the same team like 7 times in a row. When they took a break we got paired with a team that clearly didn’t belong anywhere near us leaderboard/rank wise and we were literally dancing while we 1v2’d them over and over.
It feels like the end for this game. There are no good teams really left and solo q although fun isn’t a long term thing for me. I like to talk to people and succeed as a group. Not just farm solo q rating by smashing people who que up around the same time as me.
I’m not stuck at the bottom R35 atm but I always do this and I promise it helps.
Skyhammer- The key to winning this map is controlling the center so we need to send 4 middle and split so we can win b and hammer. Whoever caps home cap it then come backup mid at whichever location needs it.
Talks like that at the start and just saying something as simple as “need 1 mid” can go a long ways. Win the opening fights due to proper splits/positioning and you can start to snowball teams.
I’ve had teams where I look around and it’s like everyone on my side is in the top 200 for both solo and team leaderboards and can be found in Vods of tournaments. Some really stacked teams.
Then everyone screams at us for syncing but I don’t even know/talk to half these people. Just because a few great players get paired doesn’t mean there is some grand conspiracy.
The real issue isn’t syncing but spiritwatch being in the rotation and having people not getting IP banned from GW for going afk/quitting every single match.
The problem is there is no real punishment. I’ve played about 10 games of solo q today and had probably 6 people just go afk or quit mid match. That’s a stunningly high percentage and you can’t even report people that just stand in base afk.
Anyone else think that there should be a map of the day as well as the random map option?
Anyone else think that Spirit Watch is a non viable and uncompetitive mess of a map that should be removed from the face of the game and stay out of ranked play?
Every game I play someone is complaining about either spiritwatch or skyhammer being in the rotation and having no say about it. Why not just add capricorn devs so everyone can quit even faster.
Just a thought guys.
I didn’t think so, was just curious cause someone said they need a slight nerf. Were both rangers in [SYC] spirit rangers?
its not HGH its bomb/nade thats needs to be toned down. I think the real source of the problem is nades though. And of course they were both spirit rangers :p
Honestly since your an ele it’s probably pretty easy for you to over rank engineers. Frankly I don’t think an engineer can take much of a nerf and still be viable. It’s struggling to earn a spot on rosters as it as. A second spirit ranger or necro is already very hard to argue against.
If anyone gets information on what teams will be playing who and when I would like to know. A pm with a bracket link (that is not blank) would be great.
I’m pretty sure my team was the lucky 32’nd. Mighty morphing stock exchangers or something like that is our randomly chosen on the spot name apparently.
Hi i’m god and I wrote that guide and have dueled defektive a few times who is probably the guy who made the stunlock warrior build you fought against and is the most common good user of the build.
The stunlock matchup is tricky however I would still put it in the favorable column as I win the majority of my fights against it.
First Berserker’s stance = you need to create separation and run away. You can not blind them or do any damage when they are in this so run away and use block if you must.
Assuming they are not in berserker’s stance the main goal is to damage them while kiting their melee attacks. This is done by dropping bombs at your feet and being sure to blind them whenever they get close. If you stand in the blind field or even the burning + confusion field if they try to attack u they will die first. If they don’t get close you’re free to pistol/grenade them down.
Just dodge a lot and block + throw at end of channel if you ever get spiked.
If fighting a teamwith 2+ warriors you can swap backpack regenerator to protection injection which further helps the matchup and if their cleave is super strong or you can’t win 1v1’s without a sb because you’re not quite good enough feel free to swap out R for slick shoes/elixer gun.
(edited by Godofallu.2935)
For the record my style of engineer can beat spirit rangers. Frankly I find the spirit ranger fight to be favorable, but time consuming.
If you run grenades + bombs the only real secret is to land them on the ranger and the pet at the same time while rolling a lot and healing up as soon as the heal gets off recharge. With decent accuracy and defensive rolls they will melt first. Then once they go down be sure to cc the spirit’s heal with the shield if they are actually capable of getting the timing right (very hard most can’t do it).
My brand new team is in it seems.
Don’t worry guys i’ll represent Ostrich/NA style dual kit engies. I tried talking him into playing with me since 4 engies 1 guardian comp is not only super OP but the most fun in GW2 history. He really doesn’t want to compete though.
This is a good suggestion because sometimes when there are 2 people going for a stomp and I am running towards them I don’t know if I should cc them or jump on for the rez.
There are times when the difference between 1 second spent ccing and not rezing makes all the difference in the world.
I joined up with a friends team as their 5th it seems. Haven’t signed up for the tournament but I think we’re pretty decent. Maybe not #1 but certainly above average. We’ll see.
1 warrior in a teamcomp is UP. 2+ can be pretty OP. The problem is their damage is insane which allows them to hop into a fight and very quickly destroy teams with no hope of a revive. Once they wipe a team they have some of the best mobility in the game which can lead to matches snowballing out of control.
I don’t really like where warriors are now because I think berserker’s stance was the wrong way to go about balancing them and it just feels cheesy. I don’t think they are overpowered but they are definitely cheesy ATM. Longbow f1 is way too large which destroys the ability to play around it and berserker’s stance obliterates the ability to snare/blind/stun a frenzy’d warrior leaving little room to outplay your opponent in order to prevent a cheesy death.
My team fell apart due to everyone quitting because of Necro meta. Then my backup team just had too many people and decided it wasn’t worth fracturing the group by cutting down to a main 5.
I honestly really wanted to show up and at least smash a few teams before struggling in the semi/finals. I’ve beaten tops teams before with random friends and know I could climb pretty high in the brackets. I’ll have to find 2-3 great players and talk them into grouping with me within the next few days or I won’t be able to compete which would be a shame. I don’t expect to win but I want to compete.
(edited by Godofallu.2935)
most people which are now in leaderboards farmed it with premade vs SoloQers^^
even when watch top 100 teamstreams they get 50% of the time randomteams – so will see
edit: oh and when we have finaly a real SoloQ you will see a new Phenomen in the forum: The Elohell^^
I thought what you were saying was completely untrue and the exact opposite of what I experience ingame. So I tried to look you up on the leaderboads.
http://www.gwshack.info/?region=na
You’re not even in the top 1000. How the hell would you know what it’s like being in the top 100? Stop posting trash on the forums we get enough of it as it is.
I have to admit I vastly prefer Engie, Necro, and Ranger specifically because Rabid/Shaman’s amulet’s provide the most well rounded builds.
Necro and Ranger both have great condition removal so adding toughness provides great defense against the entire field + strong damage through condition damage stat.
Soldier’s Amulet is pretty well rounded but that’s about it for power/crit damage builds and frankly the vitality stat isn’t that great which makes even soldier’s relatively inferior. I suppose Valkyries is decent on any class that has high crit chance (perma fury) + good condition removal and uses power based weapons but no class really meets those requirements. I suppose ele is close but their crit chance is still a little low.
Warriors have bad condition removal (berserker’s stance is cheesy and not ideal) which makes them practically forced into an All-In DPS mindset since surviving vs 3/4 of the field is best done through a kill them before the conditions kill you mindset. No point in stacking toughness or vitality when those things won’t do anything to lower the incoming DPS.
Thiefs have bad condition removal which makes them practically forced into an All-In DPS mindset since surviving vs 3/4 of the field is best done through a kill them before the conditions kill you mindset. No point in stacking toughness or vitality when those things won’t do anything to lower the incoming DPS.
Mesmers have bad condition removal which makes them practically forced into an All-In DPS mindset since surviving vs 3/4 of the field is best done through a kill them before the conditions kill you mindset. No point in stacking toughness or vitality when those things won’t do anything to lower the incoming DPS.
Sure you can give power builds amulets that contain toughness but that won’t effect the condi matchup at all. They would only be gimping their damage with no increased survivability lowering their chances in fights against Engineer, Necro, Ranger.
I will admit that the casters usually don’t do that great of a job. I mean i’ve seen them miss lordpushes more often then actually notice them. That said they’re there doing this for free for the community. Who else wants to volunteer so much time?
It’s not that bad and it’s better than nothing.
The July changes have been great. We now have less damage and survivability — exactly the things high-rated necromancers were asking for.
Considering death shroud + Spectral skills got buffed I don’t really understand how you could possibly have less survivability. Especially considering greater marks is no longer a must take which opens up 10 trait points that can be invested defensively.
On behalf of everyone playing tPvP, on behalf of everyone working to get into PAX, thank you.
I know that Necromancers were simply put just too strong and it was getting very very frustrating. I’ll admit I jumped on the bandwagon and was running double or triple necro and facerolling people till I hit top 200.
Now that it’s back to an acceptable and more balanced place (still can be quite strong) hopefully we can get some build diversity and team comp diversity going.
PS: Letting us have Forest early was great and it really meant a lot to some people. I know with every change there is always going to be people complaining but I honestly feel like this was the only way to go considering how important tPvP balance is.
I disagree completely. Having it based off of last hit allows clutch steals and makes it so there are times when going for the boss is right/wrong.
While my favorite map is Temple of the Silent Storm I can certainly get behind skipping it just this once for PAX practice. My team is planning on practicing a lot today and the next few days.
I love how the answer to stopping necros is a very specific build which is suggested that every team runs. [Stunlock warrior]
I’ve never heard that for shatter mesmer or guardian bunker or s/d elementalist. All of those builds can be beaten by a large range of meta builds assuming you outplay your opponent. There is a very small percent chance that you can simply outplay a condi necromancer and beat him using any old regular meta build. That’s why everyone hates necromancers it’s because they are so strong that they singlehandedly ruin the meta.
I’d be all for a hotfix, and frankly I think everyone was expecting/assuming there was going to be changes for necromancer in the last patch. We let it slide for over a month because necromancers deserved some time in the sun. But they had their time and it’s time to have a balanced game again.
There is a word meta and a metagame.
There are a few overpowered builds in GW2.
There will always be people whining about stupid crap on the internet. But sometimes people will whine about valid things as well. I’m assuming the op thinks his whining is constructive and helpful to the community (even if it is just more childish drama).
In my opinion there are “right players”. They’re the guys who post knowledgeable opinions that come tied together with valid arguments. If someone says “necromancers are OP” I might go yeah probably but where’s your proof and why should we care? If someone goes the last tournamanet had 16 teams and 28 necromancers and when dueling various professions I loose against necromancers 75/100 times while I beat every other profession about 65/100 times I might start to listen. Especially when hundreds of people are going out there and running the duels hundreds of times and are finding a specific build from a specific class to be quite strong. Losing once isn’t enough evidence to make me or most rational people listen. But give some valid statistics with a high N value and we might start to consider a point.
Another response without a timeline. Oh goodie.
I don’t like the idea of having stunbreaks be tied to weapon skills since most weapon sets have fast cooldowns on all of their abilities and it doesn’t work with some professions like thief and elementalist.
So stunbreakers are an important part of GW2 PvP but they really don’t seem to get enough attention. They’re often just forgotten about during balance changes and community discussions even though they create huge changes in the meta.
So why are there uneven amounts of stunbreakers? Why do rangers get “4” while mesmers get 6? Why do some professions have stunbreaks on all of their useless utility skills while others have them on extremely good utility skills? How can we fix stunbreakers?
The thing is stunbreakers are worthless in some matchups and almost vital in others. Because of this a stunbreaker is only worth running when it comes tied to a good/great skill. If the passive gain from getting a better utility is larger than the active loss that comes during the few seconds of damage taken during a stun then you swap your stunbreakers out which limits active and competitive play.
It’s not enough to just throw stunbreakers on skills randomly and spread them out. You have to actually take the time to place them on viable skills which I don’t think was done during the last patch.
Yeah you can (and I have plenty of times) run without a stunbreaker but when you come up against a matchup that really requires a stunbreaker it feels like RNG and buildwars over player skill. Do you think mace warriors exploded in popularity because they suddenly became better at fighting cripple and chill and gained a ton of sustain? No people just stopped running stunbreakers since cantrips lost them on ele and elixer R lost it on engineer and necromancers never had any good stunbreak options to begin with but are popular now. The more good skills loose their stunbreakers the larger the window for cheese builds that take advantage of this fact and the more passive play takes over active play.
How could we change stunbreakers? What are some ideas/options? I’d love for you guys to tell me but here are some of my ideas.
1 Make an even number of stunbreak options for each class and spread them out in a way that actually makes sense rationally. For example frenzy shouldn’t have a stunbreak because you usually stunbreak right before you’re going to get hit with a burst in order to get out of the way and dodge. Not to mention stances make up 3/6 of the stunbreakers available to warrior. As another example thumper turret shouldn’t have a stunbreak on the utility belt since while the turret is out (IE when you would need it) it’s hidden away by the turrets explosion. Stunbreaks are a defensive ability that is generally needed mid fight.
2 Remove stunbreaks entirely from utility skills and give every player a stunbreak button on a medium sized cooldown. For example 25 seconds. This way every single build has true access to a stunbreaker even if the utilities you want to specialize in (like spirits on ranger) don’t have any.
Just came back from vacation and saw the patch. Would fire the balance team if I could despite playing with them and thinking they were nice enough fellows.
Why necromancers didn’t get the nerfs they needed and why spirit rangers are completely the same I don’t really understand.
The comps on both teams in the game I watched today were the exact same and I have been seeing the exact same team comps for a while now. I just wish I had the power to actually do something to balance this game since I know new balance team members is what everyone secretly wants. Some new blood and somebody with the drive and desire to make this game better would really be a breath of fresh air.
I already covered this before but it absolutely should not work the way it does for launch and knockback.
As to anyone talking about how it’s no big deal try dueling the best ele’s in the game while they are running fresh air berserk amulet bursters. I’m talking hman, demise, zoose ect. I can pull it off sometimes but engie is pretty strong in duels and I am pretty dang good too. I’d love to see Arheundel who doesn’t even understand the concept of lightning flash combos try and play against a real top tier ele 1v1.
I’m not calling for any nerfs and I like the new build variety for eles. Just saying stunbreaks should break all stuns and never fizzle.
Played against @Phantaram and @Mogow ( did I get his name right?), @Ultima, @Alex ( a girl, an excellent ele player not well known I think) and another couple of guys I don’t remember their name now, and yeah with at least one stunbreaker ready and enough reaction time I avoided at least once all of their burst attempt
Maybe you don’t get it ..so let me explain again; with updraft, the ele does a backflip, during that time the target body is still jumping on the floor after that, you’ve got time to use a teleport/block/invulnerability stunbreakers.
The OP should work on his reaction time, it’s as simple as that, there is no need to use this mocking attitude of yours-
You state it’s a L2P issue as if I (and the others posting here) don’t already know all about waiting 2.5 seconds and then hitting a stun break. I do that every fight I obviously know all about it that’s why I talked about it in my post. That’s a passive-aggressive way to reply in the first place. At the end of the day do you honestly believe that stun breaks should not work against a knockback/launch? Doesn’t it bother you when you have the reaction time to avoid a burst but are forced to take it simply because the utility skill you specifically took to avoid these kind of situations doesn’t work?
Why are you even arguing against the community on this one when even the elementalists are talking about it being stupid/broken. I don’t think anyone cares that you take the unpopular and opposite side of the argument. It’s just the way you talk to people which makes everyone wish you would stop posting. Every thread you enter it’s L2P issue this and I don’t have these problems. Of course you don’t you don’t have to play against the best players in the world everyday where little things become big problems. Have some sympathy for others or at least start posting without the L2P stuff.
How did you end up representing the whole community?
There is no indication from the devs of that what the OP says is actually a bug, there are only assumptions from few players.
By simply looking at the fact that there are people capable of negating the whole launch ordeal, we can safely state that there is no bug, at the end of the day the stun-breakers do work normally once you finish jumping up and down on the floor.
Now how stating a simple truth can be considered offensive..I really dunno, you’re free to try the updraft combo against me and see for yourself if there is anything broken, record it or do whatever you want, just try me.- You’re not the community
- There is no official statement from the devs
- I and others got no problems with the launch animation
- The stun-breakers works at 100%No further discussion needed, this is pointless, you put the facts on the table and people are still in denial, then fine..you’re right.
Your logic is extremely flawed once again and since you’re too blind/biased to see it let me walk you through it slowly.
“There is no indication from the devs " = We don’t know officially whether this is a bug OR if it isn’t a bug. Yet here is your quote from later in the post “we can safely state that there is no bug”.
Is it working as intended? We don’t know but we do know that this point is completely irrelevant in the actual discussion. The true point of the thread is should this feature be changed. I’m all for listening to reasons why it shouldn’t be changed, even if they come from you. I’ve listed reasons for why it should be changed as have others.
I try not to care about my rating and I do go into games on a daily basis when I know the team I am with has some weak players or a bad comp or doesn’t even have 5.
That said saying rating is completely meaningless is absolute garbage and everyone on this thread does know that deep down in their hearts. Rating has some meaning. Folly and the other top players didn’t get to the top because there was a giant dice roll. They got there because when they play time and time again they manage to win games. They win more games then everyone else and I promise you with an N value far far over 30 there is statistical significant in these results.
Sure we can’t directly see 1v1 fight potential, or map awareness, or ability to bunker well directly in the leaderboards. But doing those things very well and finding other great players who want to play with you because they also think/know you do those things well leads to wins. Wins come from the sum total of each teams player skill the vast majority of the time.
burst would be d/p?
any decent pvp player can dodge basivenom/backstab in a 1on1 and when you need to 2on1 the engi we are in a bad spot (3vs4) on the rest of the map and will probably lose the teamfight there.
on top of that d/p needs to land that backstab and the engi got a blind bomb, a 7sec blind on FT#5 (instacast), this shield stun and so much area denial that it is pretty hard to be melee with him.
i say it again, to be great with the engi and pull all that stuff off it really takes practise and skill, much more than for example a s/d thief, but when you know your kittens then your are a freaking monster.
but like i said above, as Arenanet is not going to change anything soon, i guess i just roll engi myself and hope that i get good with this class before everyone else realises how OP this class is -.-, (omg he said it!)
First of all I want to say that I agree with basically everything you have said in this thread and I salute you for putting up with that much obvious bullkitten from Nakoda. He clearly doesn’t understand matchups or counterplay and his inflammatory and pompous attitude is clearly derailing this thread.
I’ve fought probably a thousand+ duels and 1v1’s against some of the best players the NA scene has to offer as an engie and I will say that I don’t auto loose to a great thief. Hell if I have supply turret up or know they are coming I would say I am favored in the fights.
Other engineers can’t beat me (usually). Thiefs need to get that basilisk venom or some sort of great backstab to have a chance which is 50/50 ish shot at having a chance. Mesmers had better shatter combo me twice in very rapid succession or I will melt them which doesn’t happen often. Warriors will melt/die before they get to me and I will blind/push them back over and over. Guardians will melt to me if they want to stand on point and can’t actually dps me down because sword and greatsword are way too telegraphed and obvious. Rangers that play well are pretty annoying and even if I do manage to win the fight it’s a long and uphill battle against the best of them. Elementalists had better be running fresh air or some sort of super burst comp and they better land that gust → lightning flast → Firegrab/Pheonix combo or they won’t have the damage to beat me before melting. I do eat the gust against great players more than I would like but I am working on improving that. Necromancers when played well will slaughter a condition based engie. Especially since they don’t stand on point which makes bombs ineffective and they have great condi transfers and removal.
In general engie is good at what it does which is pushing far point and going for 1v1’s + decaps. That said having a spirit ranger push far or a great thief push far are two other effective options that see play in top tier teams. Of those 2 the spirit ranger has more utility than the engie in larger than 1v1 fights and more survivability in 1v2 situations. The thief can gank players off point far faster and can do work stealing bosses on niffel or getting around the map better on Khylo.
I would wager plenty of engineers will get pawned by good theifs/mesmers/eles and even the great ones will struggle to takeout rangers and auto loose to good necromancers.
I just don’t think engineers are OP at the moment because they have to work so hard just to get a favorable roll of the dice. IE not being screwed based on opposing players profession when entering into a 1v1. Plus they have to give up stun breakers and precious utility slots for kits which arn’t always super useful.
I think there are 3 relatively decent ideas.
1 is to add power/toughness/precision and power/critdamage/toughness amulets to the game. This would make more balanced power builds a thing and compete with rabid amulets for condition classes. The issue is the game was balanced/designed without these stat options in mind.
2 Add more passive condition removal through traits to professions. The issue here is those traits would become must take traits which would make 1 traitline on each profession automatically favored. For example empathic bond even at grandmaster is so powerful almost every competitive ranger specs 30 points into wilderness survival.
3 Make all utilities/traits that remove conditions remove 1 more or something. Like cleansing formula 409 now removes 2 condis per elixer. Shake it off removes 2 conditions on yourself and everyone in the area. The problem here is that it still probably isn’t that good at removing conditions and other traits are balanced with the lesser value in mind. Almost makes them must run.
I don’t think theifs need any adjustments/nerfs (aside from s/d damage being toned down some would be ok) but it would add some counter play and interactivity if blocks/evades during an attempted attack revealed the thief.
I think it comes down to replenishing the hp pool. That is what you see with elementalists. Who cares if I have 30k hp if I can’t replenish it. But if I can replenish my 15k hp regularly, it is the equivalent of having more hp in the long run.
Exactly. Vitality really doesn’t matter at all as it doesn’t effect the ability to sustain in a fight.
@ Shar: Forgot to quote you
The instant speed combo that eles use is to prime a firegrab and then lightning flash into your face. If I am on my feet I can see the first half second of the cast and then either A blind them or B dodge roll. If I am being thrownback I can see the start of the cast but do nothing to prevent it and firegrab on a burst ele can hit for over 6k damage. That + the phoenix can make it 12k damage in under 1 second. That’s less then half of the time necessary to pull off the combo.
I’m not saying that the ability to land a free burst if they connect with updraft makes elementalists unbeatable as other top builds have some great stuff going for them too. I’m just saying that the inability to stunbreak on some effects which include launch and knockback hurts the potential skillcap and interactive play of the game.
Frankly I find the legendary weapons to be just another way to cater to casuals and people who enjoy grinding. It’s all well and good when it doesn’t interfere with the actual game but when you add giant glowing trails to every single attack on every single person it mucks up the field of view and makes the game look sloppy.
I don’t think i’ll have lag issues because of this in TPvP but I know it’s going to be obnoxious to look at because the core principle of a legendary weapon is to give it big flashy effects that scream look at me and what I did.
When people said they wanted rewards for PvP this isn’t what they meant. I think they meant gold or gems or character exp. Maybe titles that show top 500, 300, 200, 100, 50, 10, 1. It’s frustrating people because it feels like our PvP balance team is tonedeaf and everytime we ask about the things we want it’s the same corporate response. Solo Q split and rewards are on the way but I can’t say when or i’ll be fired. We hear you loud and clear guys! Frankly I don’t think you do hear us.
PS: When we run a community night which is focused around developers being a captain and hanging out and playing with them it would be nice of you to take the time to enter voice chat. We had first time players that were running around like chickens with their heads cut off needing leadership and plenty of people who were excited just to get the chance to say hi to the legendary John “Chaplan”. People waited hours in that TS ,and were pumped for days, all for developers that never showed.
(edited by Godofallu.2935)
I already covered this before but it absolutely should not work the way it does for launch and knockback.
As to anyone talking about how it’s no big deal try dueling the best ele’s in the game while they are running fresh air berserk amulet bursters. I’m talking hman, demise, zoose ect. I can pull it off sometimes but engie is pretty strong in duels and I am pretty dang good too. I’d love to see Arheundel who doesn’t even understand the concept of lightning flash combos try and play against a real top tier ele 1v1.
I’m not calling for any nerfs and I like the new build variety for eles. Just saying stunbreaks should break all stuns and never fizzle.
Played against @Phantaram and @Mogow ( did I get his name right?), @Ultima, @Alex ( a girl, an excellent ele player not well known I think) and another couple of guys I don’t remember their name now, and yeah with at least one stunbreaker ready and enough reaction time I avoided at least once all of their burst attempt
Maybe you don’t get it ..so let me explain again; with updraft, the ele does a backflip, during that time the target body is still jumping on the floor after that, you’ve got time to use a teleport/block/invulnerability stunbreakers.
The OP should work on his reaction time, it’s as simple as that, there is no need to use this mocking attitude of yours-
You state it’s a L2P issue as if I (and the others posting here) don’t already know all about waiting 2.5 seconds and then hitting a stun break. I do that every fight I obviously know all about it that’s why I talked about it in my post. That’s a passive-aggressive way to reply in the first place. At the end of the day do you honestly believe that stun breaks should not work against a knockback/launch? Doesn’t it bother you when you have the reaction time to avoid a burst but are forced to take it simply because the utility skill you specifically took to avoid these kind of situations doesn’t work?
Why are you even arguing against the community on this one when even the elementalists are talking about it being stupid/broken. I don’t think anyone cares that you take the unpopular and opposite side of the argument. It’s just the way you talk to people which makes everyone wish you would stop posting. Every thread you enter it’s L2P issue this and I don’t have these problems. Of course you don’t you don’t have to play against the best players in the world everyday where little things become big problems. Have some sympathy for others or at least start posting without the L2P stuff.
(edited by Godofallu.2935)
I already covered this before but it absolutely should not work the way it does for launch and knockback.
As to anyone talking about how it’s no big deal try dueling the best ele’s in the game while they are running fresh air berserk amulet bursters. I’m talking hman, demise, zoose ect. I can pull it off sometimes but engie is pretty strong in duels and I am pretty dang good too. I’d love to see Arheundel who doesn’t even understand the concept of lightning flash combos try and play against a real top tier ele 1v1.
I’m not calling for any nerfs and I like the new build variety for eles. Just saying stunbreaks should break all stuns and never fizzle.
Guys try to PM me or Shawn/Android in game if you want an invite. Frankly this thread isn’t checked as often now as it used to be.
Well you can’t expect to play against focus eles and mesmers who don’t know how to use their heal skill all tournament can you?
I’m a good engi and while I don’t really play turrets or the build you fought against often after watching the video i’m confident I could still play just as well as that engie. I’d offer to duel you a ton but frankly the way you duel is cheesy and frustrating. You just drag a lost fight out as long as possible by leaving the dueling circle and hiding until you have enough health and elite cooldowns back to start the fight over. It makes the event boring and it’s why so few people participate and view these tournaments.
I won 8/9 games today in tpvp running this build and yeah we played a lot of real 5 man teams that were decent.
If you take that build it has a good mix of everything needed to be an effective player. It has perma swiftness for roaming, grenades and bombs for massive aoe in teamfights, and decent survivability though toughness + blocks + knockbacks + kiting/snares.
It even has a rez field for reviving yourself or your teammates, knockbacks and dazes to prevent stuns, and plenty of aoe for cleaves on corpses. I could enter spvp and get max points every game. The options are there if you choose to run them and learn to run them well. Plus there are other variations and builds out there.
The thing about necro is it can bomb a midfight due to the sheer size of marks and wells + it can do this from a long ways away allowing relatively safe positioning.
An engineer’s bombs have a smaller radius even when traited and require them to be dropped at your own feat. Grenades can be blocked, don’t pass through sanctuary, have a smaller radius, and trigger retaliation.
A ranger has access to traps which have a smaller radius and when traited are 600 range.
If you want to fix necros you have to tone down their damage so that they don’t wipe a team in rapid succession. But if you tone down the damage enough people won’t be willing to run a class with lower mobility and survivability. It would be very difficult to fix the necromancer because just like warrior it requires adjustments to multiple aspects. Survivability and damage.
The point is, at the moment you dont rly need a stunbreaker, the dps from an elly is coming instant now with the blink combo in less than a second, you dont need the updraft combos from the past.
I think you made a great point here and it really demonstrates the fact that stunbreakers are worthless in some matchups and almost vital in others. Because of this a stunbreaker is only worth running when it comes tied to a good/great skill.
It’s not enough to just throw them on skills randomly and spread them out. You have to actually take the time to place them on viable skills which I don’t think was done during the last patch.
Yeah you can (and I have plenty of times) run without a stunbreaker but when you come up against a matchup that really requires a stunbreaker it feels like RNG and buildwars over player skill.
@Prozon: It’s always nice to see an opposing viewpoint especially when it comes from someone who is clearly a pretty good player.
It’s true that the NA meta really doesn’t like engies all that much anymore while a lot of the EU teams (and you) are still running them. That said while I can certainly admit it’s possible I undervalue them I think you overvalue them.
Of course they should have access to a stunbreaker. Playing without a stunbreaker is a horrible feeling.
Pre patch I would have put engineer down as the best roamer and 1v1 class in the game. While it is still good at small fights and roaming I don’t think it is as reliable as it was before at consistently winning duels and small fights. I personally would rather run an elementalist is it’s place.
I think there are a lot of good points and ideas being passed around in this thread, and frankly I am surprised anyone actually bothered to read it.
@Laserbolt Yes and no. Conquest allows some build types like support bunker to shine while it nerfs other builds like phantasm mesmer which were great in fights but horrible at moving around the map and capping points and supporting teammates.
@Myrmidian We play together fairly regularly and I like you but everything you say I always basically disagree with at least in some way. When creating builds there are always only a fairly small and limited amount of ways to do it that synergize well. I don’t think new builds haven’t been discovered because noone looks for them but because they get made → tested → failed. I’m still trying to make shamans amulet + elixer gun work on engie despite it coming up short over and over.
@Dev Sorry the shout ranger didn’t workout. Like I said the shout skills that have short rechanges are just too bad to make it viable. I’m looking forward to playing with you on necro.
@LeGi I see your point and it is certainly possible that if engineers actually got everything I talked about they would go from not only playable to OP. That said they really do need a new stunbreaker and I think rocketboots is the most obvious and least broken option. Maybe R would be too much given the shield revert and added traits but on its own it wouldn’t be enough to make the class OP.