Showing Highly Rated Posts By Julius.1094:

Quality of Life Improvements - Please devs!

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Posted by: Julius.1094

Julius.1094

There are a lot of simple things that would make actually playing the game more fun/pleasant/less annoying/less guess based. What would you like to see?

Here is my list, with the first 3 being most important (added great suggestions from thread responses to the list):

1- Make the left mouse button target on click and the right mouse button ONLY rotate the camera on click and not target. If I lose my target one more time when trying to rotate my camera because it was over some random pet I will throw my mouse at a dev.

2- The game needs an internal CD display of some sort for on proc traits and sigil/rune effects, desperately, it would increase the skill cap in a good way by allowing you to actually see what and when it’s coming off it so you can time your own actions appropriately, as opposed to guessing and hoping for the best which is about as good of an approach to competitive gaming as it is to medication.

3- Get rid of the confirmation screen when salvaging pvp items so you can spam salvage after clicking on the salvage kit once like in pve. Please. For god sakes. It’s a skin, and I have hundreds of them, I’m sure i want to salvage it. Tag this under carpel tunnel prevention.

4- Rather than vendors and manual assignment, in spvp runes and sigils should be selected from a pvp only interface where they are coherently organized and can be set up on the go with minimal clicking.

6- The little pop up screen that tells you your pvp match is ready and asks if you want to join needs to chill the kitten out. If i say “wait” it should go away until 30 sec before the match starts not pop back up every kittening few seconds.

7- Go through all on proc based traits, runes, sigils and abilities and please include the internal CD on the tooltip for the ones that don’t have it. Thanks, appreciate it.

8- I know you like your little guy standing on the podium but can you just allow us to queue for tourneys from the pvp menu so we can do it from pve/anywhere in the mists?

9- Option to bind keys on a per character basis.

10- Option to disable skill queue (or at least lower the range).

11- Enable auto target on cast to be set on a per skill basis (sort of like auto cast is now) as opposed to all or none, so players can set movement skills to not auto target when used for mobility while still having the auto target option for other skills.

12- Regular bank access in mists.

13- Pvp vendor also sells invisible bags for a high glory cost.

14- Build templates for easy swapping.

15- Ability to move trait points in pvp without having to reset the whole tree (+5 and -5 buttons?)

17- Create some way for players to store multiple stack of dusts and orbs in the pvp locker due to the high numbers of those materials players end up with.

18- Make “interact” stomp only and tie rezing to a keybind so they are separated. Not being able to choose whether you want to rez or stomp when a downed enemy and team player are next to each other is just really… bad.

19- Toggle option to make the UI click through.

20- Tool to resize and move around individual elements of the UI.

21- Resonable penalty/reporting capability for Akitten and offline players in tourneys

22- Make a crossed swords icon pop up over teammates in the minimap when they engage in a fight, make the icon flash when the teammate is low.

23- Toggle option for canceling targeting on ground click.

24- Stop ‘When enemy is at x% HP, y happens’ traits from activating on downed players and inanimate objects (great suggestion by Harrier.9380)

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Simple but high impact gameplay fixes

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Posted by: Julius.1094

Julius.1094

I made a post a while ago about some of the key core issues with the game, today I’m going to add a list of specific suggestions for changes I believe would fix many core game issues. I’m not going to include new features that everyone knows are needed (new map types, build saves, rewards, ICD tracker, etc.) but rather focus on tweaks. Feedback and your own suggestions welcome!

Too much dodging
1- Reduce passive (unbuffed) endurance regeneration in half. Really that’s about it. It would change dodging from it’s current state of being able to dodge often, sometimes timing it, but mostly just spamming it and you’ll dodge something to, hold on to it for when you really need to dodge something. What it should have always been.

2- Dodge on weapon abilities are fine but should be a bit shorter, Blur should be 2 sec from 2 ½, all ½ ability evades should be just 1/3 sec. It should be about a short defense at moment of cast, not a spam of chain dodging.

Anti condi stacking and healing
1- Vitality should be the anti condi stat, but it’s under budgeted in pvp items. The issue is that unlike all other stats vitality quickly loses it’s value in a fight as you take damage because a larger health pool with the same amount of healing means heal as a percentage of health becomes weaker, so you have no sustain, that doesn’t mean it’s not useful but it does mean you need more of it for it to match up point per point to most other stats. There is a reason Knights Amulet is so underused even on a condi meta when vitality should be the stat of choice to counter them.

Vitality item budgets should be about 25% higher to make it a worthy stat. So berserker amulet should have 355 vitality for example instead of 284, Knights Amulet should actually be 798 power, 712 vitality with new budget and 569 precision so it’s actually viable for damage dealers (current iteration is too low damage for roamers regardless of vitality value) while being a great condi counter. This should also apply to vitality runes (which no one uses other than soldiers and that’s for the 6th bonus). This would have the pleasant side effect of making the game a bit less bursty.

2- Healing scaling for primary heal is too low by default, the base should be 2, not 1, (other heal abilities heal scaling is fine as is, this is only in regards to primary heal slot) healing as a stat in spvp is very weak for anything that isn’t going pure tank, it should be more worthwhile to add some healing power to damage classes or create hybrid builds. This would also help slow down fights a bit and counter condi pressure.

3- The engineer trait that makes elixirs remove a condition is a great model for condi removal. All elixirs have a cast time and remove just one, so it makes you think about when to use them for their effects and when to use them to remove something particularly nasty. The thief’s shadow return is another great example removing a condition but forcing a resource expenditure from offense and forcing the thief to pop something they may not want to otherwise. There should be more traits and weapon abilities like that spread out among the classes and every class should have a weapon set with a remove one condi on use ability. I like the warrior condi removal on adrenaline skill for example, and the mesmer condi removal on shatter is also great but currently too far down the trait line.

Guardian and ranger passive trait condi removal needs to be removed and replaced by traits/weapon skills like those previously listed. Removing condis should require thinking, pressing a button at the right time, and sacrificing a CD for it. Or not having that CD if the ability is used for other purposes.

4- Add this set of runes to the game: PVP Runes of Superior Clarity 1-5th +15 to all base stats (minus crit dmg), 6th piece: your heal removes a condition on cast. To give players another option for a small condi removal/a multi stat rune.

5- You had the right idea with the Incendiary Power but you should take it a step further and make it and the necro’s duhmfire last 6 seconds but have a 15 sec ICD, to make it less “sticky” if removed in a timely manner.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Simple but high impact gameplay fixes

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Posted by: Julius.1094

Julius.1094

Reduce hard counters
1- Increase duration of Berseker stance to 12 sec base and make the engineer’s Automated Response trigger at 33% health BUT make them reduce condi duration on you by 50%, not 100%. It should be a defense against condi not completely neutralize certain builds entire offensive ability with their current fairly high uptime. Specially if other anti condi measures previously listed were implemented.

2- Projectile absorption/reflection abilities such as: reflection wall, shield of absorption and the like should instead just reduce projectile damage by half and reflect half the damage (if reflective). Reflection Wall can gain a secondary effect to compensate (like swiftness for allies that run through it) and ele Magnetic Aura could also reduce melee damage by 25% for the duration to compensate. A couple of players with abilities like that can completely neutralize projectile based builds, they should help against it, not cancel it out. Some of those abilities are too one dimensional also which is why they’re underused, so toning down one aspect but adding a secondary use would kill two birds with one stone.

3- Chain CC is too strong against certain classes. Remove sigil of paralyzation, not nerf it, remove it. Stuns are very strong as is and you should not be able to increase their duration with a sigil. Beyond that, cap stun duration to 2 sec for all abilities (skull crack is a big culprit, reduce max duration to 2 sec and increase dmg by 50% to compensate). Condi duration should not increase fear duration, get rid of it there is a trait and rune set that increases it, if they want long fears they should have to invest in them. This alone pretty much fixes what’s wrong with necros and warriors atm.

AI clutter/gameplay too easy
1- Polish tab targeting so it prioritizes players, tabbing through all players until targeting minions (would treat mesmer clones as players, but not phantasms).

2- Make spirits 50% smaller (except spirit of nature), necro minions 50% smaller, turrets and flesh golem 30% smaller. These simple changes would make them less obtrusive to vision with no impact on their function.

3- For both spirits and necro minions, make active abilities more powerful/relevant and reduce strength of passive bonuses and damage. Make it more about the actives, with passives being just a small bonus, so it’s less brainless.

4- Phantasms damage should go down for each subsequent attack and expire after the 4th attack (60% dmg, then 30% dmg, then 15% dmg). CD on cast could be reduced to compensate.
The idea is the big damage should be on active cast, that needs to be targeted, the problem with phantasms (mesmers are suffering with condis right now but this will be a problem again once it’s toned down) is that the phantasm mesmer can put a few down then and run off and LOS, on 1v1 killing each AI takes a long time thus leading to some really stupid on point pressure plays that involve little risk for the attacker.

Animations and Visibility
1- Long range abilities (not #1) should all have animation tells, make more use of glow on hands or the ground beneathh the caster if you don’t want to redo a lot of movement. No class should have more than one instant cast long range ability, those should be used in a pinch but sparse and not spammable as they don’t allow response. Close range abilities don’t require it quite as much (if you a warrior is running towards you with a mace in hand trying to get on top of you, that’s a tell) because they are hard to land as is but it could use a little help too.

2- Interface option toggle: Normalize Height. Makes asura appear 50% larger and char and norn appear 50% smaller. Only looks that way to the player with it toggled, changes nothing about look and feel of the game. This cannot be that hard, please just get it done.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Simple but high impact gameplay fixes

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Posted by: Julius.1094

Julius.1094

AOE SPAM
1 - All ranged AOE abilities should have delays from when they’re cast to when they “land” and clear animation tells. Grenades are a good example due to the flight time and the visible projectiles coming towards you. Same for ele staff which has a tell ground effect before it goes off. You can’t land them on targets in motion unless they aren’t paying attention. Necromancer marks are an example of bad with instant cast and no discernible animation. There should be a 1/2 delay in which marks gradually go from ghostly to fully drawn and damage comes at the end and each mark type should have it’s own color so experienced players can easily tell what type it is. All long range AOE should be avoidable if the target is not slowed, CC’d and reacts quickly/has a dodge. This would go a long way to making players use AOE more strategically.

2 - There are too many AOE skills in the game and some should be converted to single target abilities to reduce the spammability of AOE while also not forcing players to use AOE so much for single target damage. Necro staff and ele staff are the main culprits on this issue (nade kit not so much since there is no CD on kit swap and most nades have a pretty short radius).

3 - Long range (900+) AOE should hit harder but also have a much longer CD. The idea behind long range AOE should be that they will really punish the enemy team if many eat it, but require prep and more of a “skill shot” that if misused without proper set up will punish you with a long CD. So as an example, the redesigned necro staff would have 2 sec bleed on auto attack and mark of blood would have half it’s current CD, same effect, but be a single target cast. The last 3 marks would all hit harder and be very punishing, but the CD would about 50% longer. This would change the weapon from “spam marks on target/point regardless of situation” to focus on wearing down single targets with your #1 and #2 and only use marks once they have burned their evades or are CC’d and you want to finish them off or in key moments during a team fight.

A necro who just jumps in and spams marks on fresh targets would have most of them evaded and not have them again for a long time, that’s how it should be. Grenades #1 should have a 8 sec CD, but hit a larger area and do more damage, all other nades would follow the same principle of having 50% greater CD and damage. Awesome when you land it, but punishing when you don’t, so spamming it and hoping it will hit something (the way it’s often played now) will not be viable as you’ll just end up putting the whole kit on CD and not having it when needed.

4 - Spammable close range AOE cleave (such as cleaving auto attacks most melee has) should hit the primary target for full damage but other targets for less (75% would probably work for this game) to tone down AOE. Guardian marks are an examples of AOE that’s fine as is because it’s not too big, requires very close range (risk) and generally won’t land in full without CC.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

You want constructive feedback right? Here

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Posted by: Julius.1094

Julius.1094

I have actually stopped pvping in this game recently after having done it since the game came out. Here is why in an as objective of a description as possible:

1- The reward systems was quite ill conceived. Specially at higher ranks there is a huge gap between when you get something new, in between you accumulate so much glory that when you hit the next tier you get everything in that tier at once. There should be more special skins tied to certain accomplishments, each skin should be harder to get and bought individually, skins should be spread out so you got one every 2 ranks or so. There needs to be more things you can buy with glory rather just skins: fun items, new /animations, there a lot of possibilities.
2- I love the idea of animations being key rather than castbars. However, too many abilities and certain classes in particular don’t have proper tells on their animation, there also too many fast casts/instant casts. All of which is aggravated by tiny asura’s. This has made the game very spammy offensively because there are a lot of weapon/kit sets where the best way to play is to just spam every ability the second it’s up since it’s unlikely people will have time for counter play or be able to read what you’re doing. On the other side the best counter is to spam dodge (and there are waay too many dodges). So many fights come down to luck of which spamming happened by chance at the right time, there is not enough reactive, strategic combat.
3- There are too many hard counters. Soft counters are great, but hard counters is the difference between strategic depth and rock, paper, scissors. Some professions and builds for example get hard countered by a fear/condi spam, even at equal skill level they’ll die to that every time. Same for very long stuns that can be chained. Same for the abundance of abilities that complete nullify projectiles making classes that rely on them useless during key moments. And so on. Duration on hard CC’s needs to be lowered across the board, abilities that cancel other types of abilities should reduce their effectiveness instead (such as lower damage by 50%). Hard counter abilities should have very short durations and have to be timed well as a pinch move, not be used constantly.
4- Conditions are too spammable, but also too easy to remove for certain classes while being a death sentence for others. Condi removal should be available to more classes and builds, but in small amounts. It should take longer to put condis on someone but their removal should be harder and more strategic. Atm you get so many conditions on you so quickly the counter play is to spam condi removals as fast as possible, most of the time you can’t afford to “play” which ones to stick out and which ones not too. It’s spam on both sides.
5- Bunkering points is boring and not as fun as roaming, if your point isn’t being pushed you are literally just standing there, no one enjoys that, and it’s a problem. The mesmer portal offered a great solution where when someone secures a point they can put down a skill that take them back there so they can move out safely for a while on a CD. A lot more classes should have access to skills like that, it could even be a new skill everyone gets where you “commune” with a point you hold for 2 sec and it becomes your home point, then you can use a channeled 1 sec ability that takes you back there on a CD. Yes this would change a lot of strategies but so what, it would make the game more fun for everyone.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

You want constructive feedback right? Here

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Posted by: Julius.1094

Julius.1094

6- Hot join is awful, it’s a mess, it’s terrible for practice because it does not resemble an actual match, it teaches new players a lot of bad habits, but it’s your only option if you don’t want to play ranked games. Get rid of it and add solo and team unranked queue options (just keep custom arenas obviously).
7- The penalty for leaving matches once the roster is set (giving a resonable time window to log back in of course) needs to be very harsh. It’s been done in other games, people get used to it and just start taking it seriously. As it is it’s a joke and ruins countless matches.
8- You should get a set amount of glory based on whether you win or lose, that’s it. No glory for doing things in tournament, it leads to all kinds of awful glory farming behavior even in ranked matches… it’s just a bad and unnecessary system.
9- Conquest gets pretty boring after a while, the game needs more game modes rather desperately. 1v1, 3v3 and 5v5 death matches would be a great start. Also, people should be able to duel each other in the mists, having to find an empty conquest map to duel someone is terrible.
10- You need better balance, you’ve heard that before but here is how you do it. You need a proper public test server open to a very large number of players where people play with builds way ahead of release and give you tons of feedback. You’re using the live game as your real test for build changes and that’s your primary problem. So many things have gone through that wouldn’t have if players had a chance to test it properly for a good amount of time. If a class is flat out not viable, that’s a BIG problem and should be a priority for testing. Basically rolling out changes to the PTS every few days and have people try out a lot of stuff until something looks good. The amount of time it has taken you to make classes viable has been just awful, I waited over 6 months for warrior to be viable only for you to go overboard with their stun locking which I know will result in a nerf. And the fact eles and mesmers have gone now nearly two months as not viable? I know players who played mainly those classes and most of them quit the game. That’s bad. Also sigils and runes are completely unbalanced with a handful of very good ones and a lot of bads (and awfully buggy) ones.
11- There is not enough information on the interface. Internal CD trackers would make the game more fun and increase the skill cap by allowing players to utilize those timers to their advantage. Trying to keep track of hidden CDs as is an annoying guessing game, which goes well with guessing what your enemy is casting, but that’s not a good thing.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Anet response to Race Sizes in PvP

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Posted by: Julius.1094

Julius.1094

There’s been a few threads about it… yet Anet seems to not respond to any of them. Can you devs share your thoughts on it? I wont’ reiterate why it’s a problem, a lot of people have discussed it in length, here is my simple proposed solution:

When players are in the Mist ONLY (sizes are as is in PVE) race sizes are normalized so regardless of what was selected in character creation:

All humans and Sylvari will be the same size (mid of character creation measurement changeable scale) and serve as the baseline.

All char and Norn are 10% taller than the baseline, all asura are 10% smaller than the baseline.

This could be a toggle so players that want to see the pve sizes can.

This would maintain the feel for the race size differences but make the difference small enough where it’s a non-issue. The results would be people would make whatever they want, pvp would have racial diversity which is more fun for players and viewers, and tournaments wouldn’t be a bunch of tiny asura doing stuff that’s hard for viewers to follow which would be a big improvement towards esports.

Is such a change (or some different solution) being considered/developed?

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

When custom maps are in, hotjoin needs to go

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Posted by: Julius.1094

Julius.1094

Dear Anet, once custom maps are out, so people can test stuff in a controlled environment, practice, duel, etc. hotjoin needs to just go. It teaches new players all sorts of bad habits as it is not an actual reflection, even remotely of what serious tourneys are like (which is why it is also bad for testing builds). If you get rid of it you will have a lot more people to queue to tourneys and can support separate queues and rankings for solo queue and premades, which also needs to happen. Yes I’m aware the premade queue would be longer, but so what, full pugs vs full premades isn’t good for either.

New players will then just solo queue and if the matching system works (cough) they’ll get matched up with and against lower rank players, and even if they get their kitten kicked, at least it will be kicked in an actual tourney environment where they can watch how the more experienced players are playing and actually learn how to play conquest from the start.

Vidallis – 50 Shades of Pink – Engi/Warrior

Why so much Skyhammer hate?

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Posted by: Julius.1094

Julius.1094

I like the new map for the most part, I think it’s a fun concept. There are a lot of ranged spots to stand on if you’re not a CC class, if you have to drop down it becomes about positioning yourself in relation to the enemy, which just means in relation to them so if you get knocked back it’s not into a hole, it doesn’t mean u have to stand still against a wall in one spot… that’s rather overdramatic.

The cannon is not that hard to avoid and works fine IMO. The map favors knockback more so than other skills, sure, just like teleports are better in khylo than in other maps. But players don’t get those knockbacks for free, if they’re picking up every knockback in the book and get out-positioned/have their knockbacks dodged their lack of other tools will get them killed rather swiftly. The map does lead to a pretty different play style but I like how challenging/different it is.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

SAtaarcoeny's balance view

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Posted by: Julius.1094

Julius.1094

Good post. Great point on framing balance around real objectives. I disagree with your mesmer and necro scores though, I think necro’s lack of mobility or capacity to disengage paired with limited stun breakers/evasion can make them a real liability sometimes, even though they certainly have good tools. I think their score is lower than 8. And I think mesmer is higher than you put in, maybe from playing it a lot u’re too aware of their weaknesses? Dunno, but while not as strong as the top 3, 5.5 doesn’t sound right. I also think guardian is an 8, the class has some issues right now, but for the simple purpose of sitting on a point and holding it… nothing else comes close and considering how important that is, that’s worth a lot. Agree with the other scores and your general points though.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Conditions are not OP?

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Posted by: Julius.1094

Julius.1094

They’re not as OP as they are just really poorly designed.

They are essentially a bunch of true damage (can’t be mitigated) dots that can be spammed so quickly the only response is to either kill the source before you get eaten away or spam condi removal yourself. It’s really bad game design is all.

If they wanted there to be no mitigating stat they should have made them a lot more rare, not a primary source of damage for mulitiple builds. If they wanted them to be all over the place (which makes for bad/boring pvp which should be able big hits and the counter play to those big hits, not just a bunch of dots creeping up your health non stop) then they should have at least put in a mitigating stat (reduces damage dealt by condis by %) so if players start relying on them too much people start building a counter stat. As it is it’s spam spam spam thoughtlessly with the other side spamming condi removal on CD. Most FPS games have less mindless spamming.

Vidallis – 50 Shades of Pink – Engi/Warrior

Disheartening if true

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Posted by: Julius.1094

Julius.1094

The updates exclusive to PvE and PvP are hard to compare. Almost all PvP features require very intensive programmer and server support like solo queue, matchmaking, custom arenas, spectator mode, etc. Living story updates leverage existing technology to advance the story and expand content with new mobs, crafting recipes, dungeons, etc. PvP has few areas expandable by content; the main feature being maps which we release regularly. Balance updates affect all parts of the game and don’t come out for one any faster for one than the other.

I get new features are programming intensive but… and I know you can’t say this BUT, development focused on spvp has been significantly slower than what’s happened for pve and wvw : / there are many pretty basic QOL spvp issues the community has been asking for basically since launch and they dont’ seem to even be on the horizon. I don’t know what you have to do internally to make it happen but, in all honesty, you guys really got to speed up spvp development. Like, really.

Vidallis – 50 Shades of Pink – Engi/Warrior

Staff Elementalist State

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Posted by: Julius.1094

Julius.1094

What this boils down to, is that you want staff to be able to do everything the other weapon sets can do, and do it at a greater range on top of that. This is simply not how the weapon was designed. Do you really think that you should be able to do tons of damage, while still having access to chill, cripple, a mass stun, the ability to stack godly amounts of might, great AoE heals, etc. etc.? Stop trying to Rambo it up with every weapon and spec you stumble across; the very fact that they all play differently is where diversity comes from.

My advice to you is to get a good handle on the different combo fields and your blast finishers, spec with defense in mind, and stick with a couple of teamates focusing on different cap points. And don’t go chasing that thief that got away for kittens sake.

Staff ele is underpowered. Almost no one runs it not because none of them know how to play, as you imply, but because it’s underpowered, which does not mean useless. Your whole post most makes a case for what it can do but does not change the fact it does not do enough.

Vidallis – 50 Shades of Pink – Engi/Warrior

Coming up with a better way to rank players

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Posted by: Julius.1094

Julius.1094

Ranks and points are fine, rank reflects time played, not how well that time was played or good you are at tpvp, but that’s what leaderboard is for. Points during matches don’t mean anything, and only noobs think they do, you don’t get any real advantage with things you buy with glory in this game so it’s just not a big deal. The only real problem atm is that the leaderboards between solo and premade queues aren’t split and the leaderboard does not have a proper decay feature. Those two things are elementary and need to be fixed before the leaderboards really reflects the players and teams, but adding a bunch of complex system measure individual players? Terrible use of development time.

Vidallis – 50 Shades of Pink – Engi/Warrior

An Elementalist's frustration

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Posted by: Julius.1094

Julius.1094

Great post by the OP. Ignore the stupidity that followed.

Vidallis – 50 Shades of Pink – Engi/Warrior

Here is How to Easily Fix Eles Devs

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Posted by: Julius.1094

Julius.1094

1- Buff the damage on the focus 4 “Freezing Gust” then swap places between it and “Cleansing Wave” on off hand dagger, lower the CD of “Cleansing Wave” to 20 sec.

2- Remove “Cleansing Wave” as the evasive arcana water effect, replacing it with a weaker version of the dagger 3 “Frozen Burst” effect (2 sec aoe chill rather than 3).

Yes, that’s it. The fundamental problem unlike what people think is not cantrips. They’re strong defensive abilities but have a fair CD and take up an ability slot. They’re fine. The real problem is off hand dagger and evasive arcana.

Off hand dagger offers in one weapon: the best mobility/disengage ability in the game with a base range of 1200 very fast movement speed with a fairly low CD, combined with high damage abilities, combined with 2 powerful control abilities, combined with a powerful healing ability. That makes it way too easy for the class to disengage/disable while healing themselves. Cleansing wave on evasive arcana is just too strong and makes the trait mandatory, eles are not going to explore other trait lines until you remove it, simple as that. Plus it gives sustained healing to eles even when they are geared for dmg output, which combined with strong defensive abilities make their ratio of dmg to defense unbalanced. An AOE chill on a 10 sec cd is still powerful defensively, but no longer “mandatory”. An ele geared for dmg should not be able to just stay in and tank dmg while out healing it, they should be forced to use their control/mobility to disengage when low to survive and have to actually wait for their health to get back up like with every other dmg build in the game.

The reduction in CD for Cleansing Wave is to compensate for removing it from evasive arcana, because a bunker/healing ele that gears for that should be viable. And by putting it with focus you now force eles to make a choice, they can be good bunkers/healers OR highly mobile/burst dmg but they can’t do all 4 of those things at the same time because that’s when it gets stupid and unbalanced.

I’m not saying this is all it takes to “fix” eles all around, this is what it takes to break the current meta, to really fix the class glyphs and signets both need to be revamped so they are actually useful, conjured weapons needs to be buffed further, the fire trait line needs to be buffed/redesigned, staff needs major buffing and some redesign… etc. But this would be a start.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Dont forget to nerf bomb engi

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Posted by: Julius.1094

Julius.1094

I Lol’ed about this thread but mainly due to the ignorance of some engis here.

Henry and Legi give it up – The problem is that there are only 3 or 4 great engi’s we are complaining about: Teldo, Yandrak, Super and some other still decent ones (Koroshi, Traq, …). However engi’s in this thread are nowhere near the leaderboards. They dont know how upper tpvp look like and they will never master their class to the level of the above mentioned.
However its a huge design failure of Arenanet. CC became a huge factor since spike damage was tonned down. However most classes have just kitten CC builds or no access to serious CC (ranger). In contrast Engi outshines every other class when it comes to cc. The main problem is that engi’s are versatile beast. The combination of the three strongest combo fields (smoke, fire, water) + the huge amount of explosion finishers + perma swiftness/vigor + instant blind (which makes a stunbreaker somehow unnecessary) + Selfrezz + 1500+ toughness+ High amount of Burning and Poison on short cd. A well played Engi can override Burning with alot of kitten conditions and spiking him is not possible at the beginning of the fight due to Vigor+ Endurance recovery by elixir R (5 dodges+). In the meantime burning ticks like hell and after your condi remove he will reapply it with his flamethrower toolbelt skill :/.
The main problem for me is that the build is good in every situation. While Ranger was only good in 1vs1, this build is good in 1vs1, 2vs2, 5vs5 – There is no real disadvantage of bringing this kind of engi nowadays. Engi is seriously the new ele.

Actually I would start with removing the water combo field in order to reduce teamfight capability a little bit.

I hear insulting people you don’t know and pulling stuff out of your kitten , without making any sort of coherent argument in between, is a valid way to make a point.

This “super engi build” that was linked is just a build, with strengths and weaknesses. It’s mainly condi thus counterable by strong condi removal, most of the good abilities are close or medium range which means it can be kited by 1200 builds, there is one stun breaker and no stability so chain CC will own it, weakness or just timing your attacks well circumvents dodge spam, elixir R rez can be countered in various ways (blowout, cc him out of the area after cast, just LOSing and waiting for it to disappear, etc.) the build has a single 2 condi removal source so it can be oversaturated with condis after blowing turret. I mean if you think that build is good in EVERY situation and doesn’t have exploitable weakness, I don’t know what to say, sorry? Engis are a pretty balanced class right now, strong of course, but with plenty of weaknesses to exploit. Like all classes should be. Oh and yeah I’ve been on the leaderboards since they first came out and been in the top 100 when I don’t solo queue too much. As I’m sure is true for many people disagreeing with the thread… but do please flounder in your groundless sense of superiority and elitism over a computer game a little more. It’s not sad at all. There are many good players out there in this game, as it happens their skill is not contingent upon whether they are among the dozen or so you’ve heard about. Good day sir. I said good day.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Normalized Character Models in sPvP

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Posted by: Julius.1094

Julius.1094

There’s a pretty simple solution to this that would make both camps happy.

Just make it so each player has the OPTION of using normalized models for other players. This would work the same way that the “Show Team Colors” option currently does:

If I check the “normalize models” option, then everyone else’s character will always appear to me as a regular-sized human. BUT, each player will still see his own character as he originally designed it. So if you play an Asura, you will always view your character as an Asuran. You can play in all the tournaments, etc., and on your screen your character will look exactly the way you designed him/her. However, on my screen, your character will look like a regular-sized human.

This solution let’s people keep their character customization, but let’s the hypercompetitive players maintain and even playing field. As far as tournaments go, it would be up to the Caster to decide whether to check the “normalize models” option or not.

I’ve seen other people suggest this solution before, and I don’t claim to have originated it. In fact, it’s already been implemeneted with respect to team colors. I could deck my character out completely in pink, but if you have “Show Team Colors” selected, then my character will look either “Red” or “Blue” to you depending on my team. It is only logical to apply this same idea to the character-race problem.

This option will have to be implemented as it’s probably the only truly suitable option for an MMO that also wants to have a pvp esports worthy and it respects players choices and is pretty fair. I still think, with that change or otherwise, that the game would be better off the different race options had less extreme size variation, not by a lot, just a little, it’s over the top. I also think asura weapons should look larger in proportion to their body, but those are refinements. A “normalize” toggle would do it but I don’t think it should make everyone exactly average human sized, asura should be a little smaller than human (like 10%) and norn a little bigger (about 10% as well) just it doesn’t completely lose the game’s original feel.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Do you know what a pvp warrior need?

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Posted by: Julius.1094

Julius.1094

Roll 30/20/0/20/0. Take Berzerkers Strength, Dual-Wielding, Berzerkers Might, Deep Cuts, Opportunist, Leg Specialist, and Stronger Bowstrings. Spec for condition damage and duration. Use a full set of Superior Runes of the Centaur, use Sword (geomancer sigil) + Axe (earth sigil), and Longbow (earth sigil). Use Mending, Signet of Stamina, Throw Bola, either Balanced Stance or “Shake it Off”, and Signet of Rage.

Now you are ready to apply serious pressure with a Warrior up close and at 1200 range. If the enemies are all avoiding melee just switch from Sword+Axe to Axe+Sword. If you’re experiencing a lot of heavy ranged focus fire equip Sword+Shield (water or purity sigil), and change Dual-Wielding to Restorative Strength.

Use this, learn this, and never again will you say a Warrior needs more viability.

Edit: Note- +30% condition duration in the strength line +50% bleed duration from deep cuts and +15% bleed duration from centaur runes give +95% bleed duration.

In a serious tournament setting that will get chewed up by anything with steady condi removal and decent healing, super long bleeds are generally not worth it as they’ll get cleared off before they even make it half way to full duration. And since it’s one condi mainly, it doesn’t even take that much condi removal. You’d take too long to kill something and have very little healing or condi removal of your own, which means any class with enough condi removal and better healing than you (read most classes) will eventually outlast you.

Oh sure, you can get kills on noobs with all kinds of builds, some dude running no condi removal in hotjoin will get eaten by it. But in a serious tournament against high ranked players? Good luck with that. The only chance a warrior has is to kill an opponent before they limited sustain runs out, either by bursting them down really fast or locking them down somehow. Still the weakest class in spvp, the buffs only helped a little.

Vidallis – 50 Shades of Pink – Engi/Warrior

[Warrior] Warrior changes for SPVP viability

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Julius.1094

Eh, I have to agree, though I like the boon stealing/debuffing mechanic. Signet of rage is the only viable warrior elite atm for spvp. And it is way too weak against anything that ca n remove boons. Against a sword/dagger thief you’re actually just making sure you’ll die. 30 seconds boons is way too long, you’re too screwed if they get stolen/debuffed. If warrior had other elite options I’d say, w/e, that’s the risk with brining that one, but they don’t. So yeah, something does need to be done, the OP’s suggestion is overkill but, as boon hate get buffed signet of rage becomes worse and it’s not like warriors can afford to get any worse… they aren’t viable as is.

Vidallis – 50 Shades of Pink – Engi/Warrior

New Meta no more Mesmers :(

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Julius.1094

Let’s be fair, the meta has been around barely two weeks ish?

I have a sneaking suspicion people did this when having a conversation with their team:


Convo-——-
Mesmer: Guys let’s try a few different strategies since Burst is difficult for me right now. What if I played a far point bunker with Portal so I could easily get in an out of a fight as well as support team transitions? I could basically be unkillable, and if they did reserve 2+ people I could portal out.

Instant Gratification Guy 1: OR, or, HEAR ME OUT11!11!. Roll Necromancer. That way we can have two necromancers doing the exact same thing and bringing no new utility to the team fight.

Instant Gratification Guy 2: GENIUS!

Mesmer: But fellas we’ve only tried a couple new strats with a Mesmer, why are we abandoning it so quickly?

Instant Gratification Guy 3: Because we’re lazy and Necromancers are strong.


IMO: The meta is being dictated by people who don’t want to try, but rather would be a lemming and take easy street.

The nerf making distortion not count towards point capping/holding made mesmer bunkers pretty inviable, they’re very reliant on it to survive and two full distortions will get the point neutralized under you. Also mesmer while still good simply does not have proper condi removal, too few options in builds that aren’t strong enough.

Vidallis – 50 Shades of Pink – Engi/Warrior

Friendly Fire

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Posted by: Julius.1094

Julius.1094

Worse suggestion to ever to grace these forums. YOU WIN AN INTERNET COOKIE, but it’s stale and sad : (

Vidallis – 50 Shades of Pink – Engi/Warrior

[Warrior] Warrior changes for SPVP viability

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Posted by: Julius.1094

Julius.1094

We think that Warriors need more sustain in sPvP. You’ll see this reflected in upcoming balance changes.

Traits are huge in this, and just like you saw trait reworks recently for Warrior, we’ll be doing more trait changes to help to this end.

It’s Sunday, but I still wanted to jump in here to let you guys know we’re not ignoring you!

Finally an answer That may be the start of the Warrior “new era” :P
Everyone here hope for some nice improvements in next 2 patches.
And if you need ideas, GW2 forums are full of them

We read the forums a lot more than you know. Karl/Peters and I actually print out threads sometimes and bring them to balance meetings.

We’re not ignoring any of the classes, I’m sorry if people feel that way. We simply don’t have time to personally post in all threads, on all our sub-forums.

It feels that you’re ignoring classes because warrior has not been viable for months. It had a niche role before the haste nerf and that was taken too. When you did give warriors a couple of buffs on the last balance patch they were really minor and barely made a dent in the class. And it surprises me that you didn’t realize that would be the case, do you not test stuff internally? Why even bother giving a class buffs so small it just moves them from UP to slightly less UP?

Vidallis – 50 Shades of Pink – Engi/Warrior

Finally trying pvp and not enjoying it !

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Julius.1094

I’ve said before that those 8v8 hotjoins are the bane of growing this pvp community, new players don’t want to queue for rated tournaments, of course they don’t, you’re just learning how to play something for the first time. So they hot join, usually those 8v8s and yeah it’s a mess, no one cares about actually playing it’s just zerging, as soon as one side is getting farmed people start leaving which makes it worse… I mean it’s a TERRIBLE introduction to spvp but, where else are they going to go? It may be even worse if they queue up for a tournament with how the matchmaking is now and the risk of getting a premade, I mean if you’re a new player, queue up for the first tournament and go against a full or mostly full (3-4) premade of rank 30+ and get utterly farmed, what do you think are the chances that player will queue again?

Solution: custom maps should all be 5v5 players tops, 8v8 maps are just used for mindless glory farming, I don’t understand why they are in the game in the first place they hurt the community and confuse the hell out of new players because they don’t even resemble tournament settings.

Split the solo and team queue and the ladders for it. Improve the match making system. When players first arrive in the mist recommend that they solo queue to build their skill as opposed to custom maps, and the system will group them with other new players who are all also solo joiners. That’s a proper entry path to pvp.

Vidallis – 50 Shades of Pink – Engi/Warrior

5-min. implements that will benefit everyone.

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Posted by: Julius.1094

Julius.1094

Not to make this awkward, but you do know they’ve given up on GW2 pvp right? So yes, simple common sense improvements may seem obvious to you, but if you’ve given up… that’s a lot of work.

Vidallis – 50 Shades of Pink – Engi/Warrior

PvP 3 wishes -what do you want most in PvP?

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Posted by: Julius.1094

Julius.1094

1- Split solo/team queue, split/better leaderboards
2- Buff unused/underused traits/skills for more build diversity
3- Better PvP rewards/something to do with the endless piles of mystic forge materials

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Quality of Life Improvements - Please devs!

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Julius.1094

I believe invisible bags could prevent an item from being deposited by deposit all.
What we need then, is a way to purchase invisible bags using glory. =)

That’s an even better idea, nice going, it should have like a blue color behind the bag slots so you know which one it is and then anything put there is not affected by deposit all. Would be nice for pve too.

Vidallis – 50 Shades of Pink – Engi/Warrior

AE makes this game skill less and pointless.

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Julius.1094

AOE is fine. Moving on.

Vidallis – 50 Shades of Pink – Engi/Warrior

Curious about what a pvp dev does in a day ?

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Julius.1094

Here is a video of the spvp developers at work and attempting to balance the game:

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Simple but high impact gameplay fixes

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Posted by: Julius.1094

Julius.1094

Reduce hard counters
1- Increase duration of Berseker stance to 12 sec base and make the engineer’s Automated Response trigger at 33% health BUT make them reduce condi duration on you by 50%, not 100%. It should be a defense against condi not completely neutralize certain builds entire offensive ability with their current fairly high uptime. Specially if other anti condi measures previously listed were implemented.

And it would make Automated Response completely useless.
Why should you even risk staying at less than 33% hp – making you extremely susceptible to burst damage – if you’re getting the same damage from conditions, just with a shorter duration?
You still don’t get the point of that trait – exposing yourself to bursts in exchange for that condition shutdown. Something me and other people explained and argumented in a lot of threads before this one, anyway, and i won’t spend any more time on the matter.
Especially since there aren’t armies of engineers using that trait even with a condition meta – where it should shine.

You shouldn’t risk being at low health when you can help it. I’m not sure you get the point of the trait: it’s meant to make you harder to kill if you get low by lowering condition damage and slows/imobs, which direct dmg classes often rely on to land a lot of attacks. It’s a “oh kitten” proc, not a “I’m low but I’m not gonna use my heal so i can stay immune to entire builds indefinitely,” that’s bad design.

Cutting condi damage and movement impairment duration in half whenever bellow 1/3 health is not “useless” by any stretch. It’s a passive proc with potentially pretty high uptime and no ICD.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Here is the next step for Warriors Devs

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Posted by: Julius.1094

Julius.1094

How is it possibly a step in the wrong direction?

- Burst Mastery is actually awesome. And I mean Really, really really awesome!
- Dogged March is decent, but the best part about it IMHO was the regen, if it was like double the amount….
- Frenzy got better like all the other Utilities; definitely the right direction
- Signets got better, also right direction.

Here’s my Warrior Wishlist though

Completely revamp Frenzy to a much much shorter CD. Frenzy shouldn’t be balanced around the CD, it just becomes an extremely volatile effect that will probably only really be used to rez/kill downed players, because every Char has Stunbreakers more often than the War can possibly dish out his Frenzy. It gets to a point where it’s simply a matter of: “can I get lucky and my opponent doesn’t have a defensive CD rdy” And if you play against a Warrior, you’ll simply hold on to the necessary CD’s when there’s a chance that he’ll be roaming to you.

So what to do?

- reduce CD to 20 seconds , but make the Quickness shorter and the Drawback a longer Duration.

Really, it would be so awesome to see Teams handle a Warrior and how the Warrior uses it’s Frenzy, because it would be a constant battle between more DPS dished out, but received as well, it would make any teamfight with a Warrior so much more Dynamic.

IMHO, Frenzy should look like this:
Cooldown: 20 seconds
Quickness Duration: 2 Seconds
Frenzy-Duration (the Drawback-Part): 5 Seconds
and remove the Stunbreaker, Teammates should be able to stun a Warrior when they sniff out that he’s going in for a kill.

Also, for Gods sake take care of Brawn…. It’s a stupid Idea to begin with, cuz many Burst-Skills deal Condition-DPS; what about them? Just change it with sth. that fits the Warrior, like reduced Weapon-Swap, faster Adrenalin-gain or sth.

…This change would simply totally change the nature of the ability without accomplishing anything warriors need, I don’t see it happening.

Vidallis – 50 Shades of Pink – Engi/Warrior

Why so much Skyhammer hate?

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Julius.1094

I won a few actually because they constantly had 2-3 players guarding and firing cannon all game which made it very easy for me and the other roamer to keep control of outside nodes.

Numbers, not feelings.

Numbers from one player in regards to a “few matches” might as well be feelings given how unlikely they are to represent overall trends. The cannon can only fire at one spot at the time, and I’ve found that if i start moving right away and use a dodge, i got out of the area most of the time. If they’re heavily invested in holding cannon just spread out and ninja cap them using your greater on ground numbers and move out of the cannon. But yeah it’s a big advantage, so if the other team has it fight over it? I don’t see the problem.

The problem, for those too slow to pick it up last time I mentioned it, is that ‘stack stability and hug that kittening door harder’ is not tactical genius.

As far as numbers from one player, they’re better than numbers from none. I’ve seen the team who dominated at cannon lose once so far. I can’t imagine why that would be, the cannon is pretty bad right? 6s recharge on an unblockable undodgable 2s knockdown that does 10k damage and has a radius twice the size of a control point.

That’s cute how you only quoted half my post and left out the half where I said the claim counter knockbacks is just “hug that kittening door harder” is a very silly oversimplification of what is skillful positioning. I’m sorry someone outplayed you and knocked you out of the map a few times and hurt your feelings.

On and the cannon can’t be dodged because there is a ground animation for where it will hit and you can run out of it, if you can see that animation AND can dodge it on the spot good players will almost never get hit by it. I know I wouldn’t. Then why bother having it? It won’t be used.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Runes? Leaderboards?? Queuing???

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Julius.1094

So “bug” fix patch, was thinking, ok, that will be good. There are a lot of bugged runes fixing them would surely open up some new possibilities. Then I look at the patch and there are bug fixes for underwater skills… but you don’t even touch runes. I do not understand your priorities.

THEN I see all those improvements to spectator mode… which is nice and all, but nothing regarding queuing or leaderboards which is so much more important atm… I used to play more but honestly at this point I don’t even feel like playing without my full team on, and we all have jobs so that doesn’t happen that often. If there is one, or two, or three of us on, we got nothing to do. We can hot join… people dropping in and out constantly, most don’t even care about holding anything they just zerg around and farm glory, the whole thing makes my eyes bleed, or you can queue with let’s say 3 players who are on, except that you seem to pretty much always get a full premade when you do that, which you’ll go up against with 2 random players.

Or you can yolo queue. I had one night where I started in the 210’s on ranking then no joke, i get 1 4v5, 2nd match my ragtag pug goes up against a solid premade, 3rd match another 4v5, 4th match i got a rank 1 and a rank 7 in my team against a pug of full 40+, the rank 1 is running glass staff ele and probably died about 12 times that match. That’s when I said kitten this kitten. Now that was frustrating but I could say, w/e it was just bad luck, i’ll have better luck tomorrow. Except that it dropped me over 500 spots on the leaderboards… which seems like a pretty heavy price to pay for streak solo bad luck (why is the leaderboard that volatile anyways when got over 800 matches played??)

I just don’t understand how addressing these issues by splitting queues and having separate/better ranking leaderboards isn’t a TOP priority.That way if you got your full team on you can do full premades against full premades and have a full premade leaderboard with proper decay for inactivity (what’s up with all the people with like 12 matches played on the top 100 who probably haven’t logged on in months? …) so it actually reflects the competitive pvp community with some accuracy. Then a separate queue and leaderboard if you’re yolo queing or queing with just a friend or two, under a separate leaderboard where you can just go and have fun with it. I mean you currently have pvp set up to encourage people to play LESS than they would like to. Let me say that again so it sinks in, your current options encourage players to play LESS. I don’t know, I’d have everyone working on this because if people aren’t playing does other stuff really matter? But I guess, maybe next month? Probably not. So July? August? I won’t hold my breath.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Do chicks sPvP

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Posted by: Julius.1094

Julius.1094

If you want to meet women you might to start out by not calling them “chicks”. I haven’t met any women in PvP as of yet, only in PVE, but due to the epidemic of arrested development among many PvPers the constant barrage of lame sexist jokes/comments on general chat might be part of why.

Vidallis – 50 Shades of Pink – Engi/Warrior

Too much of everything in GW2

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Julius.1094

Good thread. I think there are two thoughts devs need to seriously consider when looking at spvp: less is more and editing is good.

Vidallis – 50 Shades of Pink – Engi/Warrior

Normalized Character Models in sPvP

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Julius.1094

I don’t think Asura is harder to target, they have the same size of Target Box as every other class out there. I don;t have to see what they are casting. I look for hint. For example: If a Player play Mesmer GS and he raise his sword when his health is full. You don’t need to see he actually raise his sword, all I need to see is the tip of the sword being held up, then I know IBersker coming up. Not that hard really, IF you get used to it. Play one Asura to get to know an Asura,please.

If an asura is standing in front of you in a clear area no, they’re not harder to target. Now put a tiny asura in a team fight where there are tons of spell effects, turrets, illusions, ranger pets, etc. everywhere. To click on something you have to be able to see where it is and asura just get lost in the clutter much more easily. Is it impossible to do, or game breaking or the end of the world? No. But is it balanced? No. There are 5 races in the game so players have options, if one gives a small advantage that’s a serious problem might as well turn everyone into asuras in the mists.

Vidallis – 50 Shades of Pink – Engi/Warrior