Showing Posts For Lowest Animal.8014:

No balance patch till spring 2016?

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

I would have settled for an announcement that said “We have reviewed balance and found the current state acceptable for the coming pro league season” or at least some excuse as to why no balance patch. A schedule for balance patched and more communication would be nice.

Help I'm stuck in a PvP Match!

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

Send help pls or pizza or grouch

broke out somehow. but cant PvP because match is still in progress. pls

k, im good now

(edited by Lowest Animal.8014)

warriors and engineers anet?

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Posted by: Lowest Animal.8014

Lowest Animal.8014

Elixir rampage is RNG and some people are blessed by RNGesus. The real reason to take elixir X is for the 3.5 sec moa. Power rifle engi is in a decent spot but honestly Abjured get more from their experience and teamwork than from their team comp. The most meta team comp is probably 2 DD celes, 2 free slots for DPS with mobility(teef/mes/engi/warr), and either a 3rd DD cele or a support guard.

so how do you kill ele ?

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

I can only hope Anet gives DD cele the same fair and balanced treatment other dominant builds received such as turret and cele engi. You know, a slight shave. Kappa

Abjured dominates EU in WTS gratz bois!!!!

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

Congrats to Abjured on their yearly loss to EU then rallying back to winning the tournament. RIP in peace The Curse of the Ostrich. ;_;7

signet necro is OPer than dd cele ele

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

Yes cele necro can easily go toe to toe with ele thats true. The thing is they don’t bring the support that an ele can and they are no where near as mobile.

Proposal for Queue Restructuring

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Posted by: Lowest Animal.8014

Lowest Animal.8014

With the announcement of leagues I think we need the solo/team ranked queue split more than ever. Otherwise, I look forward to everyone trying to grind the rewards and rank teamed up and solo queuing becoming (more)miserable. Also, any leader boards that ranked players individually would be less meaningful is you are at the mercy of the almighty algorithm.

Proposal for Queue Restructuring

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Posted by: Lowest Animal.8014

Lowest Animal.8014

your suggestion seems to forbid duos and trios from queuing ranked. can’t say i would be a fan of that. looks good otherwise.

IMO ranked Q needs to be competitive and fair, this means that there need to be as much as a leveled playing field as possible. With the current mixed ranked queue you can queue with any number or teammates and its up to the algorithm to try to use MMR and team size to make a good match. Thats a big burden on the system that results in long queue times and significant amount of one sided games. A 5-man only ranked queue doesnt forbid smaller than 5-man teams from competing but shifts the burden of finding the rest of the team on the LFG tool. This encourages teams to stick together longer. You could argue that it will be difficult to find people to fill out teams but that is where increased rewards (maybe exclusive?) come in. And if you really just want a casual experience with a friend or 2 then unranked is always available.

The problem is 2 fold.

1- Balance, in short, its atrocious. Eles, Mesmers and Thiefs are out of control. People just dont like to go from 100% to 0% in a split second, they like the fight to at least last a while.

2- Rewards simply suck. And i dont mean top end top MMR or what ever have you, those should be nice, but the every day every match needs to be much better than it currently is. It is very difficult to sell pvp to some one, when it takes the same or longer than a dungeon run, it is much harder to win and even if you win your reward is a fraction of what you would have earned spending the same time doing dungeons.

Good points but those seem separate issues( but important ones) from the discussion of the structure of queues.

Proposal for Queue Restructuring

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

We have already gone over this, there just simply isnt enough pvp population to split the queues. Why do you think they merged them in the first place? the were separate queues before.

Addressing the problem of PvP population by making the PvP experience worse seems counterproductive. The separate queues from before are very different from the proposed queues I am talking about now. Before there were no reward tracks, ranked/unranked split, dont even think the LFG tool was around back then. We have to look at now and the future. HoT will hopefully bring in players and I dont think adding stronghold to the existing mixed queues or to its own queue will be enough to keep those players around in PvP land.

I am not saying my proposed queue structure will fix all that ails PvP but I think we need a solid foundation to build from. I do not see how the current mixed queue system with only map differences between the two queues can provide a fair, competitive, or goal oriented experience. The current PvP experience is to YOLO into ranked/unranked hoping for a decent game (basically RNG) and grinding reward tracks (winning/losing matter very little). I want wining/losing to actually matter. I want incentives for the creation of new teams and for them to stick together.

Proposal for Queue Restructuring

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Posted by: Lowest Animal.8014

Lowest Animal.8014

I wish grouch sempai would notice me ( ._.)

Proposal for Queue Restructuring

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

I want to talk about the current state of GW2 PvP queue structure. There are 3 ways to play sPvP at the moment: ranked queue, unranked queue and hot join servers. These options are sorely lacking in options, fairness and competitiveness and I believe a restructuring is in order to improve this game mode.

Public hot join servers: I believe these are detrimental to the PvP game mode. Their only use is for farming achievements and for testing builds. However, even testing builds in this way it is very limited because people are not playing “for real”. Honestly, testing in the HoTM versus a golem or npc would be more beneficial. Note that this doesn’t apply to private PvP servers where players can duel and have private matches.

Ranked/Unranked Queue: At the moment the only difference between ranked and unranked queue is the map selection, where unranked has access to maps and modes deemed non-competitive or just too different from conquest. Some people tend to avoid ranked queue because they think that they are more likely to encounter organized 5-man teams on voice comms there. While, other people avoid unranked because they hate the possibility of getting placed in a map they don’t like. If you are really lucky, you might encounter an organized 5-man team in unranked against your team full of solo Qers in a map you hate while you were playing in unraked trying to avoid both. Even a duo queue or a triple greatly increase the chances of a team winning. The matchmaking algorithm tries to even up the matchups using rating but sometimes it is still a complete shutdown and additionally punishes organized teams and high MMR players with long queue times. There is also the problem of how these mixed queues affect leader boards.

My proposal: Leave private servers as is, remove hot join servers, leave unranked queue as is, split ranked queue into solo and team, more rewards for ranked solo queue and even more rewards for ranked team queue. Ranked team queue would only accept 5-man teams and it would encourage the use of the LFG tool. I believe this would give more options than the one currently available, it would make ranked queue more competitive and fair, and it would also encourage the formation of more full teams that might stick together in the future. Solo and team leaderboards would give the PvP community something to work towards.

(edited by Lowest Animal.8014)

How to make a Competitive Game!

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Posted by: Lowest Animal.8014

Lowest Animal.8014

pls groucharoo pls

[Engi] IP, what is the excuse now?

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Posted by: Lowest Animal.8014

Lowest Animal.8014

This is getting a little off topic. Nobody cares about thieves or warriors in this thread, it’s irrelevant to IP. As for the Necromancer Dhuumfire argument, If you really think that the Engineer could put out more pressure than Dhuumfire Terror Necro in it’s prime, then you clearly have no idea what you are talking about and probably did not play PvP during that time period. Again, to clarify, the condi Necro IN IT’S CURRENT STATE TODAY is in a rough place sure, but has nothing to do whatsoever with IP. The nerfs to Dhuumfire were well-warranted BACK THEN but of course Anet went over-board with the nerfs.

  • In closing, you can not compare Dhuumfire to IP and ask for the same treatment to IP, it’s just not the same as we have exhaustively explained many times.
  • Nobody likes the cheese mechanics of IP, not even Engineers. It’s more of a necessary cheese to provide us with some viable condi pressure. Sure it could use a rework that makes it more active and skillful, but so could literally every other instant proc in this game.
  • There is no reason to single out IP aside from the biased hate towards Engineers.

logged in just to +1 this

Could I get an explanation on this pop :/

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

how about if you are in Q longer than 10min and the system cant find a match for your party with less than 80% chance of your premade winning it just gives you the win. It would save time and frustration.

Recent matchmaking issues

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Posted by: Lowest Animal.8014

Lowest Animal.8014

got matched against the same 5 man premade like 4 times in a row. justin pls

Recent matchmaking issues

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Posted by: Lowest Animal.8014

Lowest Animal.8014

I wish there was a way to check this stuff on my own rather than bother you with it Justin. It certainly feels like my matchmaking has been worse since solo q was removed. or maybe its just confirmation bias from those matches where you get stomped while your team consists of people that yolo dive into turret engis, zerg points, or let pewpew rangers free cast. because those are the matches you really remember.

Relevant to your interests: Upcoming Balance Changes

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

Shrapnel Grenade nerf? really? dont think I ever heard anyone complain about that. I expected increased CDs on rifle CC and gear shield.

Test Season Feedback: The Good, The Bad etc.

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

I just wish I could solo q without getting my pug team matched up with a 5 man premade ( ._.)

Ringing the right notes

in Guild Wars 2 Discussion

Posted by: Lowest Animal.8014

Lowest Animal.8014

all my sadness. anet pls

Ringing the right notes

in Guild Wars 2 Discussion

Posted by: Lowest Animal.8014

Lowest Animal.8014

I am at 10/11 for the wintersday meta achievement and I really hate bell choir. Is there an alternative?

Mesmer phased out?

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

Thief -> Mes -> everything else.

No zerk build is even remotely viable aside maybe medi guard and power nec ( arguably).

Other zerk builds simply bring NOTHING to the table when compared even to a simple Hambow ( fairly balanced build) or rabid engi ( slightly over the top build but still fairly balanced).

Stop saying it’s thieves/mes faults if you get rekt with your eviscerate war or fresh air ele.

They

just

suck

Get over it.

Nice attitude buddy, but you basically repeated what I said. I’m not talking about teef countering things 1v1, I was talking about teef currently being the best choice for the burst slot in teams. Much like dd cele becoming the best choice for the on point fighter slot(s) in this current meta and pushing out bunker guardian and hambow.

You could also make the argument that the roaming bruiser slot (cele engi, shout warr) is pushing out the burst builds with the exception of teef because even with their above average mobility, tankiness and dps; roaming bruisers cannot do the job teefs do.

“they just suck; get over it” Thats a nice attitude to have coming into a thread discussing balance, I can only hope anet is a little less cynical. Ideally I would like to see 2 or 3 different classes have each at least one competitive build for each role on a team be it on point fighter, bruiser, burst or support. I feel like we are almost there but a few class builds are too efficient at their role and in some cases encroaching on roles that they shouldn’t be able to perform.

Having variety in team comps will help the game not get stuck in a rut. I dont want to watch a game where 3+ out of 5 slots are preordained and mandatory (both class and build wise) to be successful.

Mesmer phased out?

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

Mesmer has always been fringe meta at best. We have been over this many times before. Its teef that pushes out zerker burst classes out of the meta. Shatter mes, fresh air ele, medi guard, even power ranger and power necro all fill the same role and can favorably stand versus tanky builds but they are out shined by teef. Out of those teef is the only one that can operate on its own without needing a baby sitter (usually a teef) thanks to its mobility and stealth. Mesmer comes close to competing with teef thanks to portal and stealth but mesmer is basically a “fair” teef because it actually has cool downs (it cant blink 3 or 4 times across the map to decap/escape/+1). Burst and power builds dont need more damage. Damage is all ready insane especially with sigil procs on auto attacks.

Frankly, I dont know how to make the other classes on par with teef without making teef unviable or downright breaking something.

WTS Finals VOD?

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Posted by: Lowest Animal.8014

Lowest Animal.8014

Blu Oeggs has given his blessing, give us the belly dancing video

Why such Instant Q tonight?

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Posted by: Lowest Animal.8014

Lowest Animal.8014

I liked the fast Q but not its not worth playing with 3 perma downstate teefs that couldnt kill a mesmer once all game on my team.

Congratulations to Abjured for winning WTS!

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

OE please give Blu permission to release the belly dancing video. Because reasons. ESPORTS

The new PvP update summed up in a short video

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

some people just want to watch the world burn

Congratulations to Abjured for winning WTS!

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Posted by: Lowest Animal.8014

Lowest Animal.8014

I’ve never seen someone say so little with so much wall-o-text bullkitten than uberkingkong. Congratulations I guess.

How to rewatch WTS?

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

I hope you recorded OEggs’ audio, and him drowing in booze after, blu!

(edited by Lowest Animal.8014)

Congratulations to Abjured for winning WTS!

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

Congrats NA!
Congrats Abjured!
RIP OEggs’ liver!

Idk whats all this about cheese comps, everyone played their mains as far as I can tell. I was actually expecting someone from TCG to counter comp and play Necro. This is the most diverse and balanced meta yet imho. Not that there isn’t room for improvements and nerfs, hopefully in less than 6 months.

ESPORTS!

ps; the best part about vee wee threads is people sperging out about vee wee.

Wahoo!

Courtyard respawn problems

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Posted by: Lowest Animal.8014

Lowest Animal.8014

I’m fine with courtyard but you need to accept that it is fundamentally different from conquest. If you want a team death match then do it right. Do something like annihilation where nobody respawns until everyone on one side is wiped out. then make it best of 3. I can see that being fun, 3 quick teamfights.

The Vee Wee Document

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

Sigil of Doom: This sigil’s proc can now be blocked, dodged, etc.

  • Incendiary Powder now grants a buff to the Engineer causing the next crit to burn for 4 seconds. 10 second cooldown! This can be blocked, dodged, etc! The buff can be seen by opponents similar to Doom/Intelligence sigils!

Any other major passive proc/buff that Vee Wee forgot to mention also has a buff icon that can be seen by opponents!

Enjoy the perfect meta!

Give the same treatment to fire/air sigils and we’re golden

Scoring Discussion

in WvW

Posted by: Lowest Animal.8014

Lowest Animal.8014

Here’s a proposal I pieced together from several ideas posted by forum users:
(exactly one year ago! o_O)

http://youtu.be/qHcO6Xo8eJ8

I like this proposal. I also proposed something similar here

https://forum-en.gw2archive.eu/forum/wuv/wuv/Solution-to-fix-the-population-imbalance/page/15#post4446396

and to further improve scoring I would add:

Each match would contribute to an overall alliance score and the highest scoring alliance would win the week. In the event of a tie winner would be decided by comparing total points of all matches.

  • Winning a match (for example: [Tier 1] match) = 1 point to the alliance <— this is like winning a battle
  • Most matches won (for example: winning tier 1 to tier 5 matches gives that alliance 5 out of 8 possible points) = That alliance wins the week <— this is like winning a war

You could further dilute coverage advantage by having short 6 or 3 hour matches instead of week long matches while having a big reward for winning the most matches in a week

Elixir-Infused Bomb Bunker Build Works

in Engineer

Posted by: Lowest Animal.8014

Lowest Animal.8014

Congrats on finding a build you like and have fun with. As you progress you might find that other classes outshine bunker engineer at the same role but for now I would advise to just keep playing and paying attention to what is expected out of a bunker. You have already successfully identified aspects of a good bunker beyond just staying alive such as CC, team support and securing stomps.

As for advise, you can experiment with celestial and settlers over clerics if you want to keep using pistol shield since it and bomb kit benefit more from condi amulets. Rifle is a good choice for power based amulets, it brings great sustained damage and more CC to help decap points. protection is great but taking both protective shield and protection injection seems too much especially when you can take invigorating speed instead it will easily give you more dodges. Along the same vein, taking both speedy kits and power shoes is a waste because power shoes’ increase doesnt stack with swiftness and speedy kits gives you swiftness anyways along with proccing invigorating speed. I would also highly recommend doom and battle sigils if you want to win wars of attrition. One last suggestion is to try out tool kit over the turret, it gives you a block that has saved my life and stalled enemies countless times, a pull that has wrecked many enemies, and the classic prybar to an enemies face. Enjoy.

ps. This is the varation of the celestial engi build I use. Its less forgiving than a bunker build but you can decap, hold a point and kill people pretty well

http://gw2skills.net/editor/?fdAQFAUlUUpErlcx+KseRCbBNqxAqNIyNWlPHhAkUA-TJRHwAFuAAAeAAk2f4YZAA

Solution to fix the population imbalance

in WvW

Posted by: Lowest Animal.8014

Lowest Animal.8014

https://forum-en.gw2archive.eu/forum/wuv/wuv/Solution-to-fix-the-population-imbalance/page/15#post4446396

Um, it actually sounds to me like no one gets ANY of these things in this system; if we’re all sharing maps with 8 other servers, even if they do a good job of grouping people together with their own servers, you’re still likely to see T1 zergs forming up in T8 anytime there’s a que higher than 10, and those players are just going to karma train unless the T8 (or whatever map the higher Tier servers go to while in que) players are able to up a serious resistance, since most player’s won’t be able to take the score seriously, if their PPT is tired to 8 other servers (or Teams, or Alliance, or whatever word you want to use here). Any lower Tier maps that start to take on players from other Tiers who are waiting in que are just going to watch their maps get turned into EotM 2.0.

This suggestion actually sounds WORSE than using the EotM grouping system, imo.

I tend to think this is how John kinda envisioned it work too, in his post. But, it’s pretty much how EotM works now (in the “win”). I don’t know that i would have it so new players could only be randomly tossed on to a server though (maybe a “pick a server for me” button).

The one big caveat to this is organization/communication when a group from one server plays on anothers. There are also some pretty big rivalries in WvW already, which would make something like this really chaotic and at times, pretty toxic.

After 2+ years of players settling in to their server communities, this might ultimately do more harm than good, IMO. I also don’t think this would address scoring and coverage issues. I’d hate to just assume people would happily move around to help other servers in their alliances all that much. There’s definitely something to doing well in your own community, that mashing a win into an alliance system really takes away from. It might be better a while down the road, but it could be really bad (like continuing to lose players), which would basically force us to see merges.

I’d rather see changes that impact the mode itself, to bring in/back more players in general. One thing i would seriously consider is incorporating EotM into WvW or seriously nerfing the rewards from it. I really think it takes players that would normally play WvW out.

My theory is that: Yes, overflow from over stacked WvW servers will transfer to lower ranked matches. However, this is a good thing and the key is that all 3 alliances are able to do this. This means that say [Alliance A] [Tier 1] match has a total 100 player queue across all [Tier 1] match maps. For sake of argument lets say all 100 Qd players belong to the same guild and they decide to all move down to the [Tier 8] match hoping to PvD some easy points. Assuming that [Alliance B] and [Alliance C] also have a similar amount of people Qd up in the [Tier 1] match (which should be the case if WvW populations are initially divided up fairly), it would be very smart for them to counter or preempt [Alliance A]’s strategy by also sending players to lower tier matches. Real time monitoring of all matches like http://mos.millenium.org/na/matchups/ and good communication between guild alliances, such as (at the very least) an alliance chat channel in game, would be essential for this to work.

As for the scoring and incentive to help other matches than your own, there would have to be a paradigm shift in order to avoid being EotM 2.0. Basically each match would contribute to an overall alliance score and the highest scoring alliance would win the week. In the event of a tie winner would be decided by comparing total points of all matches.

  • Winning a match (for example: [Tier 1] match) = 1 point to the alliance <— this is like a battle
  • Most matches won (for example: winning tier 1 to tier 5 matches gives that alliance 5 out of 8 possible points) = That alliance wins the week <— this is like winning a war

As for rivalries and toxicity I think it is over exaggerated. There are ex-SOR guilds on BG and ex-BG guilds on JQ now among other unexpected combinations that have ultimately meshed well because at the core they all love playing WvW. The forum warriors are a small very vocal minority.

I do think that EotM PvE farming heroes are a real problem that have most likely already done irreparable damage to WvW. I don’t see Anet rewarding high WvW ranks or badges with prestige or anything seeing how dedicated EotM players have made ranks and badges cheap and honestly not indicative of dedication to real WvW. It all reminds me too much of PvP ranks and the skyhammer farmers. But this is a different topic for another thread.

who is Vee Wee?

in Engineer

Posted by: Lowest Animal.8014

Lowest Animal.8014

Vee Wee thought me how to stop worrying about the turrets and love the bomb kit.

Wahoo!

Solution to fix the population imbalance

in WvW

Posted by: Lowest Animal.8014

Lowest Animal.8014

I agree with the idea of alliances as a solution to WvW population imbalance. Here is my vision of how it would work:

Alliance > Server > Guild

Using established server rankings, group servers into alliances such as:

Alliance A = Servers 1+24+21+18+15+12+9+6
Alliance B = Servers 2+23+20+17+14+11+8+5
Alliance C = Servers 3+21+19+16+13+10+7+4

The rankings used to divvy up the alliances should be a few matches or a tournament after locking transfers to prevent last minute mass transfers and let the rankings settle.

A better way to distribute the WvW population may exist this is just my best guess so far.

Next, make transfers to any server within your alliance free at any time with no restrictions. While at the same time making transfers to servers outside your alliance expensive with restrictions in place to hinder trolling or other bad behavior. This would be a permanent change.

For new players they should be locked out of WvW for at least the first 10 to 20 levels then asked to pick an alliance. The game then transfers them to a random middle tier server within their chosen alliance.

An alliance page could be added to the WvW window where news, goings on, PPT of all servers, and maybe an in game alliance only forum could be accessed. An alliance restricted part of the forums could be vital to encourage organization between allied guilds.

My hope is that with this system alliances reward guild organization and team work creating a tight knit community. Allied servers become battlefields guilds can move between so they can avoid queues, being too outnumbered in certain time zones, and maximize their impact on the match. This will make guilds will important beyond “which big guild zerg owns this map” and hopefully also solve the coverage problem.

Engineer Balance Changes!

in Profession Balance

Posted by: Lowest Animal.8014

Lowest Animal.8014

It’s an impressive skillshot when you’re 1v1 in open terrain – but since gw2 PvP is allll about node control, it really is very powerful (and I’d say too powerful) to be able to lob these ‘hard-to-aim’ attacks into the area your foes have to stay within to contest against your allies… while out of range of anything they can throw at you.

Not sure what you are trying to argue. Yes, that’s the description of what a ranged attack is capable of in a point capture game mode. Plenty of classes have ranges attacks that can do tons of damage at range away from the point and there is and has always been counter play to it including but not limited to dodges, blocks, reflects, counter range attacks, LOS, walking out of the way of the ranged attack, stepping off the point until they decide to come in, etc. And as soon as you start bringing in allies into the equation then this becomes an argument about team work and team comp and not about the ranged capabilities of one class.

Engineer Balance Changes!

in Profession Balance

Posted by: Lowest Animal.8014

Lowest Animal.8014

Dont think nades need a range nerf, hitting anything that can move at 1500 is a skillshot already with the slow arched projectile speed. Other than that I like this.

Ready Up: Team Strategy - 6/27 @ Noon PDT

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

I have a feeling I know the answer to this but will there be any balance oriented patches before the tournament? If not what do you think about this meta and what do you think needs attention the most(balance wise)?

Wurmslayer Achievement Bug

in Bugs: Game, Forum, Website

Posted by: Lowest Animal.8014

Lowest Animal.8014

yea got burn time, loot and event credit also wurm chest and I’ve done it on each head multiple times

Wurmslayer Achievement Bug

in Bugs: Game, Forum, Website

Posted by: Lowest Animal.8014

Lowest Animal.8014

I am stuck at 2/3 and have killed the wurm multiple times at all different heads. Was this ever resolved? should I submit a ticket?

Another 14 days with no balance changes

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

Someday Grouch will emerge from the Anet kitchen. He will then be spooked by his own now very large shadow and retreat back into the Anet kitchen. This will forecast another 6 months of balance stagnation.

Can you nerf conditions already?

in PvP

Posted by: Lowest Animal.8014

Lowest Animal.8014

The thing is conditions are too spammable, leaving us vulnuerable because we don’t even have enough condi-cleansing with 3 utilties. (some classes do).

That’s it, though. If one cannot defeat the condition player in an allotted amount of time, consider it as being defeated already then.

In other words, even after one has used all of one’s condition cleanses, exhausted all of one’s options possible, and one still has not killed the condition opponent, then one deserves to lose the encounter, no?

It’s the same philosophy with berserker glass cannons. If a glass cannon fails to kill their target within 10-20 seconds and has exhausted their entire rotation of skills, then the power-built glass cannon does not deserve to win that encounter.

Is this your ideal scenario of balance? To 100% always have an answer to every single stack of conditions possible, and therefore never die to conditions, and always cleanse every condition and kill the condition player 100% every time? I don’t understand your logic.

Signed in just to +1 this. Its funny how some people wont be happy until they get a skill that says “cleanse all condis and become immune to all condis until opponent dies”

{BG} Final Apocalypse [FA] wants you

in Looking for...

Posted by: Lowest Animal.8014

Lowest Animal.8014

[FA] is recruiting players that would mesh well in our group. If the following is relevant to your interests then join us for FREEDOM a good time.

  • (Im)mature jokes sorry not even gonna try to get past the censor/infraction
  • Reluctant but secret love of PvE (PvE is for carebe- Oooh shiny loot and achievements)
  • Being bad at SPvP (whats a point? this is death-match right?)
  • Small group WvW Roaming (Lets go poke that blob! I got this, hold my beer!)
  • Back up Team Speak if BG’s is getting DDOS’d by kittens
  • Guild Missions (Ew more PvE sh—- Oooh shiny loot)
  • Complementary fashion critique by our very own Bryn

Would you like to know more? Call Now! With your credit card information Operators are standing by!
Contact:

  • Urgogg.8712
  • Mirdir.3489
  • Tempest.5094

what, if anything is going away tomorrow?

in Battle for Lion’s Arch - Aftermath

Posted by: Lowest Animal.8014

Lowest Animal.8014

Besides LA, I mean. Marionette? Scarlet’s secret lair?

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Lowest Animal.8014

Lowest Animal.8014

I just want to repost what I posted in the engineer sub forum here before the thread is closed.

For condition engineers we have left Shrapnel intact here as the alternative. For power engineers we have left Empowering Adrenaline intact here as the alternative. No need to argue that these traits are worse than IP, we know that, this is why IP was moved. The real question is why are these not Adept tier worthy, which we think they are…

Shrapnel is a VERY weak trait. 15% chance for one stack of bleed that only procts in bombs or nades so it doesn’t even help the paltry pistol auto attack or any other non explosive kit. So, best case scenario is nade engineer (which is already pigeonholed 30 in explosives) spamming nades and every 3 attacks you get 1.35 extra bleed stack on average. Additionally, what condi nade engis lose if they want to keep IP is either Short Fuse or Enhance Performance. Trading either of these for Shrapnel is a HUGE nerf. As Ostricheggs said, this pushes condi engis further into bomb+nades apex build because it will probably be better to get your burning from the bomb kit and simply skipping IP altogether.

I know you cant bring this trait up to IP levels but at least make it worthwhile by increasing the proct rate, letting other weapons proct it and increasing the number of bleed stacks.

p.s. Thank you for the communication and your time actually reading and acknowledging us proles

p.p.s The only time I hear about engi being OP it involves rune sets like Perplexity and Noble. Please fix those before nerfing engi further.

Um… Shrapnel is actually really strong for grenades. The bleed base length is 12 seconds, and often I run koi cakes with my engineer so I get 20 second bleeds whenever shrapnel procs. On normal might stacks, thats roughly 2k total damage per shrapnel proc which happens on average at least 1 every 2 throws. Thats a lot of damage for a 10 point trait.

Yes it’s good with grenades, and ONLY grenades.

If this IP to master move happens I’ll either keep IP (I run nades/toolkit/rocket boots right now) and lose short fuse for shrap, which kinda stinks, or switch to bombs+nades and lose toolkit and dump IP.

Im in the same place, Berengar.

I disagree on Shrapnel being strong even using grenades. Yes, the condition length is very good but the average is actually just over 1 in 2 throws or 90% chance of proct in two throws with the granade kit (0.15*6=0.9) assuming they all hit. The challenge of conditions has always been balancing damage versus duration. Damage per tick always wins out because it ends fights faster and in the case of intelligent opponents or even mobs that can actually heal or cleanse it creates more pressure and less time to act. 2K dmg over 20 seconds breaks down to 100 dmg/sec, assuming the opponent doesn’t interact with it with things like condi removal or condi reduction. Sure, you can argue that it adds to the bleed stacks that you get from other sources but I would respond that those other sources of bleeds work just fine without that one extra stack every 2.22.. grenade attacks. My analysis is that one stack of bleed every 2+ attacks is largely negligible outside of an sufficiently long fight where the opponent does not interact with it.

December 10th Balance update

in Engineer

Posted by: Lowest Animal.8014

Lowest Animal.8014

Um… Shrapnel is actually really strong for grenades. The bleed base length is 12 seconds, and often I run koi cakes with my engineer so I get 20 second bleeds whenever shrapnel procs. On normal might stacks, thats roughly 2k total damage per shrapnel proc which happens on average at least 1 every 2 throws. Thats a lot of damage for a 10 point trait.

Yes it’s good with grenades, and ONLY grenades.

If this IP to master move happens I’ll either keep IP (I run nades/toolkit/rocket boots right now) and lose short fuse for shrap, which kinda stinks, or switch to bombs+nades and lose toolkit and dump IP.

Im in the same place, Berengar.

I disagree on Shrapnel being strong even using grenades. Yes, the condition length is very good but the average is actually just over 1 in 2 throws or 90% chance of proct in two throws with the granade kit (0.15*6=0.9) assuming they all hit. The challenge of conditions has always been balancing damage versus duration. Damage per tick always wins out because it ends fights faster and in the case of intelligent opponents or even mobs that can actually heal or cleanse it creates more pressure and less time to act. 2K dmg over 20 seconds breaks down to 100 dmg/sec, assuming the opponent doesn’t interact with it with things like condi removal or condi reduction. Sure, you can argue that it adds to the bleed stacks that you get from other sources but I would respond that those other sources of bleeds work just fine without that one extra stack every 2.22.. grenade attacks. My analysis is that one stack of bleed every 2+ attacks is largely negligible outside of an sufficiently long fight where the opponent does not interact with it.

December 10th Balance update

in Engineer

Posted by: Lowest Animal.8014

Lowest Animal.8014

For condition engineers we have left Shrapnel intact here as the alternative. For power engineers we have left Empowering Adrenaline intact here as the alternative. No need to argue that these traits are worse than IP, we know that, this is why IP was moved. The real question is why are these not Adept tier worthy, which we think they are…

Shrapnel is a VERY weak trait. 15% chance for one stack of bleed that only procts in bombs or nades so it doesn’t even help the paltry pistol auto attack or any other non explosive kit. So, best case scenario is nade engineer (which is already pigeonholed 30 in explosives) spamming nades and every 3 attacks you get 1.35 extra bleed stack on average. Additionally, what condi nade engis lose if they want to keep IP is either Short Fuse or Enhance Performance. Trading either of these for Shrapnel is a HUGE nerf. As Ostricheggs said, this pushes condi engis further into bomb+nades apex build because it will probably be better to get your burning from the bomb kit and simply skipping IP altogether.

I know you cant bring this trait up to IP levels but at least make it worthwhile by increasing the proct rate, letting other weapons proct it and increasing the number of bleed stacks.

p.s. Thank you for the communication and your time actually reading and acknowledging us proles

p.p.s The only time I hear about engi being OP it involves rune sets like Perplexity and Noble. Please fix those before nerfing engi further.

(edited by Lowest Animal.8014)

Mesmer December balance updates-OP edit 11/5

in Mesmer

Posted by: Lowest Animal.8014

Lowest Animal.8014

Is there any way we can get more access to swiftness other than focus? Maybe staff 5 chaos storm always granting swiftness in addition to some other RNG boon.

spvp prot injection vs. backpack regen

in Engineer

Posted by: Lowest Animal.8014

Lowest Animal.8014

Without a good meta viable stun breaker at the moment prot. injection is a necessity for just about any build. Especially with all the stun lock warriors running around right now. You will also melt to stun burst combos from thief, mesmer and ele without it. I’ve also tried it in combination with stabilized armor for 50% damage reduction when stunned. It is amazing to just eat their burst and still have a chance to fight back before you are downed. The only weakness is infinite fear condition necros. I have no idea how to counter them as an engi outside of some narrow specific build that would not be viable in the meta.

(edited by Lowest Animal.8014)