Showing Posts For Oareo.1604:
I would work for free on a permanent basis to help SPvP….
The “tier list” is pointless and uninformed. There is no data to back it up, only just how some people “feel.” There is at least 1 necro in the top 10.
It’s not like in a fighting game with tons of players and 1v1 tournaments to draw on. It’s a team game with millions of builds.
No the poison grenade shows up as a friendly poison field. Very confusing since it also spawns 3 of them.
Maybe a video format where they have to answer questions live isn’t the best way to do it.
It may seem efficient since it only takes 2 hours, but they need to prepare which can take unlimited time and they still might not have the relevant information.
Instead, the community should vote on topics they’d like discussed each month. Anet can take time to research the topics and make sure good answers are given. Either in video format or a blog post, it’s just about getting the information out there.
It’s like a take home test for them instead of a live test.
This is why I think ratings should be visible.
And why people should form teams.
I think the “reason” is that Anet doesn’t want to punish anyone. But I agree something is needed.
Honestly the best solution is to form a team. You don’t have to be amazing to be organized, and getting organized is a big step to getting amazing.
I hope they have another. Perhaps the first one didn’t go perfectly but it’s better than nothing. They can always improve.
Matchmaking doesn’t stop people leaving. How many people did you have at the start? What was everyones level at the end?
Most d/d ele’s run 1 or 2 arcane utils. Triple cantrip s/d bunker is different.
Many also run aurashare (unless your team is super condi heavy and they switch). This makes them weak in 1v1 as that trait is useless.
Good mesmers are in short supply. We always seems to be missing one. Good luck with your search!
I can verify these guys play a lot and are decent, as I remember the rest of your team.
I love that everyone thinks d/d ele’s are “gods of everything” I play a d/d ele and have played against the top d/d ele’s in NA. There’s nothing magical, in fact it gets predictable.
Yes d/d ele is very strong, and easy to learn. There are a lot of mediocre ele’s that seem strong to other mediocre players. But it’s just like a trap ranger. They are only OP if you are bad. At the top level they are fairly balanced.
Mesmer is the opposite. Most mesmers are easy to kill because they haven’t mastered the class. However a good mesmer makes a much bigger impact than a good ele.
Most people have never seen a good mesmer because it’s too challenging to be a FotM, while anyone can pick up an ele and do pretty well. Once enough mesmers get good enough everyone will be crying about them even though nothing has changed.
This will be moot when custom arenas come out, and even though that’s probably far away, I doubt they are going to spend time to fix a “temporary” issue.
I agree it’s very frustrating. Sometimes you want to duel and people want to play for real. Other times you want to play for real and they want to duel.
One tactic that’s popular and effective is a engi/necro/ranger hurling conditions from afar or on top of a ledge. If you don’t pressure them, they can free cast all fight which adds a lot of sustain for their side.
If you see an engi with 10-20 might stacks lobbing nades on the point – don’t let him! If they are worried about their own survival they’ll do a lot less damage.
Another big tactic is knowing when to clump up and when to spread out. Clumping up helps you share boons and basically makes you immune to thieves, but vulnerable to AoE and spreading out is the opposite.
Do you mean random as in the game assigns you someone? Or just not a core person/somebody from map chat. I’m going to assume the former. If it’s the latter just use normal team tactics and try to teach them what they don’t know.
If they are solo queue and get added to your 3-4 premade here are my tips:
1. Say something in /say chat. Try to get their attention as soon as possible without being rude or forceful. Mention you are a premade on VOIP if you need help convincing them to listen.
2. If they respond, ask them about their build. Try to work around them. Be willing to change profession if needed.
3. If they don’t respond, learn what you can about them. Not only the profession, but weapon set and any buffs you see they have that might indicate a build. Use gear and title cues to estimate their capabilities. They might have just gone AFK at the start, don’t give up on them yet.
4. Try to make sure someone on your team forms an opinion of them. Something like “the pug had a nice daze” or “he should have gone for the stomp.” You should think of being a 3-4 man premade as 1-2 man tryouts. If you find someone you get along with of similar skill, invite them to join your group. Get them on VOIP with the rest of your team. See how well they communicate.
I don’t recommend changing your tactics and forgetting about the extra member of your team. Sure you can beat bad teams as a zerg, but it’s not going to work against a decent team and you’ll learn bad habits.
Rotating “faster” isn’t enough. Logging on and knowing we’re going to play the same map over and over is boring and demoralizing. Doing even two days in a row of the same map is absurd.
This is true even when the current map is one of my favorites. After a few games it gets so samey. Even hot join has map rotation.
There are so many easy solutions to this I’m not even going to list them. We all know what they are. First QPs got dropped as a concept, then 3 round went away and now leaderboards got pushed again even though they announced it as a feature of the March patch.
We’re going the wrong direction and it’s painfully obvious they don’t care.
At this point? No. They made their bed, now they have to lie in it. Changing the model now to paying more isn’t going to do anything but hurt the game.
If we could all go back in time and pitch the game with a “reduced” sub fee (like 5 bucks which you suggested), I would be into it if it meant we got the features we want faster.
2v2: Two mesmers
3v3: Three mesmers
5v5: Five mesmers
The whole mantra of “Soon” is to manage player expectations. “Soon” implies that if you tell players something specific, and change it later, it’s worse than if you hadn’t said anything at all.
They broke their own rule by telling us when to expect the feature. If their policy was one of openness, we would all be very understanding of a missed deadline because we are on the inside. We’d have information as soon as it is available, so we wouldn’t be desperate for anything to revitalize the community. Because we deal with “Soon” we expect announcements to be concrete – that’s what we’re getting for our lack of information.
As it stands, we have the worst of both worlds. Most of the time, they tell us nothing, under the guise of protecting us. When they do will tell us something concrete, we assume all the waiting meant it will actually happen. When it doesn’t, the community gets upset and they use our reaction as fuel to reinforce “Soon” in the future.
This seems like a feature that could be released with a few bugs. It’s only information, and 99% correct information is better than 0%.
How bad could the bugs be? Not showing up? Showing up in the wrong place? It’s not like gameplay is at stake here.
Seems like the PR damage would be less if you just let us see what you see and tell everyone it’s a work in progress. Worst case scenario the few accounts with issues would be mad… as it is, everyone is mad.
Even if my account was affected I wouldn’t want to hold back the rest of the community. Just send me a mail saying “we removed you, sorry, bug fix coming.” I’d be getting the leaderboards at the same time either way, and I’d benefit from the community refresh a major feature release has.
I don’t think it’s a community expectation issue – the feature was officially announced with the phrase “up to a week.” Putting aside the idea of releasing an announcement instead of a feature, Anet still missed the deadline it put for itself.
I wanted to believe.
Probably the Chaos or Inspiration lines, and move it to 15 points. Or make it a Major in one of those lines. Making it a major in Dueling wouldn’t be enough, IMO.
Honestly I think scrapping the trait entirely is the best idea. You could just nerf it into the ground with a 20 second recharge or something, but traits should be useful – just not OP.
With a burst build, easy access to vigor should come with a damage tradeoff. For example, the thief has Feline Grace (which restores endurance and thus is similar to vigor), but it is in a mostly defensive trait line, so you have to give up some damage to get it. Ele/Guardian/Engi all have access to vigor in defensive trait lines.
What about Critical Infusion (vigor on crit) for the Mesmer? Starting off, it’s a minor trait, so it’s basically free. It’s in a damage oriented trait line that gives crit, so there’s no tradeoff. It takes one of the best bursters and gives them tons of extra dodge, making it even harder to kill. Why are Mesmers dodging around like an acrobat, when thieves suck at dodging? Are clones/distortion not enough? If they really “need” that vigor they should have to spend a Major trait or spec into something other than raw damage.
The real kicker here is the Deceptive Evasion trait in the same line. It creats a clone when you dodge. These clones don’t do much damage, and aren’t even that confusing (because you just saw the mesmer dodge which clones can’t do). However, they serve exactly one function: shatter fodder. Now I could see a defensive mesmer build than has tons of dodges/clones so he’s hard to pin down. He doesn’t mind wrack you all at once, but a few times over a fight. But giving Shatter burst mesmer free dodges AND clones is just overkill.
I beleive if Critical Infusion was nerfed/moved/removed, Mesmsers would be a lot more reasonable. They would have to time their dodges more carefully. They could dump their endurance for the burst, but be vulnerable after.
Any Mesmers out there want to defend this OP synergy?
The video example doesn’t use blurred frenzy.
Kill shot? Wow. Going to skip this for now, but wow. But if there was a weapon set you could turtle in (non even exist that compare to staff) AND make adrenaline AND fire kill shot them maybe it would be the same.
Pets can do good damage but that’s the entire mechanic. The pets with good damage have less health and CC. Mesmers still have 3 other shatters. But there are some redic things you can do with pets, doesn’t change the topic.
Thief Mug/CnD/BS. You are mentioning TWO weapons. It would be like if you could get a full Mug/CnD/BS combo worth of damage while using shortbow and are blinking and evading around because Mug did all the work. And Mug is getting looked at.
Engi kits got nerfed this patch. And toolbelt skills are kinda like their second weapon set.
The only thing I agree with is your last sentence, but probably not in the same way you do.
Why would you want to not be able to see other peoples titles? Turning it off doesn’t mean they cant see yours if that’s what your trying to achieve.
Have you logged in since the patch? The nameplates are now 2 lines instead of 1. Not talking about when you click on someone. We are talking about the hovering text above their head.
It also depends on just how glassy each person is… GC vs. GC is always going to end fast no matter what… I never kitten when I take a full bas venom backstab if I am in full GC… Why because i had no innate defense… So if you don’t want to eat a full burst then stack some kittening toughness and stop kittening.. If you don’t want to stack toughness then accept that you will die ridiculously fast if you play like a baddy.
Yes of course I also mentioned that in my post. The point which you missed again is that is the top of the range of what it can do short of actually situational circumstances (25 might, 25 vuln, frenzy, etc).
I’m talking about extra might/vuln from another source. Any might/vuln you apply is part of your damage, obviously.
“No might stacks, no vuln. It’s a 1v1”That is something you just said and then you are saying “OH I meant from other sources!” Make your mind up Mr. Romney. In 1v1’s of course its all going to come from you… The might stacks were still fairly high on the mesmer from his shatters… Jeez
The point is nothing padding the damage. Add the word “extra” after “no” and it makes perfect sense, which is why I clarified. Even in my original post I say “it’s a 1v1”
Do you honestly think that self buffed might stacks or self inflicted vuln stacks make a burst rotation niche? That’s the bread and butter of how it works. It’s not “very situational” as you say, but good playing.
I’m talking about extra might/vuln from another source. Any might/vuln you apply is part of your damage, obviously.
Here a Team Paradigm player gets hit for 11k:
https://www.youtube.com/watch?feature=player_detailpage&v=o9_UR1dCoT8#t=70s
Granted this is vs a GC thief. But I was talking about GC vs GC.
No might stacks, no vuln. It’s a 1v1. Don’t tell me you don’t break 5k if you spec wrong, it’s obviously a shattered oriented build.
A bunker would take less, but shatter also removes boons which tends to hurt them more.
100 nades is gone but that’s very specific. Burst engi still exists, that’s all that matters.
Many people were concerned about it and running it in tpvp.
Did you seriously released a build guide today that includes frenzy?
I fully expected a comedy video.
I love this change.
But the fact that no one notices it was gone probably means this probably should not have been so high on the list of balance priorities. On the WvW forum, there is a thread about how maybe the LoS change to grenades will make engineers more useful in sieges, but nothing concerning 100nades. This is the only thread on the PvP forum about it. There isn’t even much talk on the engineer forum about it. We’re talking about a total removal of a build. This is the most serious nerf to any profession since the nerf to flamethrower in September. How many other builds have been completely removed from the game?
Was 100nades popular in WvW? I mostly tpvp, so I can’t say. In tpvp it caused many an angry whisper (more than anything else I’ve seen).
How many other builds have been destroyed? Well 100 blades just got pretty wrecked with the haste change. And 100 nades was way more OP than 100 blades ( I suspect something will be done to help warriors eventually). The real question is, what builds have been as OP as 100nades? Go watch pandacache/steamhawke on twitch and tell me it’s fair :P
There were also some problems with the way the change was implemented—for example, engineers who didn’t like using elixirs used the same trait for a little bit of condition removal from other kits. Engineers who use multiple kits are largely changing their builds so that they won’t get the wrong effect by mistake and lock themselves out of a useful effect for 20 more seconds. So I wouldn’t expect to see many of those new, interesting effects, but I would expect to see more condi nades elixir engineers.
I agree here. All the effects are very strong, so they need a long cooldown. But now that they are supportive mostly instead of damage, they should make the cooldown individual rather than shared, since there’s no benefit to spam them all at once. I also think the effects should shorter and with shorter cooldown, so facilitate plenty of kit swapping. Like a 1-2 second magnetic Aura instead of 2-3.
It’s silly Mesmers don’t need to use their weapon set for damage, instead they have a profession mechanic that hits for 10k.
Unless you are a GC and have a full set of vulnerability and the mesmer is also a full GC with a kitten ton of might… 10k is elusive… I actually hardly ever even see thieves that hit for 10k with their backstabs and as a full GC in tourney’s I hardly ever hit someone for 10k…. Also the GS phantasm was kinda the only way we could catch people running away (run away)… And the cripple doesn’t matter at all now because it lasts for a half a second (exaggeration) but seriously… GS is useful and most of that came from the phantasm…
Yes 10k is a GC vs GC number, and approximate at that. But it’s closer to 10k than 5k.
The point is, that’s a lot of damage from a profession mechanic. It allows Mesmers to take staff, have tons of extra utility and maintain viable burst. Hopefully now GS will be more tempting, but Shatter will be just as effective.
It’s silly Mesmers don’t need to use their weapon set for damage, instead they have a profession mechanic that hits for 10k.
The 100 nades nerf was a perfect example of changes done right.
1. It was needed
2. They told us it was coming
3. They actually did it
4. The change is interesting (lots of new effects, rather than just scaling down the numbers)
I am a little sad that it’s gone, since we had one in our group… but not enough to post about it. I know they are never going to bring it back, and although it affects my overall team, I still think it’s a good change.
That’s because it was unequivocally Over Powered.
Doesn’t matter how “hard” it is to land, no trait should give that much extra damage.
The new kit refinement is pretty cool, magnetic aura I especially like.
Shatter nerf is only if the GS buff proves too powerful… That was a suggestion brought by Xeph in response to the GS cleave attack… Jon Sharp said if it proved too powerful then they may “Shave a little bit off of shatter damage.”
Thanks for the clarification. I thought it was the other way around. Aka shatter is too strong, so we’re toning it down, but we’re adding some damage options to make up for it.
If they knew about the haste change why didn’t they say anything about it? Did I miss that part too? Seems like a very important part of the “state of the game” much more so than buffing underused builds like turrets and banners.
Confusion does a ton of damage if they have condition damage and you spam your skills.
A shortbow ranger with quickness can melt themselves. Ele’s that rely on signet heal (and thus spam) also take a lot of damage.
8k-12k is possible, but you really messed up if that’s the case. Confusion can reach 1k per skill use but that’s on you if you keep spamming.
If they did, they didn’t tell us. Pretty huge change not to mention.
If they didn’t, they came up with the idea, tested it and implemented it within 2 weeks. If that is the case, why does a massive change like that only take 2 weeks of internal testing? Especially the 2 weeks prior to a patch when there’s a lot to test.
Also, what about the shatter and Mug nerfs? Did they change their mind? Undocumented changes?
Yes but,
Frenzy penalty needs to be reworked, and possibly other warrior buffs.
You can guest on Anvil Rock to see how it is.
I do it sometimes to laugh at the barrens-style chat, but could never have it as my home server. Would drive me crazy.
Yeah using CoD as an example probably doesn’t help your point. Also CaC has no place in this game (unless you are talking about saving builds, which is needed)
There are plenty of games with diverse game modes. I also hope GW2 is someday one of them. Everyone understands the concept of varied game modes – we don’t really need examples to clarify. What we need to do is convince the devs to add more sPvP modes, even if they start out with issues or are unbalanced. Something to change it up, to blow off steam, to try something even if it fails.
The community is the ultimate beta tester. Not only do we all work for free, but there’s lots more of us than Anet could ever hope to hire.
Makes me wish they had spent the first 6 months of release being more adventurous. More frequent changes, more community feedback. We would have made a lot more progress than the slow drip of “we’ll release it when we are satisfied”
How did paid tournaments get released if ANet only releases features when they are sure they are going to work? The 180 on paids demonstrates it’s possible to release something, get feedback, realize it’s not going to work and scrap it. Sure it was annoying to think QPs meant something and then all of a sudden they don’t, but it was fun while it lasted. They should take the same approach with other features – let the community test it as soon as possible, and be willing to admit when some things aren’t working.
They may buff other areas of the Thief to make up for the nerfs.
A 10 point trait shouldn’t do 3-5k. If all traits were that good, the game would be broken. Kit refinement is getting the same treatment.
It’s probably because it’s spirit watch time, seems to bring all the ele’s out of the woodwork.
I would like to see a new boon introduced that made you immune to incoming conditions. Existing conditions would functional as normal, only that new ones wouldn’t land.
It would give a whole new way to deal with conditions, rather than yet another cleanse. It would be skill based, as timing the use/uptime of the boon can greatly swing fights. It would also be more fun for the condition giver. He knows if he lands them, they will stick…so he focuses on landing rather than spamming to outpace cleansing.
that is the Autoimmune Defense System (or whatever), 30pt Alchemy engineer trait.
immune to all conditions below 25% hp. all existing condis remain.
no one that i know uses it.
That’s 1 deep trait for 1 class, that only functions at low health. There’s also the opportunity cost of picking that as a grandmaster trait.
I was thinking more along the lines of incorporating it into some weapon/utility skills, especially for classes like warriors that have a hard time dealing with conditions. Could also replace existing cleanses with the boon.