If a subscription fee translated to active content then I would agree but I don’t think PVPers are worth much so I doubt it would have been any beter. Ultimately this game has made me realize PVPers like many of us are a highly demanding minority who may never find a suitable home for competitive PVP with any level of depth and active development.
For many reasons my team (Imperial) is taking a break for a while. We might play once a week from now or break entirely until more features are implemented and balance is solid. I think it will be an uphill battle to regain pvp population even at that.
We all agree that the pvp base design is good but the supporting content is terribly lacking and progress towards it too slow to maintain interest. I feel like the state of pvp is still early closed-beta status. Its just really bare bones which doesn’t work for an MMO genre.
(Slightly off topic, and hence parenthetical — I would love to see a charted breakdown of normalized damage across different abilities -- i.e. ground targeted/aim based, AI-based, auto-aim-based, etc. — to see whether skill shots are actually rewarded with more damage. I am confident they are not, just another indication that Arena Net is not focused on skill gap whatsoever.)
Yes, well said. This is a core issue with the game imo.
I expect it to come today but honestly I will feel fortunate it if comes before or during prime time or any any time before 11:59PM PST for that matter.
PS Please release patch notes in advance arenanet.
So long as said function is actually backed by active moderation I happen to agree on this. It seems anet is already understaffed anyway though; too busy making pumpkins and turkeys for holiday events.
Its been all about the thieves and mesmers for quite a while. The main issue with thieves is that they can perform outstanding burst and dps with minimal effort and skill. And when thief burst is toned down you’ll see even more glass mesmers pop up. You’ll see more glass in other areas in general since they wont be oneshot all the time but mesmers will hold the crown until either their burst or built in defenses are addressed. Fortunately mesmers require some skill to perform at a top end tier but once they nail down their rotations they are very very difficult to deal with and can cc/burst with invulnerability on a very short cd.
Stealth/Culling bug fix will also help with fighting mesmers though so thats a start.
Other classes don’t have access to such high damage single strike abilities so thats the main part of the issue. The other is on top of that you can chain other big hitters in rapid succession.
Beyond that, thieves have easier escape than most other classes so they are able to pull off some pure glass builds with greater success than the rest. Mesmers are in that boat as well.
Yes they do, even in the few streams I watch it’s talked about openly. And I for one play free tournaments and paids as much as I can and I don’t find glass certain thief builds to be balanced. Manageable, yes, but its not balanced compared to other classes.
Why bother with dragontooth on ele or whirlwind on warrior or anything else when I can spam clusterbomb more often, more easily, for more damage, and more safely than I can on any other class?
Clusterbomb, trickshot, dancing dagger, and the steal combos just do way too much damage for how easy they are to use.
I hate downed state! Bam! In your face, Seether!
Nah I didn’t like it at first but I’m used to it now and like it well enough. But like everything else though it could still use some balance adjustments.
Hm… Oblivious thief player? Or clever non-thief player indirectly asking anet to address these issues? (In case its the former, yes thieves are afforded special raid-boss balance status but even then obviously its an exploit. And in case of the later; well said ; )
Made a thief last night… most broken op nonsense I’ve ever seen in my life. I can run around spamming 5-6k aoe clusterbombs, or more, and if I get in trouble, just stealth or shadowstep away. I won’t bother going into depth over issues that might get fixed in the upcoming patch but lets just hope balance is addressed.
I would hate to be lumped into a ‘never satisfied’ category but what Defektive is saying is very true and I’ve felt the same from the start. Weekly updates would be better than a monthly (padded) build. And spontaneous hotfixes would go a long way to keep faith alive.
Bam, 13k lol I’ve got a 7k one somewhere as well as a few others. Had some 9k ones too. I think usually they are anywhere from 1200 to 4k.
I think +damage% stacks in a very odd way in this game and is the culprit for many woes currently. I made a max glass thief just for shiggles and I’m running around doing 5-6k clusterbombs on a regular enough basis.
Oh and on a more serious note, might I recommend the discussion take place the day after the patch? Many issues that will inevitability be broached might in fact be addressed with the patch.
I’ll serve as the thief representative and tell you all ele is fine, l2p.
IMO they could have spent more resources to develop more pvp for launch. Given the enormous scale of PVE and WVW we’re talking just a few % more effort toward sPVP and that with a quick fix policy for class bugs and I think they would have a lot larger and happier pvp community.
Yeah people are going to complain nomatter what but I think its pretty justified to say sPVP got the short end of the stick when it comes to content and features. Even if its justified from anet that PVE pays their bills. Things are what they are and we would have to content ourselves with waiting or leaving but the game was hyped as e-sports this and that so it just creates frustration when we’re still waiting on basic features.
I really like the pvp potential for this game but it really does feel unfinished at times. Also, everything listed here is quite true however I feel they are all symptoms where the true cause is a small pvp population to begin with. And its catch 22 because if they devoted resources, they could cultivate the interest in PVP… However they probably won’t do so because the we need a larger pvp community to substantiate big and consistent patches, so resources won’t be relegated to do so because we’re too small.
Sure, they’ll fix things in time perhaps but we’re talking long after the interests of potential core players have waned. IMO the best shot they had for esport potential is if they hit the ground running at launch and delivered weekly updates and hotfixes quickly when needed. Keep the momentum going. At this point its going to be a big uphill battle to capture new interest.
Just think, if after release they devoted the same resources to PVP as they did the Halloween events and likely upcoming other holiday events, imagine how much further along PVP features would be.
It really does underscore the smallness of our community. Makes me feel like pvp being a dev priority any time soon is very unlikely.
Dps with air/fire, bunkers with svanir lol it’s so annoying.
The really funny thing is that all of these things have been there since beta. It’s good to have useful runes and sigils but with min/maxing all over the place it can definitely be frustrating.
Haven’t followed this thread but I have video of Daays killing me in .9 seconds on my ele with valkire amulet, from full to dead. Oh and even though I pressed my stunbreak (mistform) before the backstab it still didn’t go off in time (shows the button press before the blow lands)
And I think other times where he killed me without even rendering before I was dead.
It’s not just daays of course but he’s one of the better theives out there that can catch me.
Thief burst is so insane I can’t even be upset with it. Oh wait, yeah I can lol
So I’ve played elementalist for about 43 ranks and decided to give warrior a try. The damage output potential is insane. I have a feeling many top end burst builds are going to be toned down however and thought it would be interesting if warrior had some more utility to compensate. So here’s my suggestion:
Give warrior more class mechanic abilities other than burst for each weaponset. F1 can be burst, F2 – F4 could be defensive or utility based abilities. More like mesmer functions than ele functions though defensive/offensive stances could be cool too.
Ultimately I think if the game is ever going to be balanced competitively some things need to be more normalized. I feel like the warrior has an abundance of damage but lacking in versatility. Elementalist has all sorts of versatility but are rather weak for the hp pool.
I’m new to warrior so its just an idle suggestion but maybe it has some merit? What do you long time warrior veterans think?
No I think payne is right on this one – definitely nerf clusterbombs. Good call payne.
Many people I’ve talked to are looking at this November patch as the make or break point.
I for one will likely be done with GW2, or at least for a few months, if PVP content isn’t delivered. Mainly its the bugs, exploits, and imbalances that are ruining it for me more than anything. If a good effort is made toward fixing those areas I’ll stick around a while longer. If not, I’m just burned out.
It was just the thief and mesmer in that instance so how many stacks can a glass (non condy) mesmer and glass thief stack? Not many if any I wager. Even if that was with 25 stacks thats still over 7k
I only said that air runes were indefensible in their current state, not stealth; of which I stated is essentially working as designed and likely to remain as is.
But I agree on many levels. Portals I do believe is a major issue. It illegitimizes mobility classes and promotes the zerg aoe fights you mention. And currently AOE is > skill.
And bunkering really is over the top.
Wasn’t aware of svanir exploits though.
You’re also correct about the communication breakdown. I have enjoyed playing against many of the posters here and I would hate for this thread to become a source of contention and hostility in future matches.
In a game with no gear disparity in pvp it’s shocking how imbalanced and bugged some abilities are.
It can be dealt with imo. The only reason it feels ‘gimicky’ currently is because it’s not very well known yet and takes people by surprise. Engi doesn’t have a whole lot of "Ok, its an engi so watch out for him doing such and such’ scenarios like say thief or warrior for example so its not bad that they have something like this.
Moving on, and in sumary:
General consensus is: Air runes are broken and indefensible in their current state, yes? Payne stated he doesn’t agree with this however so it has some supporters.
Rendering bug – Working as intended? Nope. To be fixed? Will be fixed next patch. Awesome.
Other substantive matters broached:
Attacking while stealth and not being revealed until an attack lands. – Working as designed clearly. Is it game breaking? Not in my opinion. Is it a good mechanic? Not in my opinion. Was the scenario in my vid intended? Probably not. Would they spend the time to change it? Probably not.
Air runes? Will they be removed? Probably not. Will they be nerfed? Almost certainly.
Fire sigils? Probably fine tbh. Damage % stacking with such proc features need to be looked at imo.
RNG? Obviously a common feature in most games of this nature but there is obviously a difference between things like crit which quickly average out over time, and a proc of this nature that can essentially decide the outcome of a fight.
Right. @Xeph – the thing is, had the purpose of the thread been to say something about the thief was op you would be well within reason to point out the deficiencies in my performance. However, I did not, nor did I ever at any point give reason to believe I was oblivious to this fact. Yet even after conceding this fact that was obvious, you segue away from topic to underscore this point again. And that it was unrelated to the body of the discussion indeed makes it appear like it you had the ‘l2p mantra’ locked kittened and ready to rock.
Its like a conditioned response. Obviously there are a lot of people who need to l2p instead of whine but I don’t feel abashed for excluding myself from this category in this instance because anyone can see the problems with rendering issues and massive air rune crits.
I would also add that there was in fact a rendering issue clearly shown in the video and it is clearly a problem. The other part about a thief being able to attack from stealth continually and miss indefinitely is certainly a mater that should be up for deliberation. I do not believe this is reasonable, yet I acknowledge it is a game mechanic working as designed currently.
And for the record I would never complain about losing 1v1 in that situation with that build and and utility setup anyway but even if I did I don’t feel it would be entirely unjustified.
I find it really difficult to respect mesmers and thieves who act high and mighty. Many of it’s players want to really act like things are perfectly balanced. With my ele in any number of builds I can 1v1 vs any class also with any number of builds with better than a 9/10 ratio except thief and mesmer. And in any given team fights I will die more to thief and mesmer than any other class. If all classes were supposed to be balanced I imagine the ratio would be proportionate amongst all classes yes? My skill doesn’t suddenly drop when playing against thief/mesmer does it? Why is it the norm to avoid 1v1s with mesmers if possible? Or maybe it’s just that mesmers and thieves are just generally more skilled players? I’m sure thats it.
Are mesmers and thieves allowed a special raid boss status that gives them the ok to have this advantage over other classes? I think not. Warriors are close to this status as well but at least they lack the same level of evasion/invuln measures so they are more managable.
But even then, playing warrior over the weekend seeing the damage output for myself it’s just amazing. Why do churning earth when I can do a whirlwind for as much damage instantly plus evade. Why cast phoenix when I can toss out bladetrail, hit mokittengets and do more damage, why play glass ele when I have 6k less hp, why firegrab when 100b does more damage even if it doesn’t hit every swing. Why auto attack for hundreds or less when aoe cleave on greatsword does 4digit damage. And in general everything with cd/s 1/3 as long as ele. I still love ele and its a strong class but when it comes to damage other classes outshine us completely currently, at least in the risk vs reward area.
Oh but healing! Sure, we can spend 45 points in non offensive trees and get an extra 3k healing when swapping to water – and with scepter/dagger we can spend 2 gcds +cds healing for 1200 or so each while a thief is critting for 1800 on their ranged auto attacks against us.
Anyway, once again, my performance doesn’t affect the topic of the thread but since it was forced as a subject – yes I screwed up and yes I could have won that fight against the thief – all the same however, I wouldn’t have made a complaint thread about the loss of the fight in and of itself but since that is how it is construed anyway, please don’t kid yourself to think things are balanced already.
You’re correct though, nobody is perfect and mistakes will be made, just leave it at that. I don’t feel like a thread must absolutely stay on topic but at this point the detour made is just into drama and adding nothing of substance to any particular issue or point. I don’t take anything said here personally though I appreciate those who have had my back in this thread but would really like it if everyone would let at least the personal banter reside at this point.
@xeph – you do understand everything you said was in fact covered in the thread already? Even within the first few posts? You’re the same as payne again in this instance, you’re just wanting to marginalize my post by saying it doesn’t prove anything regardless of whether or not I intended to ‘prove’ anything at all.
@jumper – I don’t see the point in arguing with you, I don’t disagree with what you’re saying but your last reply is not what I was talking about. I wasn’t saying you could infinitely avoid damage but in any given fight being able to open a fight with hard hitting short bow spam, dodge + disabling shot evade the big attacks, then more shortbow spam and then stealth when pressured and attack more from stealth while init regens – as a pure glass build, thats pretty strong, not imba, but strong. And yes you can be killed in stealth but in this instance with the build, utilities, and weapon set I was running it was a bad matchup, I didn’t have anything left after phoenix and firegrab. d/d with arcane utilities is a different story which is what I’ve run the most of my tournaments as.
And yes, mesmers and warriors do some insane burst as well but at least with warriors you can stunbreak to get away and they can be focused hard in a group fight. And with mesmers they at least have to have some skill to effectively pull off their burst and still survive. Good mesmers are hard to damage, even in team fights. Their afk clones hitting for 6k is another matter and needs to go immediately.
All are handled differently and I like the diversity that brings to the game but even so I think most would agree certain bust builds are out of line. Maybe they aren’t but word is they’re adjusting some things for next patch so we’ll see what happens.
@ days – I totally agree with you. The burst is insane and the other builds aren’t as desirable, whether that is because bs builds outshine them so much or they need a buff I don’t know enough to comment, but I do believe they will be compensated in the end if the burst gets knocked down. I imagine thief is in a role reversal of ele – our bunker builds are too good and our burst builds are suicide. And our hybrids are generally bunker builds with berserker amulet which makes us somewhat durable with lukewarm damage. If some of the top end burst is lowered from the biggest hitters then glass eles and other classes as well might become a bit more viable. Recently I rolled warrior cause the damage is just so much higher than my hybrid ele and fury is like a free kill(s) every cd.
@jumper, again – please show more pics of broken abilities not working as intended. ps. did you see my screenshot of the 9.3k steal against my ele, is that ‘close’ enough?
@xeph, you’re making the same mistake payne was – this thread had nothing to do with me or payne, nor ele vs thief, or theif is op or even difficult to beat. Nor was it even making a claim of proof of anything – it was simply, here’s a video of what happened, which was half the fight where I couldn’t hit him while he attacked me from stealth, and when I finally attacked nearly half of my life was blown up with a RNG proc.
“I just don’t understand what it is you wish to achieve, by going after payne…”
It wasn’t until payne jumped in that the thread digressed to nonsense land. You’ll notice I never called him out – he called me out for bad play which was beside the point and even so I admitted freely I could have played better. That aside, I have to lol at this becoming anything about 1v1 scenario anyway. On my ele I can either build to reliably destroy thieves 1v1, or I can be useful to my team. And I beat thieves all the time even with my teamfight build anyway so please tell me why this thread is taken as a thief complaint thread?
@jumper – Tons of evasion – I’m talking about the damage you can avoid with disabling shot and stealth, that joined with timing dodges between these features means you have a whole lot of time spent not taking any damage.
And as for the burst, its clearly very well known about the amazing burst potential thieves have. You have some really big hitters and then strong +damage % modifiers with traits and abilities that deal even more damage when the target is lower hp.
Thief risk vs reward just is not in line with other classes.
(edited by Prince.3682)
QQ – Paid q’s are waaaay too long even during prime time.
Devs: is there any chance of a hotfix adjusting admission price until a long term solution is available? Winning a free tournament = 1 ticket and 1 ticket for admission, I feel that’s sufficient.
Now, I really do like the idea of people buying gems to spend them on tickets., that way anet has some financial incentive to keep development going for pvp… But I don’t think people are ever going to spend gems consistently on a fundamental game function. Its too recurring and if they don’t have tickets they are already demotivated from losing anyway.
Ok, you believe 2-9k RNG hits are perfectly reasonable and balanced with other runes. Good for you. I’m done; move along now please.
Been saying forever that that trait tree needs to change and attunement recharge needs to be flat. I support any change that makes it the case even if it means removing the bonus from the arcana tree; yeah its that important.
Payne, I don’t think anyone buys what you’re saying one bit but this thread has a lot of views now and we probably have an audience so everyone just /popcorn while this needless drama continues to unfold.
I’ll overlook your condescending attitude and move on to address the subject matters.
First off, human factors mean you cannot have an ‘equal’ 1v1 no matter what you do. And because of extended variables on top of the human factor you cannot come up with anything conclusive. Thus any results would be unfalsifiable and could not be taken seriously.
You also cannot just crunch numbers to say one does a certain dps over the other because spike damage obviously affects battle outcomes, especially in this game. And saying the air rune pans to a certain average dps % out over time is illogical because it takes it out of context. Anyone knows that fights are not a simple matter of damage in/damage out.
Furthermore, the fundamental issue is the RNG factor. I’m pretty sure the general consensus amongst pvp enthusiasts is that things such as the air runes are undesired. I would go as far as to say such things are anti-skill.
It’s also pretty obvious that on a personally level you have a vested interest in defending the air runes completely regardless to reality concerning fairness. After all, as long as you believe they are balanced you can pretend like the fights you win with it are all skill and even without them you’d have won anyway because its just a tiny factor in your overwhelming domination you pvp-man-god you.
However, if we did want to explore your claims we can imagine our duelists with two different runes. As per your example, one uses divinity, one uses air. Divinity gives 12% crit damage and 60 power. Air gives 10% crit damage and a 20% chance to lightning strike with a 10s cd. Damage wise you’re trading off 2% crit damage, 2% crit chance, and 60 power.
I’m going to estimate and say on many power/crit builds thats around a 4% improvement using divinity over air just looking at the numbers. And on most dps builds that’s probably adding 40 to 80 damage per attack but even on a giant 10,000 backstab you’re probably looking at around another 400 damage.
To put this into perspective, using divinity to reach the level of even the hit that landed on me in vid you’d have to land at least 12 consecutive 10,000 backstab level hits with the same frequency of an air rune proc, assuming that would be something just over 10 seconds in general. Its nowhere close to the same even on a number crunching level. But on top that it was a huge burst out of nowhere outside of your rotation without you having to do anything except get hit makes it even stronger still.
(edited by Prince.3682)
Can’t agree emphatically enough over 1) and 2) The rest I don’t care about order as long as things are streaming in periodically but if I had to pick, I would put ranking as 3) but new modes would be a wonderful breath of fresh air.
But for the love of god 1 and 2 should have been much further along by now so please arenanet, I’m begging you, devote resources to these.
Its obviously personal – you passed over the actual topic to call me specifically out for screwing up in the skirmish. That’s bringing it to a personal level. Nothing to do with being logical.
And do you really want to get into dps ele vs dps thief discussion?
Its not so much that I screwed up anything anyhow – you auto attack for the better part of 2k per hit and double evade + double disabling shot to evade all of my limited burst potential (pretty obvious if a s/d ele is up close to dodge btw) and used your steal (c’mon, you gotta admit that’s ez-mode burst) to evade my firegrab. I got away from most of your dagger dps after that and once I healed and turned around to go on the offensive you just stealthed away to come back at your leisure and when you reappeared I owned myself to your rune procs. And your flame sigls proc’d did nearly 3k damage in that fight. In total rng made up close to 8k damage overall. Proud of that? I wouldn’t be, nor would I expect such features to remain in the game as is.
Thief has a lot of built in safety and evasion is > healing.
Your attacks in general are quicker and higher in damage and easier to land. And mine have quite long CDs attached. ele attacks are also notoriously easy to see coming. You realize your spammable hs vs low health does more damage than my firegrab on a 45s cd? Not to mention yours has auto-aim built in and is on-demand. Nevermind that firegrab hits like an auto-attack without burning up on you. Your steal is instant damage, and even double damage with precharged c/d, more than any of my attacks.
And as for that fight specifically I was at a disadvantage to begin with due to having mist form off cd, and a utility I would only use at node teamfights. I don’t want to make excuses; I did lose the fight ultimately – but at the same time I wouldn’t have you feel high and mighty over it either.
One more case in point however – I ended the video upload before the part where my engi teammate respawns just after I go down there and finishes you off quickly and easily; point being that you must have been forced to use enough initiative and utilities to leave you vulnerable. Meaning had I bounced back with heals instead of burst down from rng I think it would be a much tougher fight for you than you’d like to admit.
And no, that steal screenshot was taken last night in a random pug tourney.
Again, the point of the thread was the rendering bug and air runes being straight up broken. Nothing to do with theif, or ele, or 1v1 duels, or me sucking, or you owning, or steal damage, etc. If you care to defend the air runes in their current state, please make your point. Otherwise you are off topic and basically being a tool for calling me out on my suboptimal performance.
Making all the mobs chain aggro would go a little ways to help with base exploit and solo pulling from range. Maybe its all working as intended? Dem sneaky thieves has to have their ez-mode wins.
Actually I wasn’t using frenzy, I was auto attacking then hunderp blading the corpse of the thief after he was already dead but even if I was using frenzy, see post just above.
Thats ok though, what about next image attached? 9.4k steal. Happy with that balance? (No frenzy, thats on my ele)
You’re obviously a decent player but you’re using an ez-mode class with tons of evasion and insane burst – gloating or calling others out for screwing up is unsightly. No need to make this matter personal.
Was this thread about a 1v1 or about the air runes and render bug? hm? You’re really trying hard to make it a ‘you suck, l2p’ discussion and ignoring the original topic.
I mean, what’s your point anyway? I obviously screwed up, so what? Watch some of my other vids where I wreck people of whatever class. I win some and I lose some. You obviously had the upper hand in this particular battle but don’t expect me to honor your victory when you win with broken or imbalanced abilities and call me out for screwing up.
You’re acting like I called you out for something; this has nothing to do with you specifically in the first place.
Don’t act so conceited. Look at the vid again: I’m not pure glass – I had vigor and regen going, an endurance bar ready and a dodge roll into water would have given me double heals, then water-5 for another – I would have bounced back enough to keep at it.
But I’m sure you feel the air runes and thief shortbow damage is all balanced as is thus discussing the actual battle is pointless anyway.
“So, I’m sorry I have to say this, but there is a skill issue here.”
Just wow if you think a 6200 rng factor is a measure of skill for you or against me. If you feel that is working as intended then bravo to your pro dice rolling abilities.
Really man, this thread had nothing to do with skill issues so saying that just makes you look like another thief who couldn’t wait to tell someone to l2p
Nice, glad I wasn’t going crazy after all. Thanks for responding on the render issue and really good it will be fixed. Is there any official stance on air rune damage?
Agreed except the opening of your post. I haven’t played one bit of pve for this game and instead of happy for it I am annoyed about the volume of content on a disposable one week event while crickets chirp in PVP.
Paids were nice for a couple days then queues dried up quickly. And as you said, paid is not any sort of new content. That along with many other pvp features should have been included with launch so its hard to be grateful for such things.
We’re not even getting bug fixes and class balance in any reasonable amount of time.
So far GW2 is the game that is perpetually ‘Going to be great someday.’ At least as far as PVP goes. Maybe PVE is great but PVP needs a lot of work and more resources put into it imo.
Modify quickness a bit and you’ll be much closer to a balanced game. No need to remove it, it can still be strong, just tweak it a bit for speed %
I blinded him before going into stealth, so that accounts for the first miss, I also put up arcane shield; does that not make them revealed if it blocks? Very interesting. Pretty lame actually lol I concede however all the same if he rendered properly afterall.
I’ll pay more attention to see if the render bug I’ve been thinking was there was just me dodging backstab. But even still, I’m almost certain there are times that a theif has executed full bs combo and is already chunking heartseekers out before he’s even visible to me.
And yes, I’m squishy, I play dps. Even though with that build I have a whole 20 points into an offensive tree. Yes thieves are easier if I want to wear different amulet for toughness and do even less damage against the other 7 classes in the game. I don’t think thief should be the only class that is widely accepted as viable to play as glass. Really not the point of this thread anyway.
There are actually a couple issues I’ll bring up here and I know it’s been brought up before but here’s a good example of the rendering bug with thief stealth. Some people seem to think it doesn’t happen in sPVP much but it does. Not every time but certainly noticeable.
When the thief stealths, he is able to get off 4 full shots off before even starting to become visible and isn’t fully rendered until shot 5 or 6. His dagger set was on CD from weapon swap but what usually happens is a series of heartseekers from stealth after c/d+bs which makes the.
Next issue is that air runes are broken. I survive the rendering bug to own myself with 5107 crit from their air rune lightning strike. And to rub salt in the rune his fire sigil proced for 1222 on the air crit lol. So 6229 damage just from attacking. Lot of teams stacking fire sigils too for the aoe zerg fights lately. Fire sigil is really strong but air runes are just stupid.
And just as a point of observation and comparison, his short bow auto attack crit for 1408 at the end there while my lightning auto attack crit for 188. (I’m also using berserkers) Ele dps got nerfed hard during and after beta and thieves got brought up big time. Such is life I suppose.
One more issue worth mentioning is warrior bladetrail is hitting for some absurd numbers in in spvp still.
(edited by Moderator)
Portals really marginalize roamers imo.
It also allows for forcing team fights and from what I’ve seen in this game, AOE is > skill