Showing Posts For Reveille.8397:
I realized they will probably never achieve balance, so anytime I see a nerf incoming I prepare to change mains. I see no reason to use an inferior class when I can switch classes and automatically stay on top. I am not mentioning any specific classes here, but I think it should be obvious to most PvP players which classes are bottom 3 in terms of their ability to be on par. Having said that, I am not stating that being a good player doesn’t help…but still I would rather use a knife than a spoon as a weapon…
Patch Notes:
Reduced scrapper DPS by 50%
Resolved an issue where players were still playing Engineers
Easier fix if you want to get rid of the last few engineer players.
P.S. – The problem is not that the class is overpowered, it is likely because you played someone who is really good. That could have happened on any class…In my opinion though, it is easiest for me to kill while I am playing Warrior, Necromancer, Thief, Mesmer, Ranger….while I struggle with Elementalist and Engineer. This is coming from someone who is not claiming to be good, so the fact that I can run over people on the first 4 classes even though i have no clue what I am doing should really be an apples to apples look at which classes are easy mode.
better take some potassium supplements because all that salt can’t be good for your blood pressure.
not a single person is going to take you serious when you start saying things like “elementalist and engineer are harder to play than thief”
I’m actually NOT the OP here….I don’t know if you noticed…
Second, I am actually supporting enhancements to the engineer, not supporting the OP’s notion that the class be “nerfed”.
Also, I mentioned the Elementalist as well because I am not some biased player that only plays ONE class like most of you people apparently are…because that is the only reason I can think of that you would have something against these 2 classes getting some attention…
Lastly, I don’t understand the “salt” reference because I have 9 mother*** classes to choose from, and as mentioned I am speaking from personal experience that I find it easier to get PvP kills and maintain survivability on Necromancer, Mesmer, and Thief especially. If you don’t have this same experience, then that is fine…I guess it just means that I am better with those 3 classes…maybe you die a lot on those classes…which just indicates that maybe I am not as bad as I previously thought I was because here you are suggesting that that it is miraculous that I am having better PvP experiences as a Necromancer, Mesmer, Warrior, Thief than I do as an Elementalist or Engineer…
I would love to know how you find these classes so hard to play, but then again maybe we are all just good with different playstyles and classes. Personally, I don’t do well as an Elementalist, that is why my main was originally a Thief. If you have the opposite experience…I don’t see a problem with it, but I don’t see why you are unsupportive of improvements to Ele and Engi unless you main a different class.
I am not class-biased…I actually would love for every class I play to be viable…
If that were the case, then I would have all losses (assuming I am a bad player, as I believe is being indicated here).
Further, isn’t every match going to have a combination of seasoned vs non-seasoned players?
Also, being that I just started playing that class, again….why are the devs forcing a single build in PvP that somehow we are supposed to magically figure out without playing?
Lastly, I don’t know how MMR is determined or what my ranking is but l don’t think being teamed up against other low caliber players would be a negative thing (to me). I realize everyone has different end-goals however….and we all take different lengths of time to reach those goals, but to assume that someone is always going to remain at exactly the same place and never advancing seems a bit extreme. Everything in life is learned through experience, trial and error, and implementing methods to improve. I would love to see someone who played guitar like Jimi Hendrix on his first time playing that instrument….
Patch Notes:
Reduced scrapper DPS by 50%
Resolved an issue where players were still playing Engineers
Easier fix if you want to get rid of the last few engineer players.
P.S. – The problem is not that the class is overpowered, it is likely because you played someone who is really good. That could have happened on any class…In my opinion though, it is easiest for me to kill while I am playing Warrior, Necromancer, Thief, Mesmer, Ranger….while I struggle with Elementalist and Engineer. This is coming from someone who is not claiming to be good, so the fact that I can run over people on the first 4 classes even though i have no clue what I am doing should really be an apples to apples look at which classes are easy mode.
If 10 of 20 players have dishonor on them and cannot queue at a given moment, then your active amount of people queuing up is now reduced by 50%. This is no better than the original predicament, and thus the queue time will be increased. It is only perpetuating the problem. Is is any different if a person clicks dismiss?
If they are going to give you dishonor for failing to accept a queue, then why ask you if you want to accept. If you don’t accept the queue, you haven’t hurt the other players anymore than if you dismissed it, right? Or a player could just wait until the timer is at 1 or 2 seconds…
So, what am I missing here? Why is it dishonorable to change your mind, have to go to the bathroom (a biological need) or respond to a sudden emergency. Why kick a person out of rejoining? This only lowers the active amount of players in queue at any time. Actually, this is like punishing us with longer queue times.
I’m just going to withdraw my OP…
Let more players go afk on teams..
Force us to use only 1 or 2 builds to viably PvP
Allow teams to consist of all skilled vs all amateur
This is probably what it will take for them to realize why their active users population has been steadily decreasing, and I assure you it isn’t because of PvE. Only after they follow in the footsteps of games like “Age of Conan” will they realize that PvP is team-centric and if you are new or amateur and get stuck with other amateurs… your entire match is dictated from the beginning. This isn’t a “git gud” situation because you are dealing with an entire team, not just one singular player.
The people who talk badly on here run premade groups or just take their chances with luck and hope to get a good random matchup, but these are the same people on my team raging and spamming whispers at every player on their team because they lost and telling them how bad of a player they are. Im pretty sure if both teams had an even amount of “bad players” then the scores would be relatively even. You players know d*** well you have been on the receiving end of this before and yet a discussion about PvP team selection somehow turned into an attack on a certain player’s BUILD. I would love to know how people can 3v5 and win a game, and yet one player’s build automatically makes other players bad? Where is the logic here?
(edited by Reveille.8397)
So far, last 3 posts are only proving that the developers make “unviable” builds, forcing people into “cookie cutter” specs, and that only strengthens the fact that players are compensating for low damage output by only using certain skills and builds. The question you should be asking is why the developers included skills that are weak….That is a separate issue though….I am only one player, and my entire team was amateur. Having one new player on your team is ok….Having 5 vets on one and all noobs on the other is different…
This is just one of many screenshots I have that have the opposing team with 10x the amount of points. Also, note that it isnt only one player with the low score, but rather the entire team which has been matched. This is because it will put groups of amateur players against veterans, basically already a guaranteed win for the vet team. If it were otherwise, the team scores would be much closer to each other.
If that’s not enough, notice the fact that we are camped at the base because our efforts to get points were denied. All of these things are related to one factor….how they decide to assign teams to individual players.
So, is it really fair to put NBA players against Elementary School kids? You decide….
#AfkWontGoAwayUntilMatchesAreFair
I was not suggesting it be based on one factor, in fact I was suggesting that even more factors be considered. Since you don’t like the suggestion, i guess there is little reason to try once you realize youre outmatched. Making it seem like it is impossible to achieve? I have played at least 2 other games with something like this. It basically rewards ACTIVE players and penalizes INACTIVE players. If someone is against this, it has to make me wonder which one of those types they are…
So, after reading a large amount of posts on the forums, I wanted to iterate over the current mechanisms in place in PvP and why all of the problems are closely related. Please consider the following:
Players who are complaining about afk/idle players:
I have noticed the majority of these players try in the beginning, yet eventually stop playing. Why do they stop? Unfortunately, because this game only rewards wins and not your personal score or effort. Basically if you are stuck in a bad match, it doesn’t matter how well you play.
There needs to be a reward to players for effort….things such at captures, kills, anything on the map that is objective-based…and I don’t just mean personal score, but more than that. The lead contributor of the losing team can have a higher score than the last place players on the winning team if you make it effort-based….which leads us to…
Rank players up according to their contribution, not their lucky lottery draw of a team.
This will keep more players coming back…even if they lose a match…because the loss will not matter as much and only how well they personally did will. No one wants their success to depend on variables (other people) which they have ZERO control over.
Eliminate “leeching” …
Players who leech from seasoned players are perpetuating a bad cycle. They advance when they shouldn’t and thus the league system is not a true reflection of talent or perseverance. The above scenario will ensure that these players are in their proper rank and must step it up in order to advance.
I thought about making this a lot longer, but realistically the reason people stop playing PvP isn’t necessarily because they don’t WIN every match, but rather because they aren’t rewarded properly when they lose. People should be rewarded for effort, as it takes some people longer than others to advance….but discouragement will simply encourage a lack of players which is not good for subscriptions/revenue.
So, to summarize positive changes to the PvP system:
PLAYERS SHOULD BE REWARDED FOR THEIR PERSONAL CONTRIBUTION, NOT AS A RESULT OF RANDOM TEAM ASSIGNMENT
ELIMINATE IDLE PLAYERS BY REWARDING ACTIVE PLAYERS AND PUNISHING IDLE PLAYERS
ALLOW SEPARATE SOLO QUEUE AND TEAM QUEUE OPTIONS.
(solo players could still be allowed to queue in team queues, however they would receive a warning message that they will be fighting teams. Solo queue instances however would prevent other players from using premade strategies and TeamSpeak coordination to gain the advantage over other players, thus ensuring randomness rather than stacked matches.)
ALLOW PLAYERS TO LEAVE MATCH AT THE END, OR JOIN PARTY, BUT NOT FORCING THEM TO REMAIN IN GAME AFTER THE FINAL SCORE…MAKE THIS AN OPTION…NOT FORCED
I would love to know how it is balanced when I am playing RANKED as a solo, and I keep seeing this same trio of players that not only have the same similar user names, but also the same guild tag.
That should be enough to raise flags, but then I wondered why i keep seeing them on the opposing team…why am I never paired with this premade? Something is definitely wrong with this.
Why can’t groups play against other groups? Partial groups against partial groups even?
Even worse than that is the fact that you can literally be in first place, have an amazing score and yet it means nothing because the winning team will still get more and advance more. Please read the below:
PLAYERS SHOULD BE REWARDED FOR THEIR PERSONAL CONTRIBUTION, AND NOT AS A RESULT OF THE RANDOM TEAM WHICH THEY WERE ASSIGNED THROUGH NO FAULT OF THEIR OWN.
Now even if this is because a player is new and thus stuck in a lower league, obviously the system is not balanced then because its like putting an NBA dream team against an Elementary School basketball team, and then telling them after they lose to “get good” if they want a different result. Any time you remove randomness, you will run into “stacked” matches and if you think that players don’t leave games because of this far more than any other reason…think again. This issue is far worse than class issues because changing a class is easy enough, but we have no choice as to this league matching…Now explain to me why leagues can’t be random or at least have a “Team League” and “Solo League” option???
I can make this much simpler to understand:
Player buys game and decides to main “Class A”
Class A receives “nerf” because other player complain about Class A.
So we have two problems…basically the developers are either saying that they made a mistake when they launched the vanilla version of the game, otherwise all of the classes should have been balanced (at least according to the developers insights), and yet here we go with neverending adjustments.
There are plenty of games that have had less class adjustments and still maintained population. This is similar to the situation where if you give someone a discount in customer service, they start to try to get that same discount every time…now you have these players who feel it is owed to them to have other classes dumbed down.
The above mentioned scenario is hardly “balance”. What happens is that a naturally skilled player will farm someone and then that player looks to see what class just killed him…oh wow that Warrior killed me…I think Warrior must be OP. Yes, its that simple…players have ego and assume that surely they wouldnt be killed unless its a class issue. So now we are nerfing classes simply because some good player looked good on it.
I think it should be obvious which classes have been positively and negatively affected by this, but unfortunately…these are not my subscriptions…this is not my money and so whether this company has the ability to realize that punishing a “class” is not the best solution. You should never take something away from a person…they will always feel like the loser….it would be better to provide enhancements, while adjusting things that you feel are significantly overpowered in comparison.
Patch Notes:
-Resolved a bug where the Elementalist was doing damage to other players.
-Fixed an issue wherein there were only 12-15 Guardians in every squad.
-Fixed a GUI issue – Elementalist will now properly display “KILL ME” over the Elementalist’s head.
-Fixed an issue in which the Elementalist was still being played.
ANY class where you are forced into using a “cookie cutter” build in order to even compete needs attention. Sure, are there good players out there playing an Elementalist? Absolutely! But this doesn’t mean that the class itself is good. Those same good players could be doing well on any class. Why have all of the different elements available if they are too weak to use and cycle through? Why force people into using only one build and weapon choice? I have played through all of the classes and the Elementalist was by far the most disappointing even though I had high hopes. It seems very interesting until you actually play it and then realize youre only going to be using the same certain skills. I don’t see it getting fixed anytime soon, so i guess it will just be the last of the mohicans who play it from here on out. I see most players switching to another main or starting a new character. Not sure what else to say here, as much of the chat in game shows most people unhappy with Elementalist. I would think that would have been enough for them to realize they are laughed at…a joke…
Is there a way we can get the 32-bit option back instead of forcing 64-bit? I tried to append -32, but even that doesn’t work now. I would love to play the game again and I didn’t have crashing issues with 32-bit so it would be great to allow both options to suit all types of machines and preferences. Please advise on this…
The issue I am having is forcing 32-bit. I downloaded the 32-bit option from the website. Now I install it and all of the executables are gw2-64 only. This was not the case prior. I tried to append the shortcut with -32 however in task manager it doesnt show 32-bit and process explorer shows a 64-bit image. I will try renaming the exe in addition, but that seems too simple to be a fix. I think it would be a good idea for them to allow both options, as some of their subscribers have reasons to use 32-bit only and I see it as a limiting factor to player base. Any thoughts on this topic? Any resolutions?
How do I get the elite specialization unlocked if I just got HoT, and what happened to the armor and runes vendors , etc that used to be in heart of the mist?
Looks like they made changes since the last time I played and I can’t find the answers on Google. What happened to the armor and rune vendors in pvp? When I load up PvP it just has my basic armor from PvE it seems and the vendors only selling basic weapons. What changed, and what do I need to compete?
How does damage from MS compare to Hundred Blades? Not sure what everyone else is getting but with my runes and traits I hit about 3k, 5k, 7500, 8500 damage on HB. I also play exclusively staff as an Elementalist and hardly think it hits hard enough. The only pro to this spell is if you can get new pvp baddies to stand in the middle of the shower during the entire channel without getting interrupted. Good luck with that unless they have a bad video card that doesn’t show the shower….and good luck getting the entire spell off. I think 1/10 times you can complete channeling. Most times is instant interrupt/CC unless youre casting from a rooftop while enemy team is busy fighting your allies.
Elementalist is a joke in comparison to other classes, its not even up for debate. I play them all and have zero bias towards one profession. They have very cool particle effects and mediocre damage. That being said every other class can dish out equal or better abilities. They do not shine whatsoever. I will add that I doubt this gets fixed and also that if you queried the quantity of classes played you would also get an idea of which were most powerful and weak. As I am sure you know, most players especially new ones get a rush out of easy 1-2-3 macro combos that will destroy an opponent fast. They try every class and/or read the forums to see which profession is favored in this regard and then they make that their “main”.
Having played them all, MS is nothing close to fun in comparison to other abilities in the game. Sure there are people that can do decent on this profession but that’s not apples to apples comparison since they are stomping inexperienced players. Also, just because you CAN solo an opponent doesn’t make it as easy as if you were using another profession. I can kill someone with a spoon but a gun would be faster and quicker.
P.S. – If you are wondering I currently have most experience on Guardian, Mesmer so have no reason to defend Elementalist. I actually stopped playing it when many other players did also. If you missed this mass departure, perhaps you should cover the entire Elementalist threads on the forums to discover why.
Yes, It’s annoying to get hit by anything close to high damage when all you want to do is faceroll an entire team and keep 100 percent health. I assure you that Elementalists are hardly a threat and if they were, I would be more concerned with Air abilities than pathetic MS. No decent player will get hit by MS they just evade out of it. Don’t stand in burning rings, MS, poison clouds etc…just don’t…
(edited by Reveille.8397)
So many people have requested skins transference from PvE to PvP, and PvP to PvE. What if they just remove the limitations on transmutation stones so that they have no level or mode limitation. Then they could just add Transmutation stones to PvP victories or chests and there would be enough between PvP and PvE to cross migrate all of our gear. I think that we like to see rewards benefit us whether we choose to PvE or PvP and it can be hard to focus on both unless you spend 24-7 in game. This is especially true of newer players and right now (speaking as a new player) incentive for PvP is low because of reward. It seems pointless to do things in one mode if they will not be recognized in the other. That’s my take so far though…
I wanted to share the perspective on the Elementalist as it compares to other classes. I had a conversation with another player who was playing on another profession and he said Elementalists were quite good but that you have to be “good” to use them. I couldn’t help but think that this reminded me of using a spoon for a weapon. Sure, you could kill someone with a spoon, but wouldn’t a knife be easier? When comparing weapons like apples to apples, then some choices are far easier and preferable even though anything will get the job done with enough practice.
That being said, I have played all classes in this game. I do not favor any above the other nor do I “main” any professions and slander the rest. After spending considerable time with all of the classes I was able to average close to 10 kills per game with every class except the elementalist. The weak point was definitely soloing. On games where I was able to sit back with a staff and cast I could easily rack up kills however when put in the thick of it versus seasoned players this did not happen. It did however happen with at least 3 other professions – even as a brand new player I could achieve this.
There seems to lie a problem with the analytical ability of many players and those who are responsible for the development of this character. If you play tournaments or random PvP you will quickly see a deficiency of Elementalists and among those only an extremely small percentage will yield a top score. What this means is that leveling up PvP is easier on another profession. The other obvious sign is that they lack the good survival skills that other professions have. While many professions have their merits, each of which has a strength…most of them can do everything the Elementalist can do…only better.
Even upon browsing the forums there are considerably more topics relating to struggling players using this profession. Just because you CAN get first place or solo a few bad players doesn’t mean that apples to apples it is comparable. In most cases a non-seasoned player might vs an Elementalist and feel that they are overpowered just because he was killed. Does this mean the profession is overpowered or simply that he was not seasoned. So we have to compare all things equal, and if you have played every profession there would be no reason to account for the lack of this profession in many games except for the fact that they are weaker/harder to master/spoon vs knife.
I see an overwhelming amount of thieves, warriors and quite a few mesmers. I see less rangers and necromancers most times. The interesting thing is that this is almost exactly parallel to the amount of kills I would get soloing with each which tells me that the game is set up like rock-paper-scissors. Can anyone tell me why we should even entertain this profession when the other classes are so much easier to gain pvp scores with? This is just my personal experience but I find warrior and thief to be the easiest to dominate with.
If you have a great build where you can down an opponent in 3 skills similar to the other professions, I would be interested in knowing traits, weapons, and skills used to achieve this high damage output on the Elementalist.
Lastly, if they are so viable, why are there so few in number? Every MMORPG I have played I have only seen classes not played because they were a joke in comparison. I have never seen a profession underplayed because it was “too powerful”. Most players actually gravitate towards the easiest, most powerful class so if we were to record 10 matches and list the most commonly seen professions I think it would be no surprise which were the “most powerful” and “most popular” due to the high damage.
P.S. – As I said, I have had good games with the Elementalist, however it seems no comparison to many of the other classes, except as a glass cannon if you stack runes just right…