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Make Stealth a STACKED effect
- Every second of stealth obtained is equivalent to 1 stack of stealth.
- Every second spent in stealth removes one stack.
- Every physical hit received, removes one stack of stealth and therefore 1 second of duration.
- Losing all your stacks, means losing stealth. (Losing stealth via losing stacks doesn’t apply ‘Revealed’ debuff.)
This is a really interesting concept, but I think that cleaves, bouncing attacks (which will currently bounce to stealthed targets), and channels (which currently track stealthed targets) are too prevalent for this to work without other changes, like bumping stealth durations or rebalancing combo effects in smoke fields.
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People are misinterpreting or disregarding the concept that people want gradual progression rewards. A title like Champion Brawler is fine as a long-term goal, but there’s a serious lack of short-term PvP goals between achieving rank 80—which many people have done since the glory patch—and that title. Why?
If players are expected to play the game for the enjoyment of the mechanics alone, then I wonder why there are any medals, chests, or rewards in the game as a whole.
I think PvP-exclusive dyes, minis, gizmos, consumables, or armor/weapon skins would be a nice way to reward players for dedicating their time and energy to that particular game mode.
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I would love for GW2 to inherit the UI customization of its predecessor. For those that have never played the original Guild Wars, I included a screenshot of the interface options.
Being able to move even half of those boxes in GW2 would vastly improve my gaming experience—especially the target display, chat box, party window, and effects monitor. (If we can’t get better UI for Revealed, I’d at least like to move the icon to a place where I can more easily see it.)
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So the day before the big patch I finally made my first legendary: Kraitkin!
And it turns out that—after I spent an inconceivable amount of time and money making a trident—Kraitkin renders completely wrong in my game. Not only does it look wrong in the preview screen (the only place I ever saw it in-game before making it), but it also looks incomplete in the actual game, like I’m missing a texture file. I’ve included screenshots of how it appears in my preview window, as well as how it looks in game.
This bug appears to have fixed itself in the last 24 hours. I still don’t know what caused the problem in the first place—or what fixed it—but it looks fine now, so I’m glad for that.
My NVIDIA GeForce GT 650M graphics card updated in this past month, and the Kraitkin texture broke again. However, unlike the first instance of this issue, Kraitkin appears normally on low and high shader settings. On medium shader quality—the setting I prefer and usually have—the texture is bugged. I’ve taken several screenshots to illustrate the difference. The pictures show low, medium, and high shader settings, in that order.
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if we make every skill non instant then we have to make dodges non instant so I’ll never use a skill when I see you dodge-windup
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Archers defend the doorbreakers from guards. If someone on your team clears the guards/escorts the NPCs, they don’t seem to be necessary.
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I’m glad so many people seemed to enjoy it. 
Ti: Best Songstress NA/EU/OCX.
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I revised this list with my opinions:
Low Demand on Player Skill / Knowledge / Timing
- Turret Engineer
- GS Medi Guardian
- PU Mesmer
- Condi Shatter Mesmer
- Phantasm Mesmer
- Power Necromancer
- Minion Master Necromancer
- Power LB Ranger
- Spirit Ranger
- P/D Condi Thief
- Shoutbow Warrior
- Hambow Warrior
Medium Demand on Player Skill / Knowledge / Timing
- Cele D/D Elementalist
- Bunker Staff Elementalist
- Cele Rifle Engineer
- Condi Engineer
- Bunker Guardian
- Hammer Medi Guardian
- Condi Necromancer
- Condi Survival Ranger
- Traps Ranger
- S/D Acro Thief
- Bunker Warrior
- Condi Warrior
High Demand on Player Skill / Knowledge / Timing
- Condi Signet Elementalist
- Fresh Air Elementalist
- Zerker Staff Elementalist
- Static Discharge Engineer
- Shatter Mesmer
- Lockdown Mesmer
- D/P Thief
- Zerker Warrior
I tried to rate this on my overall impression for how the build performs versus how much effort is required to do well with it. Some builds have a low skill floor but a high skill ceiling, which skews my rating of it.
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The build is powerful enough and easy enough that probably around 90% of the population could reroll into turret engi and perform better in pvp queues than they do on whatever their main currently is.
This. The skill level required to play the build does not balance out with the effectiveness.
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Karaoke: the new esport.
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Although it’s adorable as a whole and I love red pandas, I wasn’t particularly fond of the bouncy raccoon animation to begin with. Paying 350 gems for a low-res reskin of the same animation feels like a bit of a ripoff.
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How does this sound?:
- Bag of Coins (15s)
- Tome of Knowledge
- Bag of Coins (15s)
- Transmutation Charge
- Big Bag of Coins (30s)
- Bag of Coins (15s)
- Tome of Knowledge
- Bag of Coins (15s)
- Transmutation Charge
- Superior Bag of Coins (50s)
- (Repeat 3 more times to finish and get)
- Choice of:
- 10 Transmutation Stones
- 5 Tomes of Knowledge
- 2 Gold
- 20 Slot Slayer’s Bag (Account Bound)
- PvP Trait Unlock
I love this idea as well.
Even though I PvE, I have alts that are pretty much exclusively for PvP and they are perpetually out of bag space. The amount of blue/green drops from normal reward tracks is ungodly, and these prizes are even crappier if the character isn’t level 80.
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Backpack made a guide, so I thought I’d share it here. It’s helpful and has some good information for players that are brand new to PvP.
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#SaveTheNpcs
#LetUsDoSomethingElseWhileInQueue
#Hope
A mystic forge and crafting tables would go a long way, in my opinion. Or some jumping puzzles.
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I am not sure you understand how trapper runes work.
One gets stealth from setting the trap. It does not have to be triggered, In other words I can set a trap 1000 Units away from the enemy and this will give stealth. You immediately attack and load on 5 stacks bleed from sneak attack. That stability will ensure your sneak attack not countered by a daze/knockback and the like.
Nope, apparently I did not. I looked them up on the wiki before I started posting about them, but I missed the note saying it was on setting the trap, and not triggering.
I’m doing great on this thread, but let’s try again.
I think my misunderstanding of Trapper runes actually proves my original point that the build is problematic with or without AE. This is mostly due to the nature of Trapper runes and their synergy with Dire stats. I stated this before, but my foundation for that conclusion has changed: Trapper runes limit counterplay, while Dire gear helps provide excellent condition damage.
And again, if we’re using one build as the reasoning for not buffing an underused trait, the problem is with the other aspects of that build, not the trait.
That being said, the 1.5 second window for CC needs to/should remain for Thieves in general, and the build still doesn’t possess the in-combat sustain from going fully into Shadow Arts, so it can’t recover as easily from burst. The build doesn’t completely lack counterplay with or without an AE buff, it’s just not abundant.
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Um, 00266 has 6pts into condition damage trait line. I’m confused.
My mistake. My tired brain thought that Deadly Arts was condition damage, not duration, and that does undermine my point. However, I still think that if one build is the entire reason for not buffing an otherwise lackluster trait, than the problem is with the build, not the trait.
I’m going to try to rephrase my opinion, and hopefully clarify it:
- That build is, in my opinion, a riskier playstyle for P/D because of the nature of its stealth. The Thief must enter melee range and try to proc CnD—which has an obvious animation—or an enemy must trigger a trap. Because most players will have access to a ranged weapon, they may not do that, making stealth denial a much stronger possibility in small-scale engagements.
- Even if AE is buffed or changed, that build can still susceptible to CC. The Stability from that trait only lasts 1.5 seconds currently, and Revealed lasts a minimum of 3. Also, as previously mentioned, they may not be able to restealth as easily.
- Because that build does not have the health regen that gives the 2/0/6/0/6 variant its sustain and reset ability, it is more susceptible to burst or possibly being “out-condi’d” if the Thief is denied stealth.
Does that make more sense?
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Now picture this, a P/D Dire set with 00266 build and Trapper Runes using AE.
Do you really want to buff that build?
AE wouldn’t be the problematic element of that build, even if it were buffed.
Care to elaborate?
Sure!
P/D condi is—as far as I’ve experienced—problematic to fight because of their ability to camp stealth in between applications of conditions, allowing them to engage you and deal extensive attrition damage in a risk-free way.
However, your suggested trait spread of 0/0/2/6/6 limits their ability to benefit from stealth, and provides them only with stability upon exiting stealth and one condi cleanse every 3 seconds, Hide in Shadows excepted. While they would still have plentiful access to stealth from Trapper runes, they would have to engage in a generally riskier playstyle for P/D by relying on laying/triggering traps while getting no health regen from stealthing.
In my opinion, the balance problem with the build you proposed would be the synergy with the Condition Damage/Toughness/Vitality (Dire) stat spread and Trapper Runes, which would provide them with an extensive amount of condition damage with absolutely no points placed into a condition damage traitline.
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Now picture this, a P/D Dire set with 00266 build and Trapper Runes using AE.
Do you really want to buff that build?
AE wouldn’t be the problematic element of that build, even if it were buffed.
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I’d like to see wave respawning.
It’s very easy to snowball on that map as it currently stands, partially because it’s too hard to regroup after one lost fight. Wave respawning would allow for a stronger second wind.
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I don’t understand why people are attacking Vee Wee personally. Who cares what Engineers can or can’t do? That’s not the point, silly beans.
Cast time raised to 1s (from 3/4)
Entangle has a pretty clear animation as it is—especially if you’re waiting for it—so I don’t think a higher cast time is necessary, but I wouldn’t be opposed to this change.
Recharge raised to 90s
This is the one I like the most. Traited, it would still cleanse condis and grant fury, but it would be at a 72s cooldown instead 48s, and that feels a lot more balanced for such a strong elite.
Health of roots reduced by half
Since ranged attacks can’t hit the roots at all, I’m not sure this change would significantly impact the balance.
Line of sight requirement
This would ruin Entangle as a counterplay/locator tool for stealthed enemies, and I’d prefer that ArenaNet not encourage players to abuse LOS.
Blockable
I think this would help Engis enormously, but there are classes without access to a reliable or practical block.
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It is a bad thing since burning is the highest dmg condition in the game and with such easy access to it, it makes literally zero sense. Even though Engineer’s have a random crit-proc it’s still only single-target based and STILL has a lower duration overall with runes factored in.
It seems like you’re also not factoring in attunement swap cooldowns. Eles can’t and don’t simply camp fire all day long and hit Drake’s Breath every time it’s off cooldown.
Except not every profession is rewarded with kit-swapping. The example of sigils is a moot point since everyone has access to it.
I don’t understand this argument. Not every profession is rewarded with kit-swapping because other professions can use an offhand weaponset. Eles and Engis cannot, and therefore use kits and attunements to proc those benefits.
It has an obvious tell but having the only counter be, “don’t attack” is dumb. I’ve dealt with low health since the beginning(Guardian here), it doesn’t mean I should have copious amounts of boons given to me.
Why is that dumb? It’s also detrimental to attack people with retal, or attack while you have confusion. And what is a “copious” amount of boons? Auras in the meta d/d build only give protection.
I was leaning more towards Soothing wave. Not to mention removing conditions when applied to yourself and/or allies makes it incredibly powerful.
I think Cleansing Water is strong, but not ridiculously so. It’s a grandmaster trait, and Eles only have 2 weapon skills that apply aoe regeneration: Healing Rain on staff, and Water Trident on scepter.
I think bumping the ICD on Soothing Wave to 12-15 seconds would tone it down a little without making everyone give it up for Cantrip Mastery.
Edit: I originally mistook Soothing Wave for Cleansing Wave. Why do so many of the Water Magic traits have such similar names?
You make it seem like every profession has access to constant boonstrip, this is obviously not the case, a poor argument at best.
Again, see my argument above about boon-strip.
I couldn’t find it after skimming your post history for this thread, sorry.
If every profession had “constant boonstrip,” then boon application would be pointless. However, there are meta builds for Thief, Mes, and Necro that all provide boonstrip. Two for Thief, in fact.
Sorry dude, your defense of EVERYTHING I’ve suggested leads me to assume your bias is out and in the open very clearly.
I’m so glad you’re here to be an unbiased pillar of enlightenment in this biased world.
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(edited by Rusc.4978)
-snip-
1. You’ve said this several times, but I don’t understand why it’s a bad thing that Eles get high burning uptime on Drake’s Breath. I think the nerf was justified that has been given, but Ele has to still be able to provide some sustained damage.
2. Every class can get rewards from weapon swapping, depending on sigils and traiting. I don’t see why Ele should be excluded from those benefits simply because they do not have a simple weaponswap. Having attunement swap benefits also encourages—or forces—Eles to use their swap critically.
3. Frost Aura has a 40s cd as it is, and has a really obvious tell, like every other aura. As a class with the lowest health pool and armor tier, Eles need to be able to counter melee burst with auras, boons, and traits that they can use actively.
4. Cleansing Water synergies well with Soothing Disruption, and I think this combination make it one of the more skill-reliant traits available to Eles by allowing or forcing them to use cantrips to counter condition burst. I disagree that this is “passive.”
5. I like Elemental Shielding because, as an active trait, it gives me more control over my build and allows me to use my traits critically, like Cleansing Water. This trait is also countered by any sort of boonrip.
6. I can see why people don’t like Renewing Stamina, but I’ve never considered Ele vigor uptime to be a major balance issue. Also, like the protection from Elemental Shielding, it’s countered by boonrip.
My end argument is this: If you want to specialize into support/sustain, you should excel in one and be good in another. That’s it. You shouldn’t excel not only in the tree’s you’ve invested in but also other aspects of combat(cc/dmg/mobility). My example before was Bunker Guardian and how that was the case of having to specialize and being sub par at everything else. No one profession should be able to do EVERYTHING exceptionally well.
I think the point of view that D/D Cele Eles do everything exceptionally well is a matter of opinion. They excel in sustain, and provide stellar support in teamfights. While they can provide decent cc, damage, and mobility, those are all functions that can be performed significantly better by other classes.
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there is a cap on how much fury you can get, or more over, how many times you can stack fury at a given time.
I don’t believe so. One Ele can generally keep permafury for a dungeon group during engagements. With multiple Eles, I’ve seen well over a minute of fury remaining after killing a mini-boss.
Grab a few ele’s blast might to your hearts content, eventually it’ll stop going up, thats the cap. Pretty sure it exists, can’t say what the details are (how many blasts hit it, etc).
That doesn’t mean you can’t refresh it, it just means you can’t go over X amount of duration if that makes sense. Though I want to say that it doesn’t refresh old stacks and you have to actually wait for a stack to fall to slip in a new one. Either way even staff Ele can maintain perma fury without much of an issue
Of course I may be wrong, just could have sworn I remember running into this months and months ago and questioning about it, just like i said, months and months ago.
That’s reasonable. I guess I’ve just never noticed a cap because we never seem run out of fury if we have an Ele stacking might, and I’ve never explicitly tested it.
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Aiming Dragon’s Tooth and Comet is tricky to learn, and takes practice to do it reliably. Here’s one guide for out-of-combat might stacking.
I’d also note that there are a variety of different rotations you can use for this. Try to find one that’s comfortable for you.
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there is a cap on how much fury you can get, or more over, how many times you can stack fury at a given time.
I don’t believe so. One Ele can generally keep permafury for a dungeon group during engagements. With multiple Eles, I’ve seen well over a minute of fury remaining after killing a mini-boss.
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Rifle would be the last weapon I would want. I’m hoping for an offhand sword or another melee weapon. If they have to give thieves range they could provide us with the longbow. This would provide an alternative for all the rangers out there that want an archer class.
Basically this. I’d rather have an offhand sword, mace, martial staff/polearm, or longbow, and all of those could fit well into the Thief aesthetic. I could also see axe or shield, but I think shield is unlikely since that’s what Mesmers are getting.
Also, Warrior rifle is a sniper rifle via Killshot. Unless Thieves get rifle as a melee weapon—which would, in my opinion, be ridiculous—what role could it serve besides sniper that still fits the Thief class?
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So the day before the big patch I finally made my first legendary: Kraitkin!
And it turns out that—after I spent an inconceivable amount of time and money making a trident—Kraitkin renders completely wrong in my game. Not only does it look wrong in the preview screen (the only place I ever saw it in-game before making it), but it also looks incomplete in the actual game, like I’m missing a texture file. I’ve included screenshots of how it appears in my preview window, as well as how it looks in game.
This bug appears to have fixed itself in the last 24 hours. I still don’t know what caused the problem in the first place—or what fixed it—but it looks fine now, so I’m glad for that.
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So the day before the big patch I finally made my first legendary: Kraitkin!
And it turns out that—after I spent an inconceivable amount of time and money making a trident—Kraitkin renders completely wrong in my game. Not only does it look wrong in the preview screen (the only place I ever saw it in-game before making it), but it also looks incomplete in the actual game, like I’m missing a texture file. I’ve included screenshots of how it appears in my preview window, as well as how it looks in game.
I’ve tried setting the game to all varieties of graphics setting and repairing the client, with no improvement.
Hopefully this problem can be fixed. Kraitkin might be an underwater legendary, but it’s still a legendary. And mine currently looks like a piece of kitten.
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Instead of changing the flat rewards, I would highly recommend reverting back to the previous reward system (glory), where the reward is based on the player’s score. The higher your score, the more rewards you get at the end of the match.
To make this viable for everyone, I would suggest making more actions award points, such as dealing damage, removing boons from enemies, healing allies, giving boons to other players, standing on a point to prevent capture, etc.
Unfortunately, this type of scoring encourages new or apathetic players to be more concerned with their personal score than the team’s performance. I remember the days where 3-4 people would cap home.
However, I agree that it would be nice to see people get more credit for active counterplay and team support.
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I largely agree with Lishtenbird’s feedback about the PvE daily system.
The PvP daily system is problematic for three main reasons:
1. PvP is swamped with the two daily classes, leading to situations like hotjoins with five Rangers and four games in a row of ranked queue with two different Mesmers.
2. Players have to play classes they dislike to get daily credit.
3. Players can’t complete the class-specific dailies because they don’t have or can’t play either of the available classes.
I think it would be a vast improvement if the PvP profession dailies were simply randomized for every account—à la Hearthstone—to avoid the huge influx of two particular classes that currently exists.
Of course, it would be preferable if a solution were implemented that also addressed the second two issues. More professions could be added to the daily, players could be asked to play with a certain weapon instead of a certain class, and/or the profession-specific requirement could be removed in favor of something else entirely, like “Daily PvP Reviver” or “Daily Point Defender.”
(Edited for redundancy.)
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(edited by Rusc.4978)
I think what they should do with “X amount of health triggers this” abilities is have an indicator off to the side when you reach that threshold, then you can choose to activate it with a keybind. However, I think that Last refuge should go up to a higher threshold for this to work, maybe 33%. This could also work with Pain Response, since it does proc even when you have no condis, and you can choose when you would want to clear it.
I really like this idea, since it takes the passivity out of that brand of passive trait.
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Do we know an approximate time for when it will be implemented?
No, I don’t believe we have anything currently planned. We’ll probably want to regroup and evaluate the current state of the servers before we decide.
Okie dokie. Thanks again.
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Forgive me, Justin, but I’m a little confused. The patch notes are written in a way that implies Dishonor did get implemented, but your response in this thread indicates that it did not, and it does not seem to be in game.
What is currently going on with the Dishonor system?
The patch notes indicate the change to dishonor, not the current configuration state of dishonor.
Gotcha. Thanks for the reply.
Do we know an approximate time for when it will be implemented?
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Forgive me, Justin, but I’m a little confused. The patch notes are written in a way that implies Dishonor did get implemented, but your response in this thread indicates that it did not, and it does not seem to be in game.
What is currently going on with the Dishonor system?
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Speaking of balance please remove the vitality from zerk and rampager amulets. People are wondering why soldier hambow can do more damage than zerk one….I guess the community forgot a part of their damage is replaced with some HP.
Why? Berserker users who want to forgo the Vitality for raw DPS can choose Assassin instead.
Also, I don’t think removing the Vitality from Rampager would do much of anything, since it’s a very niche amulet. Power-specialized builds will still go Berserker or Assassin, and condi builds will still go Rabid or Carrion.
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Why do mesmers complain so much? It’s like you guys are entitled to no counter class. I don’t see thieves complaining about burst/retaliation from guards and condi spam from engies.
I think at this point, I think Thieves are more concerned with staying under the nerfbat radar and/or trying to get buffs for the UP traits and utilities.
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I say “niffle-hell” and “kye-low.”
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please name one instance where a set of runes or sigils is completely broken irrespective of the profession using them
If runes/sigils were standardized, I think recognizing class imbalances and implementing solutions for them would be far easier. Build effectiveness varies enormously with gear choice.
what does standardization of runes and sigils entail?
how is recognizing profession imbalances currently difficult and how would “standardization” solve the supposed issue of recognizing profession imbalances?
Equalization of gear. I don’t think that accessories should be completely neutralized, but the current impact of gear on build effectiveness is excessive.
If gear choice were less build-defining, then it would be easier to see trait and skill imbalances irrespective of gear. Therefore, it would be easier to implement balance solutions that address trait and skill problems instead of balance problems caused by combinations with gear.
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please name one instance where a set of runes or sigils is completely broken irrespective of the profession using them
If runes/sigils were standardized, I think recognizing class imbalances and implementing solutions for them would be far easier. Build effectiveness varies enormously with gear choice.
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@OP I feel the debuff icon works fine for me, would rather they spent time and resources on other problems/bugs than this.
Agreed; there are a plethora of issues I’d like to see them address before Revealed indicators. However, ArenaNet developers have previously stated that they like to address “low-hanging fruit,” in order to “improve the game for players without a lot of effort”.
I think this change is one of many relatively minor QoL changes that would have a significant payoff in regards to player experience with the game.
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Some of you may overlook that it isnt only good for the thief to have a clear revealed tell. Lets say you’re in soloq or a 20 man group in which not every1 is in voip. A clear revealed tell could indicate you’re teamm8s that the enemy thief is very vulnerable at the moment and therefore be focused..
I would favor these kind of consequences to a visible Revealed tell over the current lack of UI.
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it doesn’t stop them taking the point at all =s
Mist Form, Obsidian Flesh, Fortify, Elixir S, Renewed Focus, and Distortion all prevent capture-point contribution, meaning that the user cannot contest or cap points while invulnerable. The point will cap as if they aren’t even present.
The only skills that don’t work this way, as far as I know, are Endure Pain and Signet of Stone. However, while these skills prevent damage, they aren’t “true” invulnerability; the users can still be hit with conditions and control effects.
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I’m just going to quote my response to a different suggestion of this type:
Why should anything go through invulnerability? The few skills that provide invuln have short durations, long cooldowns, and leave the user unable to capture points in a PvP format that revolves around capturing points. And…it would invalidate the whole point of the mechanic.
As for Diamond Skin, an Ele running Celestial with 6 points in Water Magic has 18,295 health. That means their opponent has to do all of 1,829.5 damage to render that GM trait totally useless.
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Predict the burst and preemptively dodge.
Or, to use professional terminology, luckdodge.
Its actually been called “random dodge” from the start, since 5/8 classes had perma vigor.
Or sometimes “random doge” when you want to apply on the “much skill” your opponent used to “randomly dodge” your attack
I’ve always called it luckdodging, but that might be a carryover from some other game.
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Bye, Vee Wee. <3
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Let’s play the “How do we know its broken game” All logical reasons aside (because I could make an obscenely large list of reasons), you can simply enter a yoloqueue and see 3+ engi’s per team, and you have your answer.
On that note, I bring to you a screenshot from one of my solo queues. We ended up winning 500-374.
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the one class weak to conditions.
One class weak to conditions? That sound I hear must be the laughter coming from the Mesmer forum.
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