Showing Posts For Sezu.8564:
I feel that 5v5 is too zergy. Its been like this in about all games i’ve played so far. Save for Dota 2 / Smite and other such games.
I’d agree with this, if it weren’t for the fact that tournaments aren’t zergy. There are many constant small skirmishes all over the map. 1vs1, 1vs2, 2vs3, etc, but I’ve hardly ever seen even a 4v4.
Individual skill is also lessened in bigger groups. And i have always found individual skill to be the basis for good team play. To the above poster, i would personally much rather find exceptional individual players then work on the teamwork together. So many times have i had people try out for my guild in that other game who where very enthousiastic and practiced a lot of teamfights, but just never had the experience and skill to play well against the top people. When we did a minimum rating requirement it just went instantly better.
Right. I didn’t say it wasn’t important as well. All I said was that you can have the best 1vs1 players in the world and STILL LOSE because you have no teamwork. As I stated in the section above, the game is filled with small skirmishes making individual skill incredibly important.
EDIT – I for one, played WoW arenas and LIKED WoW arenas. However, a change of pace into a more skill based gamemode is a breath of fresh air.
Why so? bloodline champions is a perfect example. Its almost entirely based on individual technical skill and not so much working as a team (but still important on a secondary note). Its a viable e-sport, just low population due to server issues and learning curve.
Competitive team-based games will ALWAYS be team first, individual skill later. I’d rather have teammates who are coordinated than 4 people who will always win a 1vs1. That’s for ANY team-based game.
I’ve flipped 40 coins and they all landed on heads. Just because something can happen doesn’t mean it will often. The down system prevents out numbered fights in most cases.
Alright sorry let me re-phrase that. I win 2vs3s constantly. Is that better? It’s the truth, because my team hardly ever sends 3 people to a single point.
Also no, there’s a reason why stability is in the game.
I only do Tpvp, but its with 2 players I’ve played with for 10 years. I don’t normally play with random people I meet online due to the fact that my schedule is so erratic. So we have to deal with two pugs that wont want to work with us half the time. Its just frustrating when we could be having so much more fun in a 3v3 format.
You’re telling me out of ALL the pugs you’ve played with, you haven’t found a single person that wasn’t good/friendly/fun w.e? highly unlikely.
I was referring to this genre alone. LoL is actually pretty similar though. You need 5 coordinated people who play their roles too succeed. In a sense it’s worse. I remember playing top for a few months and I would have good/bad games. Sometimes in the bad games I was the sole reason we lost even if my teammates played well.
I like the ability to overcome slack if I get really good at something. In LoL it was pretty hard. The exception was two extremely good players duo queuing in a sense could carry games efficiently up to a point.
I mean this is my personal opinion (the reason I made the post). I was really looking forward to gw2 being arena based and pvp on technical skills rather than another LoL. I left LoL because of the reason im debating here..
I can see your point-of-view as someone who pugs, but in order for this game to reach “e-sport” status this system needs to be in place.
That’s a bit harsh don’t you think!?
#1. My point on the first part wasn’t about the strategic approach. It was more about how 3 people will almost always beat 2, or 2 people will almost always beat 1 even if the smaller group played far better. This is in relation to #4 and #3.
Uh no? I’ve beaten 4 people with only 2. This is entirely not true.
#4. I agree they are counterable, but to what measure. Either you have to rock paper scissors them with specific mesmer/necro builds (what if you dont have one!) or you have to overwhelm them with force and lose more objectives because you sent 3 people to kill 1. That’s just not a fun way to play imo.
You’re looking at the gametype as a whole way too narrow minded. Most “roamers” just spam their skills without intelligently chaining together combos, control, etc nor playing as a team. I’m not even talking about hard counters to bunkers (posion, boon removal, chill). Ever tried running a burst warrior with a burst ele? You can literally maintain 20+ might stacks on each half the time they are fighting. Even with 3k toughness I won’t last long when 2 players have an added 700 power each. Bunkers are NOT as good as most people think. As soon as people start actually playing together and get away from the individualistic gameplay we’ll see a different meta.
Secondly, you are forcing people to go bunker in conquest, what makes that any better than the forced healers in other mmo’s.
No one is forcing you to choose to build bunker. You’re going to have roles that need to be filled in any game, no matter what. People are going to jump into that role and start messing around and realize X works better than Y but not if Z etc. The issue isn’t that bunkers are OP. It’s that only a handful of players have attempted to build against bunkers. People need to get out of the mindset that higher numbers = better.
2. Haha, you’re exactly right. I’m a bit reluctant to play the way Anet wants me to play. I’ve been trying to change my mentality to have fun, but its not their yet. To me it feels like im playing a board game instead of a pvp game. What makes it worse is I LOVE the combat, yet I hate the format we have to fight in.
You won’t get that feeling in pugs for a while. At least not until others who share your same mindset snap out of it. I’d suggest friending people you have fun with in pugs and go from there.
(edited by Sezu.8564)
That’s part of my problem. When you do larger groups and games based around them, most of the skill factor is about playing as a team and coordinating perfectly together to achieve good results. This creates a fun environment only to people who have many hours to get a good system going with 4 other people. I’m partially biased because I will never have that. But in smaller pvp I can practice by myself and when I can play with my friends we can still do well.
There are so many games from so many different genres that prove this is NOT the case. (I.E. LoL) The number of players by no means is the cause of the problems. The real issue is that everyone lacks experience. Of course, this goes hand in hand with the fact that there are no rankings to seperate the experienced from the inexperienced either. As the population as a whole learns to adapt and grow, we’ll see a much better(smarter) meta.
This game is pretty much a numbers game at the moment. There’s not much you can do to sway the tide of a 3v2 or a 1v2 ect. So the team that responds quicker usually wins. That’s hardly depth, and takes a ton away from the combat aspect. The down system is partially to blame. The other problems are the bunker specs being incredibly strong in conquest as well.
This entire paragraph just hurts my brain, it couldn’t be any less accurate.
1. You have 5 players on the field so do they, use your 5 wisely. If 2 of you are holding up 3 of them, you have an extra player for the other points/objectives(lord). It’s not a number game for this sole reason.
2. The teams that rotate and hold their points win? saaayyy whhhhaaatt?!?!? Seriously though, it sounds like you couldn’t adapt so you blame it on “lack of depth”. In reality, your downfall is not percieving that depth in the first place.
3. Downed state sucks, agreed.
4. COUNTERS, COUNTERS, COUNTERS – bunkers aren’t really that strong. Most people (pugs) either don’t know HOW to counter them or don’t BUILD to counter them. We only run 1(P.S. It’s not a guardian) because the HUGE lack of damage is too detrimental against good teams.
Move the skill focus toward the individual factors and bring it to combat. in a small group setting, you can easily switch out and play with a lot of different people with and have similar results. In larger groups its pretty much a time sink to get good at playing as a team. So you’re right, casually would like the small settings better, but that doesn’t mean it lacks depth.
Already addressed this.
(edited by Sezu.8564)
I personally don’t find conquest to have an amazing amount of depth. Its currently stand on points, run back and forth between points… ooh look svanir! Kill it!
“Conquest” has a lot more depth than people care to give it. Most players haven’t noticed it at all because it’s something you’ll only see as a good team against a good team. Just as a heads up, if you’re “standing on points” you’re doing it completely wrong. This gamemode is all about player rotations and excellent map awareness. If anyone would care to read it, I could write a post on just how more in-depth an objective based game is than standard deathmatch.
Is that more depth than deathmatch? Yes, but most of the depth in this game is from combat, even if it is sometimes hard to notice. :P
Like I said, if you’re standing on points, you’re doing it completely wrong. You just can’t afford NOT having that extra person. With a good team against a good team, you’ll see constant action no matter what your role is.
Plus I don’t see how it is a bad thing to separate the player groups. Any casuals in tournaments get stomped at the moment. 500-30 games an entire tournament isn’t fun even when you are on the winning side.
Agreed, that’s why paid tournies are here.
Anyway, I think deathmatch is easy to implement (just stick some barriers on the current maps if arenanet doesn’t want to make new ones) with very few/no downsides.
Of course I could be completely wrong
I agree that it would be easy to implement, but I’d like to see other players learn to adapt to a new (and improved) gamemode.
I don’t agree with much of the OP at all. I hope ANET never brings in a deathmatch based PvP system. (Mainly because once it’s there, that’s all anyone will play)
If it is the only mode anyone will ever play then it is obviously a more fun mode. Your argument is that deathmatch is more popular and people should be forced to play conquest, because if given the option they will just play deathmatch. Let the players pick. This is a game right?
The issue here is highly skilled players like gamemodes with more depth, where on the other hand casual players would rather just kill people. This game is too team-oriented to simply throw in deathmatch to appease the casuals. Obviously a deathmatch based PvP system would have been the easy way out for Anet, but it wouldn’t have accomplished much in regards to “e-sport” status.
I don’t agree with much of the OP at all. I hope ANET never brings in a deathmatch based PvP system. (Mainly because once it’s there, that’s all anyone will play) I love the fact that there are objectives in PvP. It leads to a much deeper PvP experience and encourages much more team-play.
Most of you are either stuck in other MMO hysteria or forgetting this game is still very fresh. Players WILL get better and we’ll notice a significant change to the metagame as this happens, heck, we’ve already noticed big changes since the beginning.
My advice: make a 5’s team, and enjoy paid tournaments when they come out in a week. Within a few weeks we’ll see new strats that have never been tried.
“The one thing that GW2 PvP has taught me: Pursue real world hobbies that make my existence meaningful and not substitute physical interaction with that of virtual.”
Interesting jab. I think it’s wrong to think hobby A is more meaningful to your existence than hobby B, unless you’ve set those standards yourself. I’m not sure why GW2 lead you to that conclusion but more power to you.
Good luck on your journey to live a meaningful existence, wherever that brings you.
Anet – when are you going to acknowledge that the staff Elementalist is subpar in every role category in comparison to other classes and fix it?
Seriously. Do you even play the game?
Uhh…what? What “role categories” are you even talking about? PvE? PvP?
You sure do make an interesting claim backing it up with a heap of evidence here.
This is a L2P issue. A good thief will not be able to touch a bunker staff ele. You’re not going to pick it all up in your first couple games. The ele is a very complex profession.
whats the issue with portalling to repair treb? if you kill the treb and he drops a portal and runs off just stay there and wait. He’s not doing anything and neither are you so you still have an even 4v4 going on elsewhere.
just make 1 treb repair max per game or add a long timer to repair pops.
Well sure, if it really was that simple, but that’s not what happens. He might respawn, drop his portal, go help teammates neut/cap a point or two, grab the kit, take the portal, bam you have at least 5+ free treb hits while the other team tries to get someone to treb to stop him.
The fact is it’s actually more effective if the mesmer is not SOLELY using/repairing the treb all the time. Portal is the only way to have that kind of mobility.
Adding health to the portal doesn’t solve the problem. Sure, it might make it easier to deal with, but it won’t stop every competitive team from using a mesmer for that sole purpose.
There’s truly no counter to portal, which is why it’s such a big issue. It just gives way too much utility.
-Leaving portal on back-point and only portaling back if it becomes contested
-Treb repair lameness
-Moving large forces (and professions with low mobility) cross map (and back) in an instant
It just doesn’t belong in a territory based game when no other class has anything to counter/compete with it in the first place. The entire skill should just be scrapped.
Edit – Notice how I said nothing about it being impossible to win against, but it does give a significant advantage with a coordinated team.
I remember a time when posts weren’t riddled with fallacies and were actually informative. Everyone plays for different reasons, let’s not use absolutes.
EDIT – I don’t think a single person here is arguing AGAINST having those kind of features in the game. Let’s not forget what the OP was about.
(edited by Sezu.8564)
“People without unlimited time to game want to see a result for the effort.”
This is completely subjective. You’re attempting to speak for “out-of-school professionals” as a whole and it’s just not true. Many of us find this to be an enjoyable hobby and nothing more. We aren’t expecting to be pat on our backs for playing. Now I’m not saying we wouldn’t like extra features, but our reason for playing is the enjoyment factor itself, everything else comes second.
And yes, my friends and I play competitively and would love to see this game evolve into an e-sport. That does not change the fact that we play for FUN, rather than numbers, rankings, gear, kudos, bragging rights, etc. Those are all nice things to have, but they definitely aren’t necessary.
Cogbyrn, will you marry me? Gender is not important.
@sezu
I was trying to say that comps that design their way around two bunker teams have been doing really well.We ran one on wed and only lost one round.
Oh I see, read it completely wrong. My team was running 2 bunkers for quite a while, but switched to using just one recently. As long as there is communication and rotation, the sheer offensive pressure we can put on the enemy is outstanding with just one.
We actually won an entire tournament, all 3 games, nearly 500-0 (except for the first map :/, which was like 500-25). Not saying this is much of an achievment since they were probably all pugs, but we did do it
Counter can’t and shouldn’t be something that COUNTERS an attack automatically.
Why not?
Are you trolling me?
OK, then, let’s make an automatic skill that allows Warriors to detect the real Mesmer once they have cloned themselves.The less required skill the better, right?
I’m not trolling you. Anyone can come on the forums and say A needs buff, or B shouldn’t be in the game, or even C takes no skill. There needs to be room for a deeper discussion here. Why do you feel this way? How would this effect the balance of the those situations, and more importantly the meta game.
I’d just like to see more thought out responses to the issues at hand. I didn’t mean anything offensive by it.
Edit – You have to think about what those professions are giving up to gain those passive counters.
Personally the only reason I see eles not being on par with other classes is purely the downed state. Well, that and I believe D/D builds should be close to thief damage.
@ nurt
It’s the “you must bring a bunker” mentality that is making bunker bust comps so good.
I’m not going to argue that you NEED a bunker, but it certainly doesn’t hurt to bring just one. As a staff ele I provide heals, condition removal, boons, combo fields, and control. The fact that I’m hard to kill comes secondary to all of that.
Could you explain yourself a bit better?
Games used to be about having fun, at least that’s why I play them. PvP is just a more competitive twist on the game.
Also people who say there is “no point” to do something are absolutely right. There’s really no point to anything at all. Do what you like to do, it’s your existence.
Look what you’re saying.
Burst has it’s answer. It can kill and be killed by a well-rounded player and be killed by another burst class.
If burst can’t kill a tank class, a tank class can’t kill a tank class, and a tank class can live long enough for vs a well-rounded character for backup to arrive, then something isn’t right.
You have a spec that is unkillable in two cases and fulfilled his role in the 3rd.
Hence why bunkers are ruining the game.
You’re thinking too small time chump. PvP in it’s current form is NOT about kills. It’s a territory-based game mode. That’s exactly why bunker builds exist in the first place. The longer you stay on the point, the more points you’ll accumulate for your team.
Every profession has some kind of knockback or pull. Maybe you just need to change your strategy up? If there is an unkillable bunker on a point, maybe try one of those? If you’ve kept that bunker off his point for a total of 2 seconds, you’ve effectively countered his entire spec by neutralizing the point.
Also you’re under this strong impression that bunker builds should be able to be downed by a single player. Why is that? If a player sacrifices all of his damage for sustainability, wouldn’t it make sense that he’d be just as efficient as a full damage build?
Either way, there is a LOT of 1vs1 talk about bunkers. Stop 1vs1ing them? Learn to play as a team.
I’d just like to add that everyone defending Moa Morph is thinking way too 1vs1. The fact of the matter is, this is a team game. As far as my team goes, when we used to run Moa Morph (which we don’t anymore) that target would drop instantly. Maybe you’d be able to live/run in a 1vs1, but with 2+ people pounding and applying immbolizes/stuns you’re a sitting duck. Also it’s not like Moa Morph gives the player endurance, as in if the player is out of endurance already he can’t dodge while morphed for quite a long time.
You can’t honestly think this skill isn’t overpowered.
I’m not expecting you to have infinite dodges, but if their treb is getting more than 3 shots off you’re having some serious team miscommunications anyway. This is a lot different than dodging player abilities, which most of the time you have a very limited time to react to.
You can see a huge fireball going to hit you literally 8 seconds before it even does. If you have any awareness at all you should be able to pan your camera slightly up when you hear the shout. This is not difficult. This does not even take skill.
People need to stop thinking mechanics are broken when in actuality the game is still very fresh and things that seem difficult now will become second nature in no time.
I usually win, because I’m not a baddie :P
Coming from the viewpoint of an elementalist…can I pleeeeeeaaaase have the option of switching my elite skill for an extra utility slot. Since you have insisted upon giving us the most useless elite skills in the game. Thanks.
Just out of curiousity, whats useless about the Elemental?
Fire ele adds quite a bit of damage for something that stays out for 60 seconds.
Water ele provides AoE chill field, 10k+ heals to all allies, and even knocks back enemies.
Earth provides near perma cripple on target while being annoying to kill.
Air is… supbar. I’ll give you that. The ministuns aren’t that useful and the damage is laughable for the (what’s suppose to be) highest single target damage attunement. That and the 10 hp it has.
How can anyone possible deny that in PVP format 10 seconds of disable is unjustifiable?
It’s a team based game. This is really only an issue with an uncoordinated team. A couple good stun locks + well timed attacks and bunkers drop fast. (besides those few invulnerable abilities)
“Sezu I guess you did never play against 2-3 good Bunker Guardians in 1 team … what the hell should boon removal help about this? not to mention I can just steal 2 boons every 45 and this only happens WHEN TRAITED”
I’ve played many teams with 2+ guardians, however, “good” is an entirely subjective word. Boon removal is ridiculously important, if you can’t see that than tough luck.
“Not everyone likes to choose traits just to counter bunker builds as it already has been mentioned … so please start to read the posts first”
LOL what? You’re complaining about bunkers being too strong without building to kill bunkers? What’s your purpose in tPvP if not to kill bunkers as a roamer? I really don’t understand.
“Ok moreover I believe you’re a bunker player yourself and you enjoy bullying people with endless Health regeneration and blocks.”
I play both bunker and roamer, but whatever. They have CDs just like you do.
Edit – I already did play a bunker guardian in tPvP just to get tears in my eyes when I saw how horrible easy it was to play it … I didn’t even care about if I was attacked by condition or Brust builds … neither of these did kill me in a 1v1 because all my CDs just came back up … mostly I just have been dropped by at least 3 ppl and this already took them tons of time lol
No kitten. Bunkers are built to not die 1vs1. Congrats.
Sounds like all the complainers in this thread aren’t using boon removal. You might want to look into it.
Edit – Also, I’d like to challenge you all to play a bunker in tPvP, and tell me which kills you faster. Burst or condition damage.
Edit edit – I’d also like to add that their is quite a bit of exaggerating situations in this thread. Either that or you’re all just terrible terrible players.
(edited by Sezu.8564)
Er… You do realize it’s 3 Guardians, 1 Elementalist, 1 Mesmer, right? Ele/Guard on one point, Guard/Guard on another. Send your entire team to take a point, feel free. Enemy will happily cap the other one. Or while you’re sending your whole team to one point, the Mesmer just ports the rest of his team in. I’ve run into a comp just like this, and a few similar ones in the past week.
Honestly if you can’t 2vs4 there are deeper issues here than the bunkers. Getting a target up in pugs is especially helpful. I’ve run into multiple teams running 3+ bunkers and (here it goes again) communication is key. They are always the easiest teams to beat because once you have the points, you don’t lose them.
“What bunkers are you going against to be talking about 10 stack bleeds whittling their health down within 2 seconds, are they running practically no regen? Engineers regeneration alone laughs at that, and even then they effortlessly remove conditions, if anything I’d say burn is a better counter than bleeds could ever be on someone with consistent condition removal.”
Here’s your first error. Burst builds are countered by toughness and healing power, that’s not the case for condition builds. In every case, 2 condition users will be able to put way more conditions on a target than they can cleanse. That’s coming from a bunker ele traited fully for conditional removal. Not only do we have to cleanse the conditions, but we have to keep our health up as well. If I’m at full hp, but have 25 stacks of bleed on me and only my heal left, I’m essentially wasting my 7k heal (25 sec CD) just to remove those bleed stacks.
“Also, let me mind you, a bunker that’s actually “trying” can fight back & roll. You can’t consistently get 10 stack bleeds on him with all his disables.
Engineers spam knockback/immobilize all day. And guardian spams “can not pass” all day, along with aegis that completely negates the effect of your attack. You won’t stack bleeds on either of those. and conditions are nearly nonexistant on an elementalist who’s running one of their few viable bunker builds."
Sounds awfully 1vs1 here.
“The only way for someone to not see the problem with bunkers, is their lack of experience, they stay in spvp all day, or get lucky against scrubs in tournaments.”
Or you just have to understand the meta and play real tPvP games with coordination and collaboration.
“the GOOD bunkers aren’t common atm, but when you do encounter them for once, you’ll completely understand how anti-fun it is.”
Hahaha… oh you. I might even challenge you by saying “the good glass cannons aren’t common atm, but when you do encounter them for once, you’ll completely understand how anti-fun it is. DURP”
Edit – In no way, shape, or form am I saying bunkers are or aren’t too strong. All I’ve been saying is that burst is not meant to counter bunkers. That doesn’t make any sense.
(edited by Sezu.8564)
“When triple or quadruple bunker is a thing, you know it’s a problem.
Good luck with your whole double condition thing when you have a Guardian and a staff Ele on point. :P”
You’re right, that’s a hell of a problem. Who would be stupid enough to send four people to try to take a single point on the map from 2 bunkers? Essentially if you ignore that point, you’re fighting 3vs5 everywhere else, which should give your team one hell of an advantage. You do realize there are 2 other points right? That’s entirely user error.
“What we’re stating is that the bunker can take the full damage output of a glass cannon, someone who intended on going for the highest possible damage for their class, and it’s still effortlessly washed away, and the glass cannon is set on full cooldown while the bunker is full health and fighting at full performance.”
And what I’m saying is if full on burst classes were able to solo bunkers, there would be no point in have any other kind of build besides full on burst. Bunkers AND condition damage dealers would both be useless. There is balance among bunkers, regardless if you are willing to accept it.
You’d be surprised how having even 10 stacks of bleed on a bunker for 2 seconds whittles down their hp fast. Most bunkers you see don’t run more than 15k hp tops. Trust me, you get 2 condition users on a bunker and he’ll drop like wubstep. Conditions are MUCH harder to repel than burst here and there.
Why would a glass cannon counter a bunker? How does that make any sense at all. Then everyone would purely run glass cannon builds. There’s some kind of epic logic fail going on here.
You do realize how easy it is to avoid treb damage right? There’s literally no excuse unless you’re out of endurance (in which case you should trait for vigor or sigil for endurance). Every time they fire you get a verbal warning telling you. Save your dodges for the trebs and you’re fine. really.
How are bunkers ruining tPvP? This doesn’t even make sense to me. You can’t blame people for building tanky when the whole objective of tPvP is capping and holding points. If anything, 5 people on one team all thinking they can roam is ruining (pug) tPvP.
I don’t see any issues with this. It’s all strategy and I can assure you there are very few “mirror matches” on round3.
I like this thread.
Explain to me how anything constructive comes out of coming to the forums and whining about bugs/glitches? They are obviously already aware of the issue. It’s not that they don’t know it’s happening. It just makes you look like a spoiled brat.
You make the assumption that this post was meant to be a constructive criticism or point of improvement. That assumption is erroneous.
Which is exactly my point, it doesn’t belong here.
Your post clearly did not demonstrate poor character or rude behavior, not like mine did. Hypocrite.
P.S. You still haven’t stated whether or not you think this issue is acceptable or not.
I never suggested it didn’t. In fact, I think I made it very clear how I was protruding myself. You must be new to games if you think a bug like this is “unacceptable”
Seriously? …You’re actually defending them on this? I love the game, and I’ve been happy with what ArenaNet’s done so far. But using the word entitled? ROFL. I’m sorry, maybe people shouldnt post about bugs that effects a decent amount of the playing population.
Explain to me how anything constructive comes out of coming to the forums and whining about bugs/glitches? They are obviously already aware of the issue. It’s not that they don’t know it’s happening. It just makes you look like a spoiled brat.
Edit
So what you’re saying is that a gamebreaking bug is acceptable? Since that’s the implication I’m getting from your unprovocatively crude insults and pretentious attitude.
What I’m saying is that you whining on the sPvP forums about this does nothing to help the cause. It demonstrates poor character and rude behavior. How did you not expect to be met with hostility?
(edited by Sezu.8564)
“This is unacceptable”
I didn’t realize they made this game SOLELY for the purpose of pleasing you. How dare they anger you, your majesty! Insolent swine!!
So many self-entitled gamers in this generation. Anyone remember the days of just being happy a game you were looking forward to finally came out? You scum make me sick sometimes. Sumbit a support ticket and wait while the (incredibly busy) staff at Anet do their jobs. Thanks.
well if you make it to the last round, you better have a mesmer on your team…or you lose. /balance
I can assure you it’s more than possible without a mesmer ;P
I can attest that any combination can do well as long as you fill the roles required by the gamemode. (Bunker, Off Roaming, Def Roaming) This isn’t an issue with class balance. It’s an issue with tPvP being an objective based gamemode.
My normal tourney team changes professions constantly, and we definitely don’t have an “ideal” team comp. Team coordination and communication goes a llloooonnnngggg way.
This has bugged me for quite a while.
Can anyone tell me why there is a global respawn timer at every :20 increment instead of personal respawn timers?
How is this logically a good idea in PvP? If it’s here to stay, can we at least get a suicide button so that we can catch the timer? I’ve seen an increased number of players keeping downed players alive until the :01 hits so that they stay dead for 19 seconds. This is not strategy, this is a broken mechanic.
The programming is already in place. Can we just get personal timers instead? Please and thank you!
“elementalists are so dependent on survivability to become an impact that it subverts all offensive potential in the profession.”
I don’t agree with this statement at all. Elementalists have A LOT of utility, making good use of that is what separates a good player from a great player. When I play roaming ele, I only use a single stun breaker because that’s all I actually need. You can play aggresive and come out on top as long as you pick and choose your battles wisely (aka, don’t DG MH fire#3 into 3 enemies)
I do have to admit that even though eles possess this utility, they should be capable of providing a bit more burst (It should be on par with thief burst imo). As it takes 2 full combo rotations (Almost a minute with CDs?) to do what a theif can do it literally 20 seconds or less. Otherwise we could use a few more long ranged weapon sets.
What are you even complaining about? Elementalists are amazing. No I’m not trolling. What areas in particular are you having issues with?
Edit – “the lone thing stopping our class from being competitive / desired”
What are you even talking about, I play a bunker staff ele and a D/D roaming ele and I can assure you this class is not “undesirable” by any means. Where are you getting your information?
We NEED rankings, it’s without a doubt the most important thing that PvP in gw2 needs. I know many, many, many people who have quit because there’s no rankings, and it’s just not fun playing pugs when you’re a premade, or the other way around.
I wouldn’t mind if the devs involved in PvP dropped everything else and JUST concentrated on this, forgetting about the bugs/balancing. It’s completely needed…
What’s the point in rankings when you’d still just be playing against pugs with your 5man stomping premade. Notice how the OP didn’t say MM system, he said rankings and leaderboard. Even without rankings/leaderboards, filtering the bad/new from the good/veterans makes everyone happier.
Edit – You might want to change your OP to mention a “matchmaking system” so you get your point across better. A ranking system is a very broad idea. Also, adding a ranking system would be significantly more (and unnecessary) work than just finishing up the initial concepts.
(edited by Sezu.8564)