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Tier Matching (No MMR) / Faster Queue Times

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Posted by: Storms Fury.9307

Storms Fury.9307

To improve balanced matchmaking and Faster Queue Times:

1.) Internal MMR is redundant and not needed
2.) Tiers Provide the same functionality as MMR, so remove MMR altogether.
3.) Initially, all players selected for a match MUST be within 1 tiers of each other.

4.) For every 30 seconds a player is in a queue, the “1-Tier Rule expands” to become the “3-Tier Rule” the “5-Tier Rule” the “7-Tier Rule” etc…

5.) If you prefer “Closely Ranked Matches” you can set that in your options (explained further below)

For example lets say you are currently in Diamond Tier 4, this is what your matchmaking looks like:

0-29 Seconds: “1-Tier Rule”
Diamond Tier 4 (You)

30-59 Seconds: “3-Tier Rule”
Diamond Tier 3 <- Diamond Tier 4 (You) -> Diamond Tier 5

60-89 Seconds: “5-Tier Rule”
Dia Tier 2 <- Dia Tier 3 <- Dia Tier 4 (You) -> Dia Tier 5 -> Dia Tier 6

90-119 Seconds: “7-Tier Rule”
(etc so on and so forth)

Hypothetically as a Tier 4 Diamond:

-After 1.5 Minutes You are eligible to be matched with anyone in Diamond (T1-T7)

-Closely Ranked Matches Option

For example You could set in your pvp options to “Only Select Players within ‘X’ Tiers of Me”

If you chose “Only Select Players within 2 Tiers of Me” (as Diamond T4) then matchmaking would look like:

Dia T2 <- Dia T3 <- Dia T4 (You) -> Dia T5 -> Dia T6

And you would not exceed the “5-Tier Rule” effectively

Base HP

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Posted by: Storms Fury.9307

Storms Fury.9307

Especially in concern to PvP we are already starting down the path of imbalance to have different classes have varying amounts of Base HP.

Balancing would be easier if all classes were normalized with the same Base HP somewhere within the range of 15,000 to 17,000 or so.

From there adjust skills as necessary.

If you start with a balanced playing field it is easier to end with a balanced playing field.

(Starting with imbalance and then trying to justify it through other means is simply an inferior method)

Do it right from the start.

Changes needed in PVP : Balance overhaul

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Posted by: Storms Fury.9307

Storms Fury.9307

Original Poster raises all the exact sentiments I have been raising for a considerable amount of time now.

Anet needs to enact more discipline in game balancing in concern to pvp on all those listed fronts.

Leg/Diam Placement in Following Season

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Posted by: Storms Fury.9307

Storms Fury.9307

Legendaries -> Start in Diamond Following Season
Diamonds -> Start in Ruby Following Season
Rubies -> Start in Sapphire Following Season
Sapphires -> Start in Emerald Following Season
Emeralds / Ambers -> Start in Amber Following Season

From the Start of the season this will make matches statistically more balanced for players of all skill levels.

Its redundant to start Diamonds and Legendaries together in Sapphire.

Based on the current model, as a Diamond player you might as well not play the first 1-2 weeks so the majority of the legendary players can rank up out of your hair (which implicates an imbalanced placement system).

AoE is Excessive in this Game

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Posted by: Storms Fury.9307

Storms Fury.9307

At High Level Play it Becomes really Apparent that there is way to much AoE in this Game.

Guild Wars 1 had much better PvP for multiple reasons.

One of them is that most Skills Were Single Target with an Occasional AoE skill.

Excessive Prevalence of AoE Skills implicitly dilutes Overall Skill Requirement because instead of being Mindful of Focusing Your Target you resort to Spamming AoE/Cleaving and “Hoping” that it works.

Watch when a Player goes Down and the Excessive Implementation of AoE is Shown Clearly

Scrappers are the true problem of sPVP

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Posted by: Storms Fury.9307

Storms Fury.9307

2.) Electro Whirl – Damage (2x): 888 (2.2 Power Coefficient) & Reflects Missiles

High Damage and Free Defensive Property (that does not require trait to have)
= Highly Overpowered

3.) Rocket Charge – Damage (3x): 1,212 (3.0 Power Coefficient) & Evades Attacks

High Damage and Free Defensive Property (that does not require trait to have)
= Highly Overpowered

4.) Shock Shield – Damage (5x): 505 (1.25 Power Coefficient) & Blocks Attacks

Moderate to High Damage and Free Defensive Property (that does not require trait to have)
= Moderately to Highly Overpowered

5.) Thunderclap Damage (5x): 1,525 (3.78 Power Cofficient) & AoE Stuns

High Damage and Free CC Property (that does not require trait to have)
= Highly Overpowered

There is no Offensive/Defensive “Trade Off” concept for Scrapper. They get High Damage AND Good Defense/CC WITHOUT having to Trait for any of it.

There is Zero Debate On this Issue, Scrapper is Overpowered.

If One wants to Argue that it isn’t because of Necro/Condi then the real translation is this:

-Scrapper is OP
-The Class that Counters it is also OP in order to overcome the magnitude of Damage, Defense, and CC that Scrapper has.

IE: They all need nerf

Initial League Start

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Posted by: Storms Fury.9307

Storms Fury.9307

The premise is simple.

Stuffing Legendaries and Diamonds together down into Sapphire creates a bad game experience at the start of the season.

The reason is because the diamond players get continually stomped at the beginning until the majority of the legendary skilled players move up a league.

For solo queue players who are anything less than legendary it makes for an unfair and bad gaming experience.

If legendary started in diamond, and diamond in ruby (and so and and so forth on down) then what happens is a level playing field right from the start.

Initial League Start

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Posted by: Storms Fury.9307

Storms Fury.9307

Putting both Legendary and Diamond into Sapphire is inappropriate.

Legendary players are better than Diamond, they should start a league up.

Should be:

Legendary -> Starts Diamond Next Season
Diamond -> Starts Ruby Next Season
Ruby -> Starts Sapphire Next Season
Sapphire -> Starts Emerald Next Season
Emerald & Amber -> Starts Amber Next Season

Simple and properly distributes associated skill level of players

Guardian Defense

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Posted by: Storms Fury.9307

Storms Fury.9307

Guardian has plenty of Offensive Potential to be Meta.

What Guardian lacks to be part of Meta is a Defense that measures up to other current Meta classes.

Other classes have skills that Block/Evade both Unlimited Amount of Attacks AND from All Sides for their Active Duration

I propose 3 Traits be Changed so that when Chosen, they Buff Certain Defensive Skills:

-Focus Mastery
-> When this Trait is Chosen Shield Of Wrath Blocks All Attacks for its Duration (up from maximum of 3).

-Bulwark
-> This Trait Changes Shield of Courage to Block from All Sides (Instead of just widening the frontal block cone).

-Invigorated Bulwark
-> This Trait Changes Protector’s Strike in 2 following ways:

1.) Protector’s Strike Blocks All Attacks for its Duration and Does not automatically/prematurely end in a Counter Attack

2.) The “Counter Attack” part of the skill (when this trait is chosen) is separated into a separate chain skill so that the user can “at will” choose to prematurely end the blocking phase into the counter attack phase.

If the user does not prematurely activate the counter attack phase the skill will automatically counter attack when the full activation duration of the block phase has completed.

If these changes were added, Guardian would have a fair shot in the Meta because it would now have a comparable amount of survivability to other classes that have adequate blocking/evasion.

[Balancing] Engineers diserve a nerf.

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Posted by: Storms Fury.9307

Storms Fury.9307

The specific problem is that Scrapper Has Strong Offense AND Strong Defense on all its Weapon Skills.

The Solution to this would be a 2 part one:

1.) By Default on some of the skills such as Hammer #2 and #3 Remove the Defensive Property

2.) Allow for the same Defensive Properties to be “re-applied” if the appropriate Major Trait Was chosen.

Intentionally make each of the trait choices be in a non-Meta line.

This would make the balance of “Offense vs Defense” an “Either Or” rather than an “Cake and My Ice Cream Too”

Right now Engineer is Overpowered because it gets strong Offense and Defense. There is no trade off between the two, it just gets both by default (that is one of the definitions of OP).

Hope you won't buff DragonHunter....

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Posted by: Storms Fury.9307

Storms Fury.9307

Shattered Aegis Should Damage up to 5 nearby foes (as it already does) and then also heal up to 5 nearby allies.

Hope you won't buff DragonHunter....

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Posted by: Storms Fury.9307

Storms Fury.9307

Projectiles that “Pierce” should not be affected by Projectile Reflect/Block.

That right there would be a good balance fix.

Hope you won't buff DragonHunter....

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Posted by: Storms Fury.9307

Storms Fury.9307

I’ve played high level Diamond as DH every season since HoT.

Other classes have way too much survivability compared to DH.

Either DH needs huge Defense buffs across the board or the other classes need to have Defense nerfs.

Also, its complete BS that the conceptual design of Guardian is to be a Heavy class like Warrior and yet we are among the lowest base HP classes.

Also, our other non-Longbow Weapon choices need serious re-work to be viable for HoT pvp.

When are guardians going to be fixed?

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Posted by: Storms Fury.9307

Storms Fury.9307

I play DH at mid Diamond level and higher.

Trust me its not overpowered, players at that skill level know how to counter them very effectively.

In fact DH is not in ESL because it clearly is underpowered or else they would play it.

Other classes have better block/evade/projectile reflect/cc/damage mitigation.

Honestly I wish they would buff Guardian melee specs to have better defense to be on par with meta.

Solution to Current Meta

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Posted by: Storms Fury.9307

Storms Fury.9307

The main overarching problem is excessive defense such that most builds are implicitly pushed out due to their inferiority to other builds that have superior survivability

The 2 main problems of this consists of:

1.) Excessive Toughness
2.) Excessive Blocking (skills that block unlimited attacks from all sides for a duration)

The Solution:

1.) Remove or Change all Amulets so that None Exist with Toughness anymore.
(Toughness can only be acquired via Runes or Traits)

2.) All blocks must be nerfed in at least 1 of the following 2 ways:

-Either the Block only blocks from the front like shield of courage but may block an unlimited amount of attacks for its duration.

-Or the Block is allowed to block from all sides but similar to Shield of Wrath only blocks X amount of attacks.

Show Win % in Season Statistics

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Posted by: Storms Fury.9307

Storms Fury.9307

(Wins / Games played) * 100

If I was designing the game I would put it in…

For Convenience…

Buff Defense for Hammer Guardian

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Posted by: Storms Fury.9307

Storms Fury.9307

The 3rd Hammer Auto Attack (for Guardian, Symbol of Protection) should Block while activating.

This would make the 1 1/4 sec cast time viable in PvP:
(right now your just prone to damage/cc from long cast time)

Mighty Blow should also have some defensive property while activating (like Scrapper) such as reflect projectile or something.

Show Win % in Season Statistics

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Posted by: Storms Fury.9307

Storms Fury.9307

Along with Games Played, Games Won, and Streak:

Add Win % info

Thanks.

Bunker Ruins the Game

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Posted by: Storms Fury.9307

Storms Fury.9307

Some classes and some builds are forced out of higher end PvP because bunker outclasses them.

These leads to build inequality and forces you to play bunker meta instead of having more choices.

Bunker needs to be tapered down a bit so that other builds are more viable.

Some classes/builds have way too much defense.

i dont mind the defense but they should hit like wet noodles… currently there are some builds that are bunkerish and still hit like trucks

Exactly.

When you have strong offense and strong defense there is no balance in that.

It needs to be glass cannon, wet noodle tank, or something moderate in between, not all of the above.

Bunker Ruins the Game

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Posted by: Storms Fury.9307

Storms Fury.9307

Some classes and some builds are forced out of higher end PvP because bunker outclasses them.

These leads to build inequality and forces you to play bunker meta instead of having more choices.

Bunker needs to be tapered down a bit so that other builds are more viable.

Some classes/builds have way too much defense.

500 Wins in a Row = Imbalanced

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Posted by: Storms Fury.9307

Storms Fury.9307

If a #1 Top Team can win 500 Wins in a row it means the system is imbalanced.

Observe any other well designed PvP Game even Grandmaster players occasionally lose.

Log into any SC2 Ladder and look at Grandmaster.

Every single player in Grandmaster will have a few losses.

Anet forgot how to balance a game after Guild Wars 1 ran its course.

Elemental Bastion

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Posted by: Storms Fury.9307

Storms Fury.9307

Auras you apply to yourself (only yourself) Damages Nearby Enemies (instead of healing)
(Applying an aura to another ally will not cause damage).

Ele has Real Offense Spec

Solves Ele Bunker (making rarely die classes for capture point is just kittened)

Changes to Unranked

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Posted by: Storms Fury.9307

Storms Fury.9307

Unranked to be changed to function exactly like Ranked with the following exceptions:

-Unranked displays no League above character
-Unranked provides no League Tickets (or other ranked prizes), only Reward Track Progress
-Since Unranked would have leagues they Reset whenever a Ranked Season ends.

-This would allow more competitive play during the offseason

-This would allow devs to more properly test balance changes during off season as you would have similarly structured competitive matches in Unranked.

-This would allow players to more accurately gauge their skill level using other classes/builds as they are playing somewhat of a replica of Ranked.

-And lastly Devs could test balance patches during Ranked Season by applying it to Unranked first. A Huge plus since most would agree PvP is out of whack right now.

(edited by Storms Fury.9307)

S2 From a High-Level Player's View

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Posted by: Storms Fury.9307

Storms Fury.9307

Anet doesn’t know how to design anything right.

They need to copy the Starcraft 2 matchmaking system

1.) Go back to MMR as primary matchmaker (like SC2)
2.) MMR Persists through seasons (like SC2)
3.) Everyone resets to Amber on Season Reset (Not like SC2 but for good reason)

At end of Season everyone is Amber however:

Legendary/Diamond players will play each other at start of season (and throughout)

Amber/Emerald players will play each other at start of season (and throughout)

In this system you still get league resets however you get fair matches the entire season.

Dear Anet

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Posted by: Storms Fury.9307

Storms Fury.9307

Please Fire All your GW2 Game Designers and Rehire your Original GW1 Game Designers.

Then maybe you’ll learn how to make a balanced game again.

Thanks for your understanding!

GW2 PvP Lacks Tactical Depth

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Posted by: Storms Fury.9307

Storms Fury.9307

Original Poster is completely correct.

GW2 is about AoE spam skills whether it be damage, mitigation, healing, or cc.

There is little skill in using the most effective AoE abilities.

GW1 was designed right. MOST everything was single target designed while OCCASIONALLY you had a good AoE skill whether it be damage, mitigation, healing, or cc.

Please Fire GW2 Game Designers and Re-Hire the GW1 Designers.

Thank you!

Bristleback Damage Reduction

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Posted by: Storms Fury.9307

Storms Fury.9307

5k is unacceptable.

2-3k is acceptable.

End of Story.

Bristleback Damage Reduction

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Posted by: Storms Fury.9307

Storms Fury.9307

F2 ability does 5,000+ damage.

Other classes have been addressed stating they had “slightly too much burst”

This is one of those cases and needs to be addressed.

More Build Variety / Weapon Skill Choices

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Posted by: Storms Fury.9307

Storms Fury.9307

Weapon Skill Choices should go beyond just choosing another Weapon.

Each Weapon should have more than 5 skills in which you would have the option to choose which specific weapon skills you want.

Lets say you chose Hammer.

Instead of being stuck with the same 5 skills for Hammer, you have more than 5 so you can choose!

In the #1 spot you have to choose an Auto Attack Type Skill (for Hammer for that Class).

In spots 2, 3, 4, and 5 your not stuck with 4 Skills, you could have say 10 Skills to pick from and you can Mix and Match from any of those 10 Skills for your #2, #3, #4, and #5 slots.

Obviously the trait lines would need to be properly considered as well in consideration of additional possible skill choices.

Right now this game is super boring. There are only so many builds I can choose from despite choosing different Weapons, Trait Lines, and Even Classes.

We need more Variety

Scrapper Offense + Defense = Too High

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Posted by: Storms Fury.9307

Storms Fury.9307

Only thing I see here is that OP got rekt by better player and now clearly looking for excuses.

Wrong.

I’m observing that other Melee Class Specs don’t have Defense on every Weapon Spot on their bar.

So neither should you.

Reduce Healing Coefficients

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Posted by: Storms Fury.9307

Storms Fury.9307

Non-DPS Specializations Implicitly Force Partial Holy Trinities.

You have an area of the game in which part of the Difficulty involves taking damage.

You have class A and class B.

Class B heals for a huge amount over Class A…
Implicitly you are Gravitated to choose Class B…

Simply creating Healing Specialization has implicitly created the 2nd part of the Holy Trinity, there is no avoiding it because its more logical to pick the class that does it substantially better.

That is why a HUGE part of the premise was that EACH class was originally designed to have near Equal (close enough) Healing Potential.

The moment you make one class substantially better than others at healing output there is no avoiding the fact that you created the 2nd tier of the Holy Trinity.

As soon as they make a class with an ability to steal aggro then a Tank will have emerged and we will be right back to Holy Trinity.

I am being conservative in saying they should reduce some of Druid’s Healing Coefficients.

If I really had my way though, I’d remove Druid Completely, Remake the Elite Specialization from scratch into a Strong DPS Spec, give it a new name, and see that Rangers then have a Legitimate Place in the new Meta.

Thats what a legitimate Game Designer should have done and should do.

Anet AVOIDED Buffing Rangers DPS capacities (as rangers deserve so they can participate).

Instead they made Ranger’s only purpose to be healer. How Stupid.

(edited by Storms Fury.9307)

Scrapper Offense + Defense = Too High

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Posted by: Storms Fury.9307

Storms Fury.9307

Everyone is missing the point.

Every single scrapper skill (except auto attack) has good Offense AND Defense.

The point is not every skill should have both.

Do you see (melee specs) Warrior, Guardian, Necro, Thief, Revenant have EACH skill (aside from auto) have BOTH Good Offensive AND Defensive capacity built into them?

No you don’t.

The bottom line is Scrapper Hammer needs to have 1 (and just 1) Weapon Skill picked where they remove the Defensive Capacity from it.

Its completely imbalanced for a class to have Offense and Defense across its entire Weapon Skill Bar. No other class does but Engi.

And P.S. the reason they don’t have Weapon Swap is because they have F1-F5 skills.

Reduce Healing Coefficients

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Posted by: Storms Fury.9307

Storms Fury.9307

First of all Anet needs to admit one thing:

You Failed.

You made a premise of a no healer game and you went back on your word like cowards.

Second to the real issue:
Druid Healing Coefficients for Ancestral Grace and Lunar Impact are a little too high and should be reduced somewhat.

Scrapper Offense + Defense = Too High

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Posted by: Storms Fury.9307

Storms Fury.9307

Engineer Hammer skills 2-5 have Strong Base Damage and Coefficients and Strong Defensive Capacities.

Electro Whirl:
Damage (x2): 888 – 2.2 Power Coefficient
Defense: Reflect Missiles

Rocket Charge:
Damage (x3) 1,212 – 3.0 Power Coefficient
Defense: Evade 1s

Shock Shield:
Damage (x5) 1,010 – 2.5 Power Coefficient
Defense: Block 2s

Thunder Clap Does High Damage and Stuns for 1 Second.
Damage (x6) 1,452 – 3.6 Power Coefficient
Defense: Stun 1s

Compared to All other Melee Classes:
-Engineer has Superior Base Damage
-Engineer has Superior Power Coefficients
-Engineer has Superior Defense

Scrapper Base Damage, Power Coefficients, and Defensive Capacity need to all be re-evaluated. Right now this is clearly imbalanced.

Revenant Unrelenting Assault

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Posted by: Storms Fury.9307

Storms Fury.9307

Highly Offensive and Highly Defensive and therefore not balanced.

-Change so Attacks from the Ability can not be Blocked
-Change so Attacks from the Ability can not be Evaded
-Change so the Ability no Longer Evades.

This ability would instead be used to counter an enemy trying to block or evade you and address Revenant Defensive Capacities as stated by Anet.

Non-Dragonhunter Builds Please

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Posted by: Storms Fury.9307

Storms Fury.9307

Can we all agree that at the very least all Non-Dragonhunter builds to whatever end they may serve need some serious attention?

We have 3 trait lines they are hardly useful at all.
Zeal, Radiance, and Virtues need some serious rework.

Reduce Healing Coefficients

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Posted by: Storms Fury.9307

Storms Fury.9307

A Huge Premise of Guild Wars 2 was that there would never be a Dedicated Healing Class.

The Healing Coefficients say everything about the class and right now, druid still has too much Healing Power Efficiency:

Druid:
Coefficient -> Healing -> Skill Name

1.0 -> 1,610 Heal -> Ancestral Grace
1.1 -> 2,452 Heal -> Lunar Impact (Druid Form)

If you add 1,200 Healing Power they heal for:

2,810 Heal -> Ancestral Grace
3,772 Heal -> Lunar Impact (Druid Form)

1,200 Healing Power & Healing Coefficients Reduced by 30% for just these 2 skills…

0.7 -> 2,450 Heal -> Ancestral Grace
0.77 -> 3,376 Heal -> Lunar Impact (Druid Form)

@1200 Healing Power & Healing Coefficients Reduced by 30% Total Healing is Reduced by:

-360 Heal -> Ancestral Grace
-396 Heal -> Lunar Impact (Druid Form)

The difference is just enough so that Druid is not quite so “Dedicated” of a Healer.
But still just a little bit so the overall build is still very viable.

Non-Dragonhunter Builds Please

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Posted by: Storms Fury.9307

Storms Fury.9307

So if any of you got the direction my mindset was going:

The idea was to convert Mace spec to be modern and therefore viable again by basically doing a few things:

-Remove ALL Healing Capacities from Mace Spec (healing is old and outdated and needs to be replaced)

-Invigorated Bulwark → Grants Power instead of Healing (no healing, more offense)
-Faithful Strike → Remove Healing, Add a Counter Block (no healing, slight more avoidance)
-Symbol of Faith → Remove Healing, Add Condition Removal (no healing, team condition support)
-Protector’s Strike → Self Swiftness to add mobility.

These things would give Mace Spec Viability in Today’s meta.

(edited by Storms Fury.9307)

Non-Dragonhunter Builds Please

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Posted by: Storms Fury.9307

Storms Fury.9307

I played DH and was 5 pips away from Legendary.

As a DH I agree the slight nerf was appropriate.

I think other Non-DH specs need to be buffed.

I’d like to be able to do a Mace/Focus or Mace/Shield build but right now they suck.

Invigorated Bulwark got Buffed for example. 30 second duration instead of 10.
What is the point of Healing Power though, I don’t want or need that and wouldn’t even use it in PvE.
-If you swapped weapons to something other than Mace the buff should immediately expire.

-Invigorated Bulwark should grant 50 Power Per Stack instead of 50 Healing Power

-Faithful Strike (last of mace auto attack chain)
-> Remove Healing Property
-> Instead, while casting Faithful strike block the next 1 attack (counterattack).

-Symbol of Faith reduce cast time to 1/2 second
-Remove Pulsing Regeneration
-Add Pulsing Condition Removal

-Protectors Strike should pulse 4 sec Swiftness to self (once per second) until skill ends. Think “your charging in to defend allies.”

(edited by Storms Fury.9307)

Extend Season After Nerfs

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Posted by: Storms Fury.9307

Storms Fury.9307

The only things I am hearing is that you are justifying anet’s bad decision making.

Bottom line is your supposed to introduce nerf before season is over.
Or otherwise nerf and extend to be fair to other players.

Extend Season After Nerfs

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Posted by: Storms Fury.9307

Storms Fury.9307

Case Unclosed. Players shouldn’t be punished and forced to play classes they don’t like.

Balance the game and give extension.

Extend Season After Nerfs

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Posted by: Storms Fury.9307

Storms Fury.9307

Its Unfair that the season is ending before the nerfs.

The overpowered classes had a chance to rank up.

The non overpowered classes DESERVE an extra week after the balance patch.

Quickness Revives/Stomps

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Posted by: Storms Fury.9307

Storms Fury.9307

Its like they read my mind.

I instantly decided that was overpowered the moment i saw that quickness improved reviving and stomping.

I also thought it was op that slow slowed stomping.

Anet is slow.

Quickness Revives/Stomps

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Posted by: Storms Fury.9307

Storms Fury.9307

This alone would fix a lot of balance issues across the board including bunker and other things.

Reviving and Stomping is a Universal capability of all classes.

Therefore it is extremely unbalanced to have some classes capable of super fast reviving and super fast stomping.

It just simply breaks balance and so I suggest quickness should not apply to reviving or stomping.

Sapphire League Change

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Posted by: Storms Fury.9307

Storms Fury.9307

I am playing T5 Diamond right now and the skill of some players in Diamond feels like it does not belong.

This is because the distribution of players is not wide enough.

Basically if you played enough you got Ruby.

This means even halfway through Diamond your still playing with low skilled players from time to time.

To increase the buffer Sapphire should be changed so you lose tiers too.

This would make Sapphire the “new Ruby” so that by the time you get to Diamond, your more likely to play with players whose skill reflects the League they are in.

Equal Healthcare

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Posted by: Storms Fury.9307

Storms Fury.9307

Nice try but your a bad troll.

Equal Healthcare

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Posted by: Storms Fury.9307

Storms Fury.9307

The post could have been better without the last line.

No because I genuinely and sincerely do think they suck on most everything concerning PvP.

Guild Wars 2 is different than Guild Wars 1 and so each unto their own design methodologies.

GW1 was designed so incredibly well relative to its design methodology.

GW2 unfortunately is very terribly designed relative unto its own design methodology.

Therefore Anet went from garnering my praise to garnering my severe disapproval.

I used to GvG somewhat did a lot of RA and TA, and TONS of Hall of Heroes (got to r9).

Not to mention I used to play Arenas in WoW and got to 2400 at some point.

Still play alot of Starcraft…

I know a thing or two and unfortunately my verdict is Anet sucks now.

Equal Healthcare

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Posted by: Storms Fury.9307

Storms Fury.9307

All classes need to have 19k Base HP like Warrior and Necromancer

Then you can properly balance other things around that.

Without a good starting point like that your game is already imbalanced.

By the way Anet you suck.

Anet = Hypocrites

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Posted by: Storms Fury.9307

Storms Fury.9307

Anet said they would never make Dedicated Healing Classes/Specs.

Why did you create Druid…

Furthermore why is this allowed in sPvP

I loved playing Monk in Guild Wars 1 however if your going to make a promise…

Then keep your promise.

Anet = Politician

Svanir/Chieftain

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Posted by: Storms Fury.9307

Storms Fury.9307

Answer to 49% issue is if the boss triggers regen from not being attacked it can just reset damage counters. Problem solved.

And to the other those are not really reasons because I already account for situational awareness.

When you see one enemy player run up and spam a few fast hitting dps skills hoping to get lucky that is simply not good game design.

Good PvP is designed such that luck is minimized as much as possible and intelligible decisions are maximized as much as possible.

Just not going to cut it.