Showing Posts For Tatsuo.1478:
I have to agree with OP. I actually find GW2 combat much more boring than in mmo with holy trinity, especially in PvE. Now everyone has one role and its dps. So what that we have evasion, it does not add that much.
And tactics? Give me a break. Stand at one hell of a big boss mob and spam all your skills, evade some attacks, so awesome..
Remember Colin Johanson joke about other mmos? “I swong a sword?..” Well that is a joke on GW2 now
Well to be honest, removing holy trinity didn’t change anything, it just made everything more zergish. So no, there was no innovation here.
They happened in the past:
OK then. Lets create a game called World War 2. But actually there will be no World War 2 in that game, but there was some time ago, well you know from history. Game will be about building your house and eating, crapping like Sims.
Does that make any sense? I guess not, but that’s what Anet is doing. That excuse it happened in past is so lame.. If you give such name, but there is nothing at all in game like that.. Well I call it trolling my friend.
Before GW2 was released, I thought it was a great idea to remove holy trinity, but now it is even worse than trinity. Mainly mindless zergs that I just can’t stand.
I used to have some fun in older mmos in PvE even just soloing some stuff. I don’t feel it in GW2. It felt more enjoyable when there was a time when you needed different roles.
Yes now, it is easier to find group, but actually I don’t event want to go to any dungeon because of that of how boring it is. I can’t stand PvE in GW2 – combat is boring and repetitive (even more than in traditional mmos).
LOL what a troll thread.
The answer is, we don’t. My first 80 was an Elementalist. After that, I started a Thief which I got up to 74, a Necro which I got up to 22, and now I have a Warrior that is 80. Also have alts of every class.
Also, when I was in the Alpha before I started here, I mostly played Guardian and Ranger to lvl80. This was before they had implemented events in any of the lvl50+ maps. I had a friend that helped me grind up, and we would run around showing off that we hit 80 by grinding mobs.
I dunno why I shared that whole thing, but the point is that we definitely all play a variety of classes, just like you!
Does any dev main ranger?:) Because I doubt any does..:)
It’s too late for this game. The game would have to be rebuilt from the ground up to fix all the problems with the combat.
Your best bet is to find a game with proper combat if it bothers you that much. Otherwise suck it up and deal with it.
Actually if it is not balanced 1v1, then it is especially not balanced 5v5. So this cliché that game is balanced around 5v5 is nothing more than excuse which is harder to see. In 1v1 its much easier to see who has an advantage, but in 5v5, not so easy.
That is clever disguise of Anet.
Anet has not done their home work. They should know better that when things pop up out of know where, it annoys most people. Yet they still force this crap.
They should implement option to turn of this auto pop up stuff.
I myself don’t like this down mechanic at all. I would glad if Anet would get rid of it (at least in sPvP). in PvP especially is disguised as giving more depth in game, but in reality it is nothing than a cheap mechanic that got annoying after 5 minutes of playing. This revive / stomp is not interesting at all.
If you got killed, you got killed, not something half killed.
For example it is so annoying to stomp ele.. You try to stomp it, he goes into mist, flies where he wants, lands near team mate and he revives him. It happened so many times..
For example there was a fight between me vs ele and guardian. I downed ele three times in a row, but wasn’t able to stomp it, because of mist and guardian reviving it all the time. Then of course I was down myself and no one could revive me, because I was alone.
2v1 is already an advantage and down mechanic just increases that advantage even more.
OP what’s the point for ranger to fight 1v1 on point (if you hold it)? Rangers don’t have many knock backs, so he can’t just kick you out of point. I myself many times fight 1v1 with my ranger outside point if see I will be at disadvantage in a melee, but then I use range as advantage and don’t let some1 like decap engi destroy me with all their melee stuff.
So I would say it is better to get point without first going in point, then just mindlessly going trying to cap and then just die like a chump.
As for that ranger only using auto attack, that’s different story. Maybe he just gone afk knowing you won’t go for him anyway or he is newbie
As if the problems of this game revolves around Healing Signet.
I would say this 8% nerf has become a joke about Anet competence. This clearly highlights that Anet does not know a kitten about balance or don’t want to know. We are waiting months (even years) for things that should be done weekly. sPvP is a joke. Now for them to make it E-sport is like for me to get to Mars.
I think what I’ve learned after reading all 39 pages of this discussion…
When ArenaNet asked the community which profession they would like to see fixed/impoved, ArenaNet was really hoping the community would pick an easier one than ranger.
Why couldn’t the community have picked warrior? Anet would have loved to talk about tweaking warrior. Ranger’s too hard.
ArenaNet knows perfectly well (as do we) which profession is the most broken. They were just hoping they could look like they cared without actually having to fix it. If we’d picked a different profession, they could have blamed the next year of continued broken ranger on the community. Too bad we didn’t play along.
Man this… this so hard my head hurts. I thought they really cared at the beginning but after page 20+ it seemed like they just pretended to care
I really sincerly had high hopes for this CDI and the beginning of this CDI felt like there was hope at the end of the tunnel and finnaly the ranger class would get some positive attention and be on par with other classes. But then as i kept reading towards page 20+ i realized the fixes and aditions most wanted for the ranger are now being ignored and will not be discussed. Now there are talks about fixing the pets which will probably not work instead of permastowing. There are so many good ideas here that are not even being consider probably. The issues are so simple yet the struggle is so hard. Time to level that warrior i guess.
Well because thats the way it is. Always was and will be. You see at start, every company tries to satisfy customer, but once it gets big, strategy changes from satisfying customer to getting biggest profit possible. So then starts things as cutting corners, skipping plans that would not give enough profit etc. Why do you think Ranger didn’t see any real changes/fixes since like what, release? Because they can get away with it. They are fixing / implementing changes that are most critical to their profits, like gem store and living story (this is closely related with gem store if you looked closely). That’s why we get living story every two weeks and gem store is being updated constantly with useless crap – this is where the money is.
And where is the money in fixing Ranger? In Anet eyes it just costs lots of effort and time to fix it, and that is a lot of money, but it is most likely would not give profit in return Anet would like to get from such effort put, so they put all their effort in things like I written above.
I’m actually surprised why they even make such threads, because they really don’t care or have time / resources to do what people actually really want. Maybe just to make an illusion that they are fixing something like they were “fixing” for the past two years.
P.S. I remember I written about this problem of big companies when GW2 was still in beta with a concern that Anet might become like most big companies, sadly I was right..
(edited by Tatsuo.1478)
Pro-tip..
1.) Ascended is not required and this ‘vertical progression’ is miniscule enough to be ignored without noticing any improvement
2.) You can get an ascended backpiece without any crafting (and if you use the Forge as an example of crafting, all you do is click buttons a few times and you get your backpiece)To be competitive you need to be in the best gear possible. Equally skilled players in wvw will lose based on equipment.
Therefore you NEED ascended to be considered a competitive wvw player unless you are a insanely good commander or skilled. Even then being commander means you do not want to die so Ascended again is better than exotics.
Considering the end game is grind, pvp, or wvw…
In the controlled competitive environment of PvP, gear is normalized in order to level the field, which is as it should be in competitive PvP because that is a game. WvW is a hybrid concept that seeks to simulate a “war” and thus will never be “balanced” which means that arguments about gear imbalances are moot.
Obviously, having better gear gives you an advantage in WvW… and that is how it should be in a “war simulator” because war is never “fair”.
In a war you could have the best equipment and outnumber your enemy 10:1 and still lose (has happened many times in history). Tactics will always win over equipment and numbers. Sure better equipment and numbers would help but if your outplayed your just plain outplayed.
This is bullkitten argument. Yes it is possible to win with tactics over more foes with better gear, but it is only possible if those foes are worse than you. What if they are equally good and have better gear? How can you win then, hm? Thats were gear shines and many times your tactics won’t save you because not every player with better gear is noob that do not know how to play.
So in reality good tactics is not an argument for gear at all. Good gear just adds more advantage and tactics has nothing here to do, because you should always compare as players skills would be in par with each other. Without that comparing is pointless.
It’s like comparing two drivers. One drives normal speed car, the other slower. So if that driver with slower car would win against another driver with normal car, yes you could say he is better, but he would have driven even faster with normal car, so there is no point in comparing without equal footing first.
^^is this real?
I can make million mistakes on my hambow war and still stay alive and hold point. If i make mistake on a thief, i have to blow major CDs, if i make mistake again i am probably dead.
Sorry, forgot about warriors. Those are good example too. But I was talking about glassy builds. With warrior you just take healing signet and everything offensive, but still I wouldn’t call that glassy build
OK when did I say he was one and we were 2? The only thing you could have guessed from my post that it was the other way around, because I said I switched to other foe. But actually it was 2v2.
Next. What this has to do about holding a point and fighting against thief 1v1? So what if he didn’t hold the point? That’s not the point of this thread.
Next. This is addressing people saying that if thief is using stealth he is doing it wrong. I’m not saying thief is using stealth for the sake of stealthing. He was using it when he needed it and he used it only defensively – to cleanse conditions, regen initiative and heal himself. So you are saying that it’s better for thief to die and respawn than go in stealth for 3/4 seconds, refresh himself and then strike again with full power?.. I don’t get such logic.
And for some people saying that stealth is not OP, I created thief just out of curiosity and tried it out. And was not surprised how powerful thief felt (at least compared with ranger as that is the profession I’m playing – not the spirit ranger though), and especially stealth. I could do all I wanted and if I get in disadvantage I could just disengage, or wait out in stealth to strike again and kill easily. And I’m not experienced playing with thief at all. So I can only imagine how experienced thieves can use stealth at their advantage.
I said he was two and you were one actually. Irrespective, if they were stealthing that much and taking as much damage as you say, they had minimal impact on the 2v2 fight.
Ok… I don’t know how long you’ve been around, but this game isn’t balanced around 1v1, it’s balanced around 5v5 conquest. The reason why I bring up points is because that’s how Anet tries to balance the theif – high damage and good escape tools, but can’t hold a point. That’s the tradeoff. The game isn’t balanced 1v1, so this thread won’t give you any answer you’ll be happy with
Well I’m around since release. I know Anet claim that it is balanced around 5v5 conquest. But actually it is not balanced at all. Give it 5v5, or 1v1. I couldn’t call that balance.
Well I heard some answers. And yours if understand right is that if if you see thief even if it is on point and you are 1v1, just don’t bother right, because it is not balanced this way?
thieves like to refer to themselves high risk, high reward. reward is there all right, but i dont see much of a risk. especially in relative terms. when is thieve risking more then any other (glass-to-glass) class?
I would agree. I really don’t see where is the risk for the thief? I would say thief as high damage class has the least risks from all other classes.
21. Anet attention to pvp ~1%, pve 99% (with WvW).
And was not surprised how powerful thief felt (at least compared with ranger as that is the profession I’m playing – not the spirit ranger though), and especially stealth.
Highlighted your problem for you. Rangers are pretty useless in PvP atm and arguably the worst class in the game right now. And you intentionally aren’t playing one of the builds that could give them presence on a team.
When CDI called for class that needed the most changes and updates, Ranger won overwhelmingly and generated over 20 pages of suggested improvements. Mostly because their traits are just all over the place (for example, all condition weapon set buffs, and minor traits in pre line, but condition dmg being in toughness) and issues with pets.
Ofc you are going to feel more powerful switching from a barely functional profession to the most mobile profession in the game. You might as well have said “I dunno, I tried playing a Guardian and it felt much tougher than my ele”. Next you’ll tell us you are playing zerk/bear/bow.
My suggestion is to start practicing with another class until Rangers see some tender love and care. Life will be much easier for you. If you insist on sticking with your bear/bow, I recommend looking into a condi trap build with axe/torch. Awesome for farming glory on waypoint zergs in sPvP and against thieves you can pretty much stand still while they kill themselves.
What are you talking about? Why some people reaction is that you are some noob if they hear you play ranger? I’m not running bear/bow.. I ran almost any build that can be viable at some point for ranger (and yes I ran spirit build too, but just got bored of that build), so I know a bit about that class . Even though rangers lack many things, but it does not mean you can’t squeeze maximum there is to that class.
And no, thats not the problem why it is hard to play against thief 1v1 (against good ones), it would be the same with other classes. Maybe thief would have harder time, but he could escape as easily if he wants to.
It was a bit different, I was trying to kill him on mid point. He had like half health. Got him to very low health, then he vanished in stealth, I switched to other foe, then when he came back, he was almost full health. Then I switched back on him, got him to low health again. He started running away from mid point, I chased him down a bit, then he came back on me and we fought 1v1, I got him again on very low health, he used shadow refugee then came back full health again and finished me. I didn’t have any evades or defensive skills left.
And yes he was bunker build, if you can call him that.
The point is every time he got into stealth, he would heal very fast and there was nothing you could do to stop that.Not sure I’m following your argument.
You’re complaining that a “bunker” thief heals too much, despite the bunker thief loosing a 2v1 at mid and frequently stealthing so it can’t hold a point. Clearly the spec is redundant. But I suppose you’re playing to stomp, not to win.
There are a lot of things about thief that are on the OP side, this isnt one of the them.
OK when did I say he was one and we were 2? The only thing you could have guessed from my post that it was the other way around, because I said I switched to other foe. But actually it was 2v2.
Next. What this has to do about holding a point and fighting against thief 1v1? So what if he didn’t hold the point? That’s not the point of this thread.
Next. This is addressing people saying that if thief is using stealth he is doing it wrong. I’m not saying thief is using stealth for the sake of stealthing. He was using it when he needed it and he used it only defensively – to cleanse conditions, regen initiative and heal himself. So you are saying that it’s better for thief to die and respawn than go in stealth for 3/4 seconds, refresh himself and then strike again with full power?.. I don’t get such logic.
And for some people saying that stealth is not OP, I created thief just out of curiosity and tried it out. And was not surprised how powerful thief felt (at least compared with ranger as that is the profession I’m playing – not the spirit ranger though), and especially stealth. I could do all I wanted and if I get in disadvantage I could just disengage, or wait out in stealth to strike again and kill easily. And I’m not experienced playing with thief at all. So I can only imagine how experienced thieves can use stealth at their advantage.
All you have to do is load them up with conditions (I did it all the time on my P/P engie) since they have no real condition removal, and hit them with aoes when they go into stealth(most will stick close to you and think that invis =invincibility).
Its not that hard depending on what class you play. I dont have problems (before i stopped playing) with them on my engie/ranger/warrior.
Actually thief can get trait that cleanse conditions when he goes in stealth
So presumably from your post the thief is running hide in shadows (30s cooldown) and so for you to force a heal three times, the fight went on for at least 1.5 mins. Something doesnt sound right there…
Most thief fights will be over within after the first heal – either you die, they’ll die, or if they’ll focus their attention on something more efficient. So either the theif your playing wasn’t playing decently (you should have won), or the you’re playing a bunkery spec (you shouldn’t expect to win 1v1s). Either way it doesn’t add up.
Also if you’re playing in soloQ or teamQ and had a completely uninteruptted 1v1 for 1.5 mins + i’d be surprised. There’s no way far or mid point could have been uninteruptted for 1.5 mins, so it was probably close you were playing at, which means you were holding point for the whole duration of the fight and gained 90 points in that time while the theif contributed zero points to his team score.
Of course you could be playing hot join, but then you’d be even less likely to have a 1v1 and it really isnt a measure of what is balanced.
It was a bit different, I was trying to kill him on mid point. He had like half health. Got him to very low health, then he vanished in stealth, I switched to other foe, then when he came back, he was almost full health. Then I switched back on him, got him to low health again. He started running away from mid point, I chased him down a bit, then he came back on me and we fought 1v1, I got him again on very low health, he used shadow refugee then came back full health again and finished me. I didn’t have any evades or defensive skills left.
And yes he was bunker build, if you can call him that.
The point is every time he got into stealth, he would heal very fast and there was nothing you could do to stop that.
Anet said they care equally for PvE and PvP, but they have like what 2 people for sPvP? Two years and not much have changed. At such pace there won’t left anyone to see those promised “big” changes.
It’s ridiculous how thief can survive any fight 1v1, it’s no point even fighting against them 1v1 (not talking about bad thiefs as those can be killed), but the thief has so many ways to come back in a fight, does not matter at what disadvantage he gets.
I had a fight with thief and got him to to hp lower than 10% like three times in a row and every time he just goes stealth and after few seconds comes back full or almost full health. At that point all my abilites are on cooldown, evade bar is empty and there is nothing I can do. That is insane.
Thief has like reset button. Every time they fail, they can fix it. I wish Anet would remove stealth from game as it is. It’s broken like hell. It’s stupid that you can go in stealth mid fight and run away (or even better wait 3/4 seconds in stealth doing nothing and heal yourself fully, remove all conditions and regen all initiative while your foe waits for you to be finished) when you feel like it.
Start a new warrior meta.
Wanna help?
And I’m not even gonna talk about how OP warriors are.. There are plenty of threads for that. The thing is I’m getting sick seeing so many warriors per tourney game (I suppose in other modes is the same, I just don’t play those often). There are like 2 in one team and 3 in another. Rarely I see less then two warriors per game. I don’t even remember when I saw a game where there were no warriors at all.
It’s almost become like a game with one profession. But I guess if Anet won’t fix this class, every one that just goes for FOTM (maybe we should call it FOTY – flavor of the year?), chooses warriors and it just gets duller every day.
I know that, but as I said, it shows incorrectly. This does not have anything to do with pet traits. As I said it shows in pet skills as it increases their duration / damage. Like if it increases duration of conditions for ranger in MM tree (I’m not talking about trait that specifically increases pet conditions duration).
Ranger – Pet stats skills damage/duration is showed incorrectly. In tool-tip of pet skills it shows like it is changing depending on ranger traits/stats. For example if you invest 30 points in MM tree and it increases rangers conditions duration. And it shows that it increases for pet too, but it is not. So either fix tool-tip for pets skills or if it’s a bug and it should increase pets stats, then fix that.
I think some one already reported this, but I could not find any thread about this in bugs section.
The Ranger isn’t expected to do burst damage. By sustained, we mean that the Ranger should excel at surviving (resilient) through burst while still doing enough damage over time to take the opponent down.
Then we have a very serious problem here because your vision of the class will never allow it to function at anything outside of a condi playstyle. This is the design decision we need to address in this CDI and the pet can now sit on the back burner until we get this resolved.
Agree. I’m getting sick of using condition builds (as there is no other real viable builds in PvP). I’m trying various combinations, but all end up in survival tree having 30 points… No diversity – no fun. We are not robots, let us play the way we want not the ‘only’ way that is possible to play.
Game mode
PvP (but goes for any)
Proposal Goal
Give more control to pet skills
- Proposal Functionality*
– let player set pet skills on auto attack or turn it off (like you can do on first skill of player). Then old functionality could be retained, but this gives an option to use any pet skill manually if you want.
Of course first, skills should be fixed so they would trigger the moment you pressed, not when the pet feels like it.
Associated Risks
-none
I don’t like that effects increase when pet is downed as such traits may force to let kill pet for added bonuses. So instead it should increase bonuses when you keep pet alive, not dead.
I don’t find LS fun at all. I tried to do some, but all of them were more of the same. It is boring and repetitive. No matter how hard they will try to create new LS content, it will still be burned much faster than they can produce it.
So maybe it’s time to focus on real stuff that matters? Like fixing all bugs, adding new skills, traits, classes, normal content that means something and does not disappear after 2 weeks?
I would say they are wasting too much resources on LS.
P.S. Would like to see if there is any poll where you could choose what you prefer more – normal expansion or LS?
Looking at the elementalist changes was enough for me to know that these are fake. It’s obvious that the guy doesn’t know anything about balance.
10% reduced condition duration when using magnetic aura… lmfao.
It would be hilarious if these patch notes would be indeed true..:) But Anet can change it (if it’s really true) for the sake of changing then.
1. WvW is a lot more PvP than PvE imo :P
2. I believe they’re working on some major PvP improvements but don’t really release a lot right now because it’s not fully done; they have promised us new gamemodes though
3. I think that PvE has a bigger fanbase than PvP.
4. Still, you’re right, they do seem to Anet seem to care more about PvE
Well I call WvW broken PvP, because you can grind gear and have an advantage against players that has crappier gear and you need to fight mobs too.
As for your point 3. I would say the main reason PvE fanbase is bigger because Anet caters to it way more than to PvP. If it would the other way around I think many people would not stay in PvE and go to PvP (if they like that) or just leave game.
Why PvE has way more updates than PvP (WvW is mostly PvE too)? Anet used to say that they care about PvP and PvE the same, but it turns out PvP was just left to die. PvE receives updates every two weeks and for PvP we get some “game changing” patches every few months at best.
PvP has only 4 decent maps (that run in tournaments), only one game mode and no real progression / rewards. Still it receives least updates. It has what like two people working for PvP updates?
From logical point it should receive way more updates, because thats where you can replay content. In PvE no matter how hard Anet tries to deliver fresh content, players will burn through it in a few days and weeks, months of work will look like nothing.
But if Anet would care about PvP like they care for PvE, then we would have plenty of things to do which still look fresh and could not be burnt out in few days.
Imagine new map every few weeks, new game modes every few months or at least those modes variations that can give you different experience.. Well I guess you can only dream
Is there someone still looking at leaderboards? lol i’m going pug since months and tonight i discovered i’m top 300 (And i don’t know how is it possible since pugging is not really the best way to go tpvp..thought i was somewhere between 800 and x% oblivion) just because a friend told me while he was looking for his position in soloq…noone really cares bout ladder, it’s broken (Come on pug in top 300? Seriously?), it’s dominated by fotm riders and it’s totally worthless when it comes to rewards (That’s why i stopped giving kittens to it months ago)
Play, have fun and don’t care about ladder…at the end of the day you get nothing from it even if you are top 10…no reason to tryhard going boring fotm bunker meta
Well I don’t use fotm and wasn’t trying hard to get better rank, but I was curious at what position I am, thats all.
Yeah I think too that Anet only shows percentage as ranking to hide the fact the not many players are playing PvP.
Yeah it happened to me yesterday when I reached rank 39. It showed that I will get two chests, but when I pressed to receive it, I only got one.
Sorry, Kilger, but I love more active traits like this.
Even if it’s fake I think this trait is a great idea, and traits that encourage more active play was honestly one of the things I was going to bring up during CDI.Moar, Moar, I say!
Well its going to kill GS for me, maybe I need a change anyway. Pretty useless on GS, you cant really control the evade well.
Have to agree with this. Pretty crappy change. Because you can’t control auto attack chain, so you can’t really control that chain. So it’s more passive than active play tbh.
I wonder when they are gonna fix stats for pets? Now when you increase for example duration for ranger, it shows that it increases for pet too, but it is not.
(edited by Tatsuo.1478)
I don’t get it why leaderboards are done in such a weird way? First you can’t see it ingame, for some reason you need to go to website.. Second you can’t just see in what position you are if you are not in 1000 ranking or so. Does anyone find such crappy leaderboard good?..
Why Anet can’t make it normal and be able to see your position, does not matter what it is? And be able to see it ingame? Or I don’t know something here maybe?
I don’t see what the big deal is. It’s not hard to just go to the website. Yes, it’s not updated realtime, but that’s because it would suck up way more resources than is necessary for something like this.
And if you’re under the top 1000, you can still see your rank. It’s just shown as a percent instead of an exact position.
So what does that percentage mean? higher percentage, higher ranking or lower ranking? It is really weird, why can’t they make you see real number in position you are..
It’s like Anet is trying to be different for the sake to be different.
I don’t get it why leaderboards are done in such a weird way? First you can’t see it ingame, for some reason you need to go to website.. Second you can’t just see in what position you are if you are not in 1000 ranking or so. Does anyone find such crappy leaderboard good?..
Why Anet can’t make it normal and be able to see your position, does not matter what it is? And be able to see it ingame? Or I don’t know something here maybe?
Master’s Bond and Steady Focus are both great in PvE, either for levelling or for damage in dungeons, or just in PvE in general. I don’t see why these should be changed to serve PvP.
Did you even read my post?
Firstly I didn’t say anything bad about Steady Focus, actually quite contrary. I compared it with Predator’s Instinct and said that Steady Focus is way better compared to Predator’s Instinct.
Also about Master’s Bond, you know that changes can be made in PvP that wouldn’t affect PVE, so PVE players shouldn’t be concerned, that is why I’m writing in PvP forums, not PVE.
As it is now. Many traits are just useless (or not in par with the ones everyone uses) and no one uses it. Also there are traits which are most of the time mandatory, like you don’t even need to think about which trait to choose. For example trait – ‘empathic bond’ (grandmaster trait in ranger’s wilderness survival tree) is no brainer (because there is not much to choose from to have a good condition removal). For useless or very weak traits. For example trait:
“Predator’s Instinct – Apply cripple to foes you hit when they are below 25% health (15-second cooldown). This skill inflicts 2 seconds of cripple.”
I mean seriously it’s duration is very short, it has long cooldown and it only applies to foe that has health under 25%?
And let’s compare it with some other traits in this line: Keen Edge – applies sharpening stones when opponent’s health goes to 50% (has 45 seconds cooldown).
Signet mastery – reduces cooldown on signets by 20%.
Steady focus – 10% more damage when endurance is full.
Predator’s instinct is not even comparable with those.
Some other weak/useless traits:
“Master’s bond – Your pet has a bond with you that increases its attributes each time you kill a foe. When it is defeated or deactivated, the bond is reset. " (this one could be good, but in reality it’s not, because Anet created pets mechanic to encourage pets swapping, but this trait makes you do the opposite).
All traits that just increase damage by 5 or so percent are just boring and not very useful.
Note. I’m sure there are some other traits in other classes that are useless, but as played mainly ranger, so for other classes wasn’t sure which ones would be most useless.
Would be great if choosing every trait in any line would make you think which one to choose.
Yeah as it is currently now pvp Achievements are a chore. I remember some time ago calculated how long it would take to get Legendary Champion achievement. So if you would play every day 30 matches and for every match would get 200 rank points, then it would take about 6.8 years to get this achievement.. Isn’t that insane?
For ideas of achievements:
- Master killer, capturer etc: top player in kills, res, capture points etc for x times,
- Master of the game: top player in all categories,
- Combo killer: kill using combo field,
- Combo master: make all possible combos that can be done with your class.
- Combo finisher: finish x combos
- Unstoppable: top player in kills, but zero deaths (you have to be top in kills, but not die a single time in a match)
-Unstoppable: (gives tittle) top player in kills, but zero deaths for x matches.
-Cheat death: evade x attacks that would otherwise kill you.
-Health breaker: interrupt cast of health skill.
-Elite breaker: interrupt cast of elite skill.
-Typhoon: knock back enemy x meters.
-Finisher: finish x enemies while there are y alive enemies around you in n range.
-Phoenix: rally x times.
-Damage dealer: do x amount of damage in one match.
-Healer: x amount of healing done in match.
-The shield: soak x amount of damage in one fight without dying (time starts when combat begins and stops when ends – when you are out of combat).
-Overkill: do x more damage than it would have needed to down an enemy.
-Master killer: kill 3 enemies that are in x range from you and no teammates are around in x range from you.
-Critter kill – critical hit x times in a row and doing this row down an enemy.
-Sniper – down an enemy from 1200 range.
-Cheater: blind an enemy when you have 5% of your max health and after that do not die (or be downed) for at least 5 seconds.
-Classy hunter: kill all different classes for x times.
-* [Insert class] weakness*: do not die in a match from [insert class].
Achievements with class related mechanics:
-killed, feared, interrupted etc x amount of enemies using class specific mechanic.
Group achievements:
Cap team: hold all the capture points for x amount of time.
Team shield: all teammates stay alive for x amount of time.
Team damage: team does x total damage and kills at least y of enemies in z time.
-Total control: win match 500/0 and you and your teammates can’t die a single time in a match.
(edited by Tatsuo.1478)
The problem is that passive play is rewarded more than active play. If look at skills, the best skills are the ones that do not require anything to do for player. For example signets. Many don’t even use active effects of signets, because passives are too good. So for example warrior or guardian can have full utility of signets and just forget about it. There are even traits that improve passive effects.. So how classes can reward skill, when it is built around passives or just skills spam (as there is no resource to make you think about what to use, you can just use every skill rinse and repeat).
Of course some people may say good player times their skills when to use which skill, but in reality it gives so little advantage compared to just spamming everything that as I said earlier it is just easier to not think at all.
Clearly roots of this game design is bad.
People should not talk about which downed state is better, it should talk instead if downed state is needed at all. In my opinion, downed state should have never been introduced. It is useless and not interesting (you kill one player, but you actually didn’t then you have to slowly stomp him..)