Showing Posts For Topher.5631:

Pulmonary Impact is overpowered

in PvP

Posted by: Topher.5631

Topher.5631

Why does pulminary impact need to be blockable or evadable, when u have kitten like eternal champion,scrappers with stability, strength of the pack, projectile hate?

the requirement for pulminary impact is to actually interupt. It means u succeeded against these odds and thus u deserve your reward. it’s akin to saying hey. I attacked u full on without it bieng a graze or bieng blocked and or migitated in any way shape or form but yet i should net recieve the benefits of said effect. the skill is fine.

Let me just say I have 4k games on thief and got to plat with it, just to establish some credibility.

Once upon a time thief was the most skillful class, before HoT. We had the toolkit that gave us a really high skill cap. We had the interrupts, the dodges, and the mobility to get where we needed to be. Of course we have that now, but two dodges timed right. Not the 8 dodges in a row we have on the meta d/p build (3 from endurance cap, 1.5 from heal, 2 from signet, and one from steal). Now we can just spam them and evade a key skill by chance.

Same concept applies to interrupts. The reward was interrupting the skill and that was enough. Pre-HoT you wouldn’t waste the initiative on interrupting an auto like you do now. You saved it for the heal. Preventing them from using a key skill WAS the reward, not damage.

Stop acting like the sole reason for interrupting something is just for damage. It makes you sound like a noob.

+1 for an icd on pulmonary. While there is counterplay, it encourages Spammy behavior and only serves to make the class skillless and the game a saltier place

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(edited by Topher.5631)

class counter list

in Players Helping Players

Posted by: Topher.5631

Topher.5631

I’ll say this once again: Dodge druid counters every single class. And it has no counter. Prove me wrong

The druid doesn’t counter every class the pet does

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Let's talk PvP, Ideas and improvements.

in PvP

Posted by: Topher.5631

Topher.5631

I’m going to try to explain something here, and it may or may not make sense…

The reason people are noticing the flaws in pvp is because the mechanics aren’t fun and most skills do basically the same thing. For example…

Warrior Greatsword 3 and 5. Both are gap closers and do damage. The only difference is one is an evade. Another example is Guardian Greatsword 3 and Sword 2. Both close distance and blind. Sword 2 gives fury and residual AoE, but thats it. They both do damage period, but thats just a bunch of fancy numbers.

Lets look at the similarity between ranger longbow and dh longbow. The strategy is the same, stay away from the center of combat and auto until you see the need for another skill.

Now going to take a look at another game, Overwatch. If I have any given 2 characters, their mechanics are notably different, and this makes the game more interesting. Because of that, people don’t pay as much attention to the faults.

In order to make pvp enjoyable again, we would need a mass revision between all the skills in the game.

This isn’t likely to happen but if it did the game would be better as a whole.

I hope that made sense.


Now if we’re being realistic, we need to address all the mechanics that make players mad and frustrated.

For example, teleporting out of DH’s Test of faith and still taking damage. It doesn’t make sense and causes players to leave the game (not that one scenario specifically, but an accumulation of similar scenarios).

Another one is perma evade condi or vault spam thief. If you’re playing a necro (not promoting necro to the most or least skillful class), you can’t land crap even though you’re trying a bajillion times harder than the thief.

Adding new modes and maps aren’t the answer to improving pvp. We’ve seen Return of the Capricorn and Coliseum, but they haven’t made pvp any better by a notable margin. New modes would just divide the community and increase que times beyond what they already are.

More frequent balance patches is a must-have. Not this once every 3 month crap they have going on now. If more devs played pvp (which they need to) then this wouldn’t be an issue.

Sorry for the wall of text and I hope that made sense

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Dear Anet: Please say anything.

in PvP

Posted by: Topher.5631

Topher.5631

Things aren’t as bad as they were last season. Now that’s a step forward. The placement tiers need more but but sure are way better than what we’ve had. The classes are more balanced. You can’t really make this game perfectly balanced. Matchmaking is better but needs solution to pick right class mix.
The big negatives I see are around d HoT. Elite spec is poorly designed in general. We accept it as we don’t have much options ; at least till next expansion. Build diversity may return one day with signification changes.
I quite like the ascended rewards. No harm pipe guys farming it. Even in raked. I’d rather have a wider community than the niche pvp elites alone. Let them learn. Not having to get gear from pve is surely a bonus.

The league system is garbage right now. You have people that where division 6 for the past 4 seasons and now they’re pulling 1300-1500 ratings. You have players who are ranking into 1500-1600s after 10 games when their skill doesn’t reflect that and it costs people the games they’re playing and snowballs from there. Playing this season makes me want to spoon my eyes out.

Well the reason that people from legendary in previous seasons are landing in platinum or less is because they weren’t really legendary. It just proved you knew how to grind matches until you went on a win or lose streak, and it didn’t help that there was no backwards progression.

This season people actually have to win their matches consistently to be placed in legendary, and you have to admit, most of the names you see in the top 5, 10, or 25 are recognizable if you’ve been around for a while. That means that the league system is working as it should.

However, having 10 matches to be placed in top 100 is NOT okay or representative of skill as you said. Maybe if they did something like…. Need 10 games to place, need 20 games to be top 250, 50 games to be top 100, and 100 games to be anything else. That would prevent people from getting perfect placement matches, getting top 100 or less, and playing one game for the rest of the season.

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What made this game great

in Guild Wars 2 Discussion

Posted by: Topher.5631

Topher.5631

Hey guys! I was thinking about what this game did right and how it lost flare over time. Just a bit of background, I have almost 4k hours in this game and I’ve been playing since mid 2014. I have experience in most areas of the game, specializing in pvp.

PvE:

I don’t play this one much other than when I needed a legendary from HoT, but back when I started the game it was really fun unlocking weapon skills by using the weapon in the world. Like…. I remember it wasn’t locked behind level progression, I would just use it enough and the skill would unlock itself.

Moreover, I don’t think they made an improvement with the way you acquired new utilities, it really took away a lot of the wow factor for newer players having to go all the way to level 11 ( I think) to unlock a new utility skill.

^^^^Those two changes killed the enjoyment for me when I had just picked up the game.

I also wish Anet had done more with the core dungeons. There was no reason to play them after you had all the titles (besides gold, at which point it was a grind), they were just there. The gold you got from it was minuscule when compared to things like AB or DS after HoT came out. After that they were abandoned except for newer players wanting to experience some of the harder content.

WvW:

I loved this one, I really did. Before HoT came out when there were automatic upgrades I would spend whole nights soloing the bottom half of a BL with my minionmancer and upgrading everything to full ( and going broke in the process). It felt really rewarding to see a tower with 700 supply and think, I did that, all by myself. Now I know that wvw isnt a solo mode but that was one of the things I loved about it, doing something meant for a whole server with just one person.

For those of y’all who have been around a while, do y’all remember the 2015 april fools joke? Where we all ran around with our arms out making airplane noises? Best joke ever haha. It was even better when there were 20+ of us angry airplane wannabes in WvW charging an enemy zerg. That really established a strong sense of community, like you would actually hang out with those people irl and have a good old laugh over it with a cup of coffee. Server linking destroyed that sense of community for me I think. Everyone became unfamiliar, commanders had to regain rep every week, pugs had to decide who to follow, and it was a disaster. I know that it had good intentions, so I can’t get mad at it, but I just wonder how many more of those great memories I would’ve had if it didn’t happen.

I don’t expect the majority of the community to read this one.

PvP:

As someone who spent most of his hours here, I feel a huge letdown from when I first started. I think I had a scepter / pistol + greatsword power mesmer that got wrecked by every 1v1 I came across. That didn’t matter, I was having fun because I had a unique playstyle. Then the June 23rd patch came across and I could just feel the amount of passive play increase because the fun was diminishing rapidly.

Then HoT came out and everything was a mess. Too many graphic effects were present, for one. I mean, look at the WTS videos from

Beijing(https://www.youtube.com/watch?v=g1xGvbYnmbo)

compared to WTS Burbank (https://www.youtube.com/watch?v=v6I8J8n3YZg)

Every fight in Beijing was WAY less cluttered than in Burbank, and that made things easier to read and gameplay more rewarding.

The amount of builds with a high reward low risk are ridiculous, mainly in the form of thieves. D/D condi evade spam, Vault spam, are way too easy to play (I have played both of them and have almost 3k games on thief). Also included in the list are DH trapper, Mesmer with a moa on a 72 second cooldown (not counting alacrity), and druid with a pet doing 90% of their damage. It amazes me that these have not been changed and it really disheartens me when I lose to something even though I have to time everything perfectly.

Anyways, I just needed to get this out there even though I know with a 99.99% certainty that a dev won’t read this.

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Made the next skilless thief build [PvP]

in Thief

Posted by: Topher.5631

Topher.5631

What I do is I use 2 right before their evade frame ends on the dodge (give time for the anim to cast) and then I use a pistol whip. If they try anything I steal to 1) Interrupt and get a pulm proc, and 2) get my pistol whip off. After that I consider phasing back out with 2 again to avoid them retaliating.

Since you can move while casting it (when the cast time Icon shows up before the stun) you can follow the target around so it hits them, causing them to be stunned for the duration of the skill (or at least part of it)

As for the trait choice of acro over DA, the evade frames on pw procs Feline Grace (for vigor), Upper Hand for regen, and Driven Fortitude for a small heal.

If you haven’t given it a go in a match I think you should give it a shot and see how it plays. Using it I can get anything to almost half health pretty quickly ( I guess that is a case for using DA over Acro)

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Is d/d thief good in pve, and why?

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Posted by: Topher.5631

Topher.5631

One time I ran No weapons and relied on the utilities and timed dodges to stay alive. It went great in PvE. If the mobs started to kill me I just ran away and didn’t fight them because there wasn’t really a point, they would just come back later. And if it was a quest I needed I decided that there wasn’t really a point getting all wound up because it was a bunch of ones and zeroes anyways. #FirstWorldPvEProblems

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Made the next skilless thief build [PvP]

in Thief

Posted by: Topher.5631

Topher.5631

http://gw2skills.net/editor/?vZAQNAV8an0MBlOhFOBGmCkmiFqiqrnCgDYu6/+x3LEShSA-TZBEABIcUAYa/BAuAAmXGIiHAAA

Give it a go, I know some traits look icky but I swear this has more damage and troll potential than d/p imo due to the evade (not stated in the tooltip) on 3 and sword 2

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Idea, decrease match length

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Posted by: Topher.5631

Topher.5631

So many matches are decided in the last few minutes(if not seconds) that this just sounds ridiculous. To me this sounds like “Decrease match length so I can grind my ascended gear faster!”

Lol anyone who knew me back in the day when I was super active knows I spent 99.9% of my time in PvP, so why would I need PvE gear?

Anyways, back to the point, if any given player recorded the matches that they played then we would most likely see that one team has the obvious advantage (unless each team has five bunkers)

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Idea, decrease match length

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Posted by: Topher.5631

Topher.5631

I think we could reduce the score limit a little bit and reduce the match time. Maybe to 400 and 10 minutes. This might be a bit odd but I think it could be worth testing. Or, even easier, we could give more points for a kill over the normal five. That would shorten up the matches quite a bit and be more of a comeback in the event that a match was getting out of hand.

@ The matches aren’t determined at start comment, judging by the posts on the forums, it appears most of the playerbase is experience games where it is a complete snowball in either direction.

@The comment about the early termination feature, I don’t think the devs should give the players the ability to end the game early, that opens up an avenue for abuse by the players.

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Idea, decrease match length

in PvP

Posted by: Topher.5631

Topher.5631

I mean really, why not? My reasoning is:

-Matches are determined in the first few fights anyways, after that it is usually a runaway game

-If people AFK or leave it lets you get on with the game faster

-It lets people get out of matches quicker and back into que

-You can play more so you feel a bigger sense of progression as far as leagues are concerned

I guess this could go along with adding a “Surrender” button, but there is always the problem with people not accepting the button just to troll.

Any ideas on this? I think it would be pretty decent for the health of the game and I can’t see a downside

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Kratoast exposed - on his own stream

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Posted by: Topher.5631

Topher.5631

I know he’s a bit much some times, and not as good of a player as people think he is (I’m no fan of his), but come on, is there really a reason to post something that attacks a player?

When people talk about a toxic community I think they mean in-game chat, afk’ing, stuff like that, but this takes it to another level.

The fact that you went out of your way to edit his video and post this is kinda sad tbh, something I would expect from a 14 year old

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any idea what i could have done different?

in PvP

Posted by: Topher.5631

Topher.5631

When in doubt, set peeps on respawn.

If you can duel the guy who kept backcapping comfortably go for it, then you’ll have the respawn and point advantage

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Thief Short bow NEEDS remake

in PvP

Posted by: Topher.5631

Topher.5631

Thief Short bow NEEDS total remake
because Short bow is the most poorly designed weapon

> Shortbow 1 – take away multiple target hit and increase damage by 100%
> Shortbow 2 – increase damage by 100%
> Shortbow 3 – take away damage and cripple and add 2 seconds of stealth
> Shortbow 4 – take away Poison field + Poison damage and add Smoke field + Blind
> Shortbow 5 – add 2 seconds of stealth + break stun + remove immob

In exchange , Dagger/Pistol needs nerf
because Dagger/Pistol has reigned too long.

> Dagger 2 – increase the initiative cost and add evade + remove immob
> Dagger+Pistol 3 – increase the initiative cost and you can return to your original location and cure 2 conditions
> Pistol 5 – reduce Smoke field duration and reduce initiative cost

Also , Staff need lil bit of nerf
because Staff 5 can do big damage and evade at the same time.
> Staff 5 – increase the initiative cost and increase the range to 900

How about no?

Shortbow is already mandatory in every thief build (except d/p staff) and adding stealth would be dumb af.

I can agree with nerfing d/p to get some other diversity in there, but adding an evade frame to heartseeker? Last time I checked there were too many evade frames in the game anyways. Instead increase the init cost of 3 and reduce all the utility from dagger auto. I mean, it does damage (duh) you can get 10 endurance back from bashing your 1 key in, and it poisons. That is WAY too much for an auto and only encourages more evade spam. Increase the init cost of black powder and thats it.

Condi clear on d/p 3 wouldn’t even be funny, condis are one of the few ways to counter the d/p meta build.

Staff 5 I can agree with the init cost raise (too easy to spam)

The majority of the proposed changes would make thief down right broken

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Upcoming Changes to Skills

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Posted by: Topher.5631

Topher.5631

Lots of great feedback in this thread! I see a lot of concern about the nerfs to revenant so I would like to discuss those a bit more.

Surge of the Mists is a skill that does everything. It evades attacks, is a massive cc, and does a huge amount of damage. The defensive capability and cc fit well with the rest of the staff set, so we felt the damage was the best spot to bring the skill down a bit. 50% is certainly a big reduction, but consider just how much damage this skill does right now. Even after the nerf it will still take a chunk out of a squishy’s health bar, in addition to providing cc setup for another skill (and teammates).

Precision Strike is another skill that we felt did too much damage on its own, particularly when all 3 projectiles hit one player. This is another case of a big reduction on a skill that does a ton of damage, resulting in a skill that still does a reasonable amount of damage.

In general, revenant isn’t lacking in sources of damage. Unrelenting Assault, Facets of Strength, Elements, and Chaos, Equilibrium, and sword autoattack are all strong damage skills as well. Precision Strike and Surge of the Mists will continue to bring relevant damage to the table, so rev should still have plenty of damage to go around.

With that said, we will definitely be keeping a close eye on things going into the season.

This is what we get when a dev plays pvp and understands it. Good things happen.

In light of other nerfs, can we see a shave on pulmonary impact’s damage? It is too easy for a thief to randomly interrupt a skill without having any of their own.

*As a thief main, btw

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Which professions should I play in season 5?

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Posted by: Topher.5631

Topher.5631

I was excited it might be the next profession until I saw the april fool’s joke. Thanks >8[

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[Season 5] MEASURING SKILL & MATCHMAKING

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Posted by: Topher.5631

Topher.5631

I honestly do not know why people think 50/50 matchmaking is a bad thing. My best guess is that people just want want something to blame when they lose.

Are you serious?

How about maybe because you(Anet) created a grind based pip ladder system where a 50/50 mmr system is totally counter productive to how you are supposed to achieve progression.

And when the losses that prevent progression and ultimately win streaks, are kittened up by preamades v soloers, or afkers, or AN MMR SYSTEM PURPOSEFULLY TRYING TO PRVENT YOU FROM WINNING MORE THAN ONCE AT A TIME, it’s very frustrating.

It’s very easy to say, “well skill will prevail, if you are better than your mmr you will still win games” but it should not be a case if me, premade queueing causally for 3 seasons, getting legendary, then doing solo for 1 season and not getting above ruby IN THE SAME TIME FRAME (we all have irl and cannot grind 50/50), because its a constant win, loss, win, loss, win, win, loss, win, loss etc etc caused by other factors that are not skill based.

Sorry if i sound condescending or passive aggressive but i am amazing that Anet staff haven’t realised this already from the countless threads from people stating how your mmr system is totally counter to having a 3- win streak to get any meaningful progression (win streak extra pip ).

Finally, having a binary progression system where you either, get a pip, or you lose a pip is a really poor reflection of how pvp games are played out. No incentive for players who came close v a premade, or had a ‘gg’ (480-500), or a team who won comfortably v a team they should not have had a chance.

A proper mmr ladder where only win % and player/team rank matters is what is needed. We had it for the first 2 years, it meant something, then you got rid of it and replaced it with this pip grinding Well done for bringing it back, sort of.

Community: “Anet why don’t y’all communicate more? We’re left in the dark here!”

Anet: “Okay we’ll communicate a bit, see how that goes. Who knows, maybe they’ll appreciate it.”

Community (AKA Liam here): “Oh look an anet employee showed up in the forums. Lets criticize him and feel good ‘cause he can’t fight back because that would be bad for an employee to do to his customers. Who knows? Maybe they’ll even stop communicating!”

Anet: *goes silent

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What to do with ESL

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Posted by: Topher.5631

Topher.5631

I’d actually be willing to do a camp as long as we all got paid gold. This game is simple: evade. You cannot counter evasion.

I mean, the whole point of gold is to buy cosmetics in-game, and if those helping are that good then we probably have quite a few already. I would be willing to help just to help.

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What to do with ESL

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Posted by: Topher.5631

Topher.5631

Honestly, I would love to see an initiative like this.
It would definitely help create a closer (and less toxic) community of players and make the game more fun as a whole.

I can’t claim to be a professional, but I did get to division 6 in 2/4 seasons and diamond last( I just stopped caring), but I can help with most classes if y’all are on NA.

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Why I Left GW2 PvP

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Posted by: Topher.5631

Topher.5631

+1

I am in a similar position where I like to try out theorycrafted builds and whatnot, and I was thinking, “What if I made a bunker warrior?”

Here was my thought process:
It needs blocks, okay lets add a shield.

It needs sustains, okay lets add stances.

What gives me the best heal? Healing signet

You get the idea. Eventually it turned into the meta Mace / Shield build (with gs instead of LB) but it was practically identical. That alone shows that the meta build does a lot on its own without any real drawbacks.

I had repeat experiences with Guardian and Engineer

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This Week's ESL 1on1 Live with Jebro!

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Posted by: Topher.5631

Topher.5631

This sounds really neato, I can’t wait to watch it!

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Anything being done about Broken DH trapper?

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Posted by: Topher.5631

Topher.5631

#AmberProblems

/15chars

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Can we please

in PvP

Posted by: Topher.5631

Topher.5631

So we can go back to Temple of the Silent Storm and have professions sit on top of the house at mid and not fight, or how about Spirit Watch, a map no one wants to play, and Skyhammer, AKA AOE central.

Removing Coliseum will only leave 3 good choices of Capricorn, Foefire, and Forest because no one plays that horrid Champion’s Dusk either.

There will be another forum post later in the months that Capricorn needs to be removed because of the people that still need the achieves there.

Let me rephrase my earlier statement, after re-reading it I could see where a mis-interpretation could happen. What I meant was for it to be removed from the options EVERY time we get to pick a map. It would still be a selectable map, but it would be one of the three randomly generated maps that we get to pick from.

Sorry if that wasn’t clear, I just woke up and am drinking my coffee rn lol.

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What? AGAIN!?!

in PvP

Posted by: Topher.5631

Topher.5631

Did something changed recently or something? Few months ago the boards were a full on dh whine a thon and now everything is being complained about. Especially thf now. I don’t remember thf getting buffs though.

Thieves are more common and don’t have as many counters because of the DH and Druid nerfs. tbh I think they are getting just a bit out of hand, most of them just spam interrupts and hope they interrupted a heal or other important skill to get a pulmonary. I actually had to change from a thief main ’cause of how easy mode they were becoming lol

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[Suggestions] Quality of Life Changes

in Guild Wars 2 Discussion

Posted by: Topher.5631

Topher.5631

Can we get an Icon on our minimap that shows us where and how far away our first portal is placed? I can’t count how many times i’ve used it and it just doesn’t work. Or maybe gray out the icon button if we are out of range? Thanks <3

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Can we please

in PvP

Posted by: Topher.5631

Topher.5631

Remove coliseum from the map selection list? I swear 90-99% of our games are on that map and it is getting old. Especially since we are extending the achieves indefinitely I don’t see a reason to keep that map consistently pick-able.

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So many leavers

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Posted by: Topher.5631

Topher.5631

I mean really, do people get that mad at the game?

Haha but really can we fix these crashes? It is getting really annoying

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SoloPvP very toxic and unfun nowadays!

in PvP

Posted by: Topher.5631

Topher.5631

Honestly, the effect qq has on people varies based on your level of ego. If you look at it as a bunch of ones and zeroes and stop caring about things like matchups, how good you can 1v1, and realize that there will always be another round after (and that this one is no big deal) then it becomes a lot more fun

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What class do you find hard to fight?

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Posted by: Topher.5631

Topher.5631

So I run the boring old d/p thief build…..

Hardest is probably a good necro. If I get hit once with a scepter auto I have no way to clear that one bleed that lasts for about 8 seconds. I know to kite when they have shroud up and I usually blind / dodge their attacks (since they are so slow) and I headshot (daze) them whenever they try to heal.

Engi is probably the next hardest to counter. I have to kite a lot but they heal quite a bit by the time I re-engage. My blinds don’t work as well because of multiple damage procs in 1 skill (like hammer 5 and E-Gun 4 damaging over time).

Warrior is probably the next hardest (if they are using LB). I usually fight them until they go into zerker mode and stay alive by blinding and baiting out the passive damage immunity. I kite them if they go into rage mode or have resistance / damage immunity.
If they aren’t running LB then they don’t get the adrenal HP proc and I laugh as they sit there doing nothing while in rage mode.

Next up is druid, though this is getting to the easier part of the list. I usually just wait until they are using the staff auto then pop an interrupt. If they go into CA then I cc them a bit more. If they use strength of the pack I steal and proceed to auto until they panic. The heal is also pretty interruptible. To deal with the pet, I let it auto until I see a noteworthy animation, like a bristleback using its f2. Just pop an interrupt and thats the end of it. For the smokescale, I use bandit’s defense (2s block and stunbreak) and get past most of its dps.

Mesmer is next, you just have to land the steal or you’re f***ed. The burst usually comes about 3-4 seconds after combat starts, in which case I pre-emptively block.

DH is one of the easier ones, honestly. I think most of them turn their brain off when they see a thief coming ‘cause they don’t expect anything out of it. What I do is bait the passive stun break and land the stolen skill on them for a 3s daze. They are on the ground shortly after.

Rev is pretty easy if they don’t get me with the first burst, most of their damage skills are pretty easy to tell when they come off cd. Sword 2 / 3 and staff 2/5 are about it (aside from autos). You can block / interrupt Unrelenting assault with bandits so it isn’t that bad.

Thief is probs the easiest. Most of them just blow the steal at the start of combat when it has zero utility. Like… It heals you (doesn’t work at start ‘cause full hp), poisons (doesn’t work ‘cause they wont’ use healing skill at start), interrupts (not using any skills at start). Also playing the class has led me to predict the playstyle and benefit from it.

Ele…. I just auto and interrupt overloads. If they kill me then ele outplayed me like crazy or I was lagging.

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Agree that different classes are different?

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Posted by: Topher.5631

Topher.5631

So because classes are different, you want to harm build diversity?

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Agree that different classes are different?

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Posted by: Topher.5631

Topher.5631

Your arguments for removing amulets actually make sense btw. And yeah let all of those amulets come back, I had a lot of fun with my off meta soldier thief build.

So in the end. You still haven’t come up with a reason to state why we should restrict amulets on some classes.

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Agree that different classes are different?

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Posted by: Topher.5631

Topher.5631

Why do many a DH build use marauders?

The removal of any amulet would hurt the game.

Less build diversity = less creativity = everyone is a clone of each other (as far as builds) = less fun. Compare pre-June 2015 to post June 2015.

Before there were a lot more options and traits. After that there were a whole lot less options because the amount of traits afterwards were limited.

One time I saw a guy playing Mercenary ele condi. It was fun to watch because I wasn’t sure what to expect and I respected him for beating a player with an off meta build.

tl;dr

Removing amulets is bad for the long term health of the game

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Agree that different classes are different?

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Posted by: Topher.5631

Topher.5631

No. We cannot remove amulets from the game with out creating a negative effect. Imagine if marauder wasn’t there. Then DH would have to run something like berserkers or barbarian. With the low hp pool berserker wouldn’t be viable except in yolo hotjoin and barbarian could never kill anything except thief or a mesmer clone.

In addition, people like having more options, not less, which is why build diversity is such a big deal

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No longer invulnerable when downed

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Posted by: Topher.5631

Topher.5631

I think its great, it forces players to have more consequences of going into downstate and reduces reliance on team mates to carry.

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Thieves! Don't lose hope, we still got it.

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Posted by: Topher.5631

Topher.5631

It isn’t pure cancer. It has a counter, but it is more difficult to use than others so peeps call it OP. I do not play condi thief.

In reference to the photo, what were the team comps lol

Wat? . O this is a good one, what exactly is so difficult about pressing 3 and V?

Haha, it isn’t difficult spamming Death Blossom and Dodge.
Now give me the quote where I said it was hard.

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Thieves! Don't lose hope, we still got it.

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Posted by: Topher.5631

Topher.5631

It isn’t pure cancer. It has a counter, but it is more difficult to use than others so peeps call it OP. I do not play condi thief.

In reference to the photo, what were the team comps lol

Having one or two counters means it’s not OP? Do you know what makes something OP? The more counters something has, the more balanced it is, and then there’s a tipping point when it becomes UP with too many counters. Condi thief is not that. The counters are well timed power damage hits or well timed condi hits and then not attacking till the condis have ticked. That wouldn’t be so bad if you didn’t do UNGODLY damage at the same time with all the non stop evading.

My point it, it’s absolutely pure cancer. Hell, kittening cancer itself has more treatments and is more pleasant than fighting a condi thief.

So I have played thief (the meta build) for quite a while now, almost a year since HoT came out. Since then I have played 4k games on that class and played a few AG’s on it.

Dh is supposed to be my hard counter, but I have about a 50/50 % win ratio against them. All I have to do is land the steal / draw out the passive stun break / land the stolen skill (3s daze). After that I auto until they hit the ground. Point of the story being, the hard counter to any build is class knowledge (theirs and yours) and timing.

If condi thief were as OP as you make it out to be, then d/d thief would be on every ESL team comp. If you can find any pro team that runs that thief, then I’ll gladly recant my statement and join the crowds of people that qq since they can’t l2p.

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Gift of Battle Reward Track

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Posted by: Topher.5631

Topher.5631

The point of WvW is to get people into the game mode. PvP already has that with the achieves for ROTC and colisieum, as well as our own PvP legendary. Its perfectly fine to do 4-8 hours of a game mode when the PvE people had to put a few months into getting th PvP backpack

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Thieves! Don't lose hope, we still got it.

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Posted by: Topher.5631

Topher.5631

It isn’t pure cancer. It has a counter, but it is more difficult to use than others so peeps call it OP. I do not play condi thief.

In reference to the photo, what were the team comps lol

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Pvp Where do we fit in?

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Posted by: Topher.5631

Topher.5631

Well thief is actually super easy if you know the other classes. For example, Mesmers usually burst 4-6 seconds after you engage them. If you can predict that you can use Bandit’s Defense (the block) pre-emptively and absorb most of the burst.

For guards there is a bit more you have to do. To take them out you have to break aegis, land the steal, and draw out the passive stun break. Then just hit them with the Stolen Skill and auto as needed (Improvisation in Deadly Arts really helps with this).

Small things like that that most people don’t think about really go a long ways to help countering that class, just hop on alts, do a couple duels, and you’ll be fine in no time

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Why don't new players start at zero rating?

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Posted by: Topher.5631

Topher.5631

I started off in hot join and I learned the basics pretty quickly, like dont double cap, and use your heal at 75% hp instead of 25%. The average person picks that up pretty quickly unless they are little kids without a logical thought process.

And terms like good, bad, and decent are all relative. If I were sapphire I would be a god in amber div.

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Extended Off-Season and Other Updates

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Posted by: Topher.5631

Topher.5631

One thing you guys really should invest in is giving the PvP team balance abilities since we’ve implemented the PvE / PvP skill split (would like to see a split for WvW too), and I think that this would go a long way towards increasing player satisfaction as a whole.

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Off season is boring without balance patch

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Posted by: Topher.5631

Topher.5631

Agreed, they are definitely going to lose more players due to the time it takes to get a half-decent patch out. Oh well, if they are taking longer it must have really good quality right

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Thief Shadowstep Vs DH Traps

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Posted by: Topher.5631

Topher.5631

Tbh I think the whole Teleporting / Shadowstep mechanic need to be looked at. There are quite a few examples of games where teleporting works regardless of a “valid path”.

(The whole reason we teleport is to avoid the valid paths lol). But I think the coding is quite outdated and can use an upgrade

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Seeking Constructive Conversation/Answers

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Posted by: Topher.5631

Topher.5631

Within the past week, I have noticed a severe decline in my win-to-lose ratio beginning with a single 8-9 loss streak. What was a 50-60% win-rate is now 47%. I am currently losing 70-80% of games played [both ranked and unranked]. Tier 4 ruby to 0 pips in ruby. Disconnects in 20% of games.

I’ve also noticed very sour attitudes in PvP. I have teammates [and have observed players on the opposite team] quit within the first minute due to a lost point or what have you and simply stand in town.

A couple bits of information in the spirit of objectivity:

-I play a ranger/druid. I got to ruby playing a condi variation I was pretty proud of, and switched to a support/power ranger a few days ago [trying something different in the face of what seemed to be a pretty major blocade]
-This is my first season playing ranked PvP.
-I consistently score highest points on a team—even as a support ranger. These points are earned from capping points in rotations, killing persons on or near controlled points, and getting artifacts/beasts when convenient.
-I’ve read PvP strategies here and have watched plenty of online video
-I wasn’t carried to ruby by a team->I Solo Q
-I’m often the only one calling out targets
-I understand rotations
-My losses are not even close 80-90% of the time
—-

So, I guess my specific questions are:

Even if I reach a point where my playing skill level is topped out, I should be stuck in a limbo of sorts: win one lose one win one lose two, etc., right?

I think I have a good understanding of the current MMR. If my initial loss streak lowered my MMR enough, I am now paired with other people in lower MMR brackets. So, the more I lose, the more I lose. Is this correct? If so, it’s pretty awful.

I’m being teamed with people who don’t understand simple rotation strategies, and there is only so much I can type in the minute before a game begins. What are some solutions? I know you can’t pick your teammates if you SoloQ. Most often I’m seen displaying “Don’t forget to cap points! :]” on auto.

The only feedback I get in-game is “get gud,” which, to be honest, is as about as helpful as a fork to the eye. I’m seeing consecutive loss streaks greater than 6, back-to-back, for the first time since I started PvP.

Anyways, to clarify, I’m not trying to whine, I know I can always improve, and I don’t expect a handout. Just wondering what there is to do at this point because PvP is no longer competitive for me.
-
-
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Cheers, all! :]

Also, wall of text not intended. Just trying to be straightforward and clear. Cheers!

I wouldn’t worry about winning in ranked tbh. Since the 50/50 ratio is forced just treat it like unranked and have fun with it. Heck, I play s/d thief more often than the metabattle one just for fun (’cause thats why I play).

As for the qq, just hop on an alt character that no one recognizes, hop into a chat tab that doesn’t have /map or /team on it (and whispers depending on preference) so they can’t ruin your experience. Turn on your favorite tunes and just relax haha

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pvp changes

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Posted by: Topher.5631

Topher.5631

If I were on the balance team, I would work until we reached a happy risk / reward ratio on most classes instead of one week every couple months like they currently do

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Ele+Thief=spaceflight

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Posted by: Topher.5631

Topher.5631

Was playing a match and went to jump the elementalist in the graveyard. She popped some skill right as I went to steal. She knocked me back… not a few steps away… not outside of the capture circle… but rather into the waterfall, past the point causing falling damage. Has anybody else had this occur? Is it a known bug or just random occurrence? Was seriously one of those WT..WTF??? moments.

I know what you mean

Not sure if this is the same bug, but I was ressing a buddy of mine on Graveyard (on foefire) and mid-res I got teleported to the other team’s gate. As a result we lost the team fight and the match.

It happened (in a later match) to a guardian on the other team. We downed him, then he teleported to the same spot that I got teleported to. He self-ressed and got right back in the team fight

Anet needs to fix this soon, its kinda annoying haha

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Nice job PvP team

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Posted by: Topher.5631

Topher.5631

^^^^^^^

I mean it, the new map is pretty neat, the work on the UI (last patch) and all the dev activity on the forums feels like a step in the right direction.

Thanks!

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What it Means to Play Your Class

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Posted by: Topher.5631

Topher.5631

Thief: Evade, evade, evade – there goes 1/2 your life in 2 skills! Learn to dodge my dodge!! Evade, evade, evade! I am so skill! Evade, evade, evade….OH NOES!! A CONDI APPLIED OUTSIDE MY INVULN FRAMES!!! MUST LEARN TO EVADE CONDI TICKS!

Lawl @ the “There goes 1/2 your life in 2 skills!” comment

How would you expect an assassin class to play, get half your life after a whole minute of fighting?

And yeah the damage / condis on dodge are really dumb, especially the ones on wep sets.

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[Kinda Late] Disappointed in 3 Dodges

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Posted by: Topher.5631

Topher.5631

Before anyone explodes, I’m not saying the 3 dodges are bad, but I feel Anet could’ve made something more unique than just adding a dodge. For example, look at the other classes, Warrior, Ranger, and Necro got new states, Rev got a new legend, Mesmer got a new shatter, etc. While I don’t know what Anet could’ve done,but, like I stated earlier, they could’ve given us something newer and more unique.

I also know this is really late, but I started after HoT was released and have been giving it a lot more thought lately with all the DHs running around.

Please, if you leave a suggestion or response, try to keep it constructive, because the purpose of this thread isn’t to hate on what we have, but rather wonder what we could’ve had.

Happy Thieving!

Thief getting another dodge is great, allows for a bit more survivability

And makes it more faceroll, you can just Bound or Condi dodge all day

Oh and tons of other classes got evades / blocks / passives on their classes with HoT (Druid staff 3, rev sword 3, Chrono shield, Engi hammer block (and evade!!!), guard got an F3 buff)

So basically the third dodge lowered the skill floor for thief, and everyone else got an invuln + a new class mechanic. WTB function gyros for thief since scrapper got an evade / block haha

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AoE Sustain

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Posted by: Topher.5631

Topher.5631

Quickness stomping?

Removed between season 1 and 2, the only similar skill is the thief elite finisher (Impact Strike)

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