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New map pros and cons

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Posted by: UnholyVicar.2056

UnholyVicar.2056

I like what you’ve done here, you’ve said exactly the same as I said in this post but worded it so it does not look like a complaint.

I agree with you 100% with your points, I like the map personally but I think to be fair they need to raise the walls to stop shadow step and disable ride the lightning with the orb.

Apart from that great!

+1 for you Sir, Kudos

I believe I read that post. The rage is strong with you, young one.

I think the main thing Arenanet need to do is simply polish up the map. Eliminate as many spots for teleporting as possible.

Noticed a few problems with orb running. Rangers are extremely efficient at orb running with their evade mechanic, and from what I’ve seen is not affected by the movement debuff. So on top of moving at your normal speed during the evade attack you also negate incoming attacks.
Probably the biggest oversight is passive movement speed increase still works with the debuff, elementalist 10% movement trait and thief signet of shadows 25% movement passive both tested and do work.
Also guardians being unkillable before they reach the point. Now I know guardians are meant to be able to tank a lot of damage and have several utilities to do this, but why are they able to use their invulnerable elite with the orb? Twice we were about to kill this guardian and he just went invulnerable, healed up nicely and scored shortly after. Naturally other invulnerable skills e.g Mist form, elixer S still work with the orb. I find this hard to believe this is intended and I can only conclude this is a major oversight.

And finally engineers with the perma evade. With the jump dodge mechanic you can still jump the same distance as if you didn’t have the debuff, when it should affect ALL of your movement actions, including dodge IMO.

New map pros and cons

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Posted by: UnholyVicar.2056

UnholyVicar.2056

Just my two cents on the new map

Cons
- Bugs Downed someone and would not let me finish initially so decided to dps. Got miss miss miss constantly with melee, switched to range and got obstructed, swapped to AoE and was not hitting them and they were completely in the open, has happened twice now but someone from my team stomped them so I don’t know if it was a map issue or an individual issue.
-More bugs(I think) Our guardian was en route to Wolf with the orb, then all of a sudden a message came up saying the enemy team had seized the orb and it disappeared from his possession. If there’s a time limit or number of people who can pick it up limit before it returns someone can let me know however.
- Thief mobility. I was playing thief every round and I felt invincible(almost). There are several teleports that can be exploited by thieves to get from one end of the map to the other in a very short time. I died at raven, respawned after 15 seconds and got back there in 10. To really have the best team composition I think that at least one thief is mandatory which shouldn’t be the case.
- Elementalist ride the lightning with orbs. This isn’t necessarily ‘game-breaking’ but considering all other charging/rush skills are scaled down significantly, so why is this just as effective as if you didn’t have the orb?
Slow capping Either there’s something in my drink but is the time for both capping and decapping increased on this map? I feel like I’m gonna fall asleep trying to cap the points after we kill off the enemy. Most likely its because of the orbs effect of an instant decap but it feels so slow.

Pros
I like it This map is very fun to play IMO. Maybe because of the freedom I had as a thief and ability to roam wherever I wanted but it’s actually pretty well structured and there’s a few different ways to play it rather than just"person x to point A and person Y and Z to middle etc". You can focus on capping points quickly or have a very messy fight at the beginning for possession of the orb.

Layout I really like the layout on this one. It’s a very open map with a large area in the middle where both teams meet when they first leave the base which I personally really like. Can’t just charge headfirst in case you get stealth rushed. And when moving the orbs there is still an ample amount of time to stop them from reaching their goal, while not being too time consuming to grab the orb and bring it to the node. Raven is kind of seperated from the rest of the map which can be good, in all of the games I have never seen more than 3 on each team there which is a real change from long sustained team fights in the middle of the map.

Capture the flag is okay I personally don’t like the capture the flag game type but it serves as a distraction from the standard domination type where you just keep control of a certain area for points. It’s a welcome addition to the new map IMHO as the majority of the fighting actually takes places off the nodes.

The main problems I can see however in this map is the inevitable team composition of guardian, thief, elementalist, mesmer and <insert other class here>. You’re welcome to disagree with me though

(edited by UnholyVicar.2056)

sPvP Class Tier List: - Updated 6/30

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Posted by: UnholyVicar.2056

UnholyVicar.2056

It’s kind of difficult to do a top class rating considering most excel in specific areas. Emphasis on ‘most’. Just for reference I main thief 70% of the time and engineer the other 30%. I’ll mostly base this on who excels the most in 1v1 situations.

1. Elementalist
It’s a very difficult task to be able to kill an elementalist in a 1v1 situation, regardless of your spec. They can outheal you, most of the time deal more dps and have significantly better mobility than nearly all over classes (thief almost comes to par). Now I was on my thief (backstab) and just had a match where I was in a 1v1 situation defending the node for some reason and this took well over a minute to kill this elementalist who I knew was pretty good. Whenever I see eles I always preserve my shadowstep for when I get updrafted because they 100% of the time use their burst straight after and you negate a LOT the initial damage. To beat them you usually have to deal your main damage after they have swapped attunements from water, and its a lot about timing. You really have to be on your toes to beat an elementalist 1v1 which is why I’d say they’re the best. A bunker ele on your close point is not a pretty sight either…

2. Mesmers. Simply because if you get caught in their shatter combo its game over, and while being a total glasscannon it still has excellent survivability. Time warp could do with a reduction in duration IMO, but on the whole they are a lot easier to 1v1 than elementalists.
3. Rangers. Played right rangers can be amazing at 1v1s, had many frustrating battles with several rangers. Unfortunately they are severely limited on their range of viable builds, which I hope anet will address
4.Thief. It’s tough with this one. A condition thief is very good at defending a node by itself but if they are a class with multiple condi removals its gg. And a glasscannon thief is easily my favourite 1v1 simply because I can move around and have a great deal of burst damage but I’m extremely fragile so if I’m caught out of position its game over. Thieves can really mean the difference in team fights and vital extra points, so played right you can be a valuable asset.
5. Engineer – Very fun class to play and very viable at 1v1s but only really has 1 or 2 specs to be useful. If engineers get caught in team fights however they tend to fall over very quickly.
6. Guardian- Bunker, can’t be killed with the majority of builds, off guard is okay in 1v1 but others can do much much better.
7. Necromancer. Necro is an odd child. It’s mediocre in 1v1s, probably would be much better if the pet AI wasn’t mind numbingly bad. But they can really turn a team fight around.
8. Warrior……… Nuff said. If I’m on my engineer I just laugh and kite him around and thief I just dance and wait for his endure pain to end. This class is in need of a major overhaul and my hat goes off to anyone who can play warrior in high end pvp.

So many balance issues - and you fix UW

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Posted by: UnholyVicar.2056

UnholyVicar.2056

Was a little disappointed to see these patch notes. Didn’t really address any of the major issues. The majority of these balance changes from what I can see are underwater balance and combo finishers :s

Thief barely touched (I play thief and I know its OP). I did like the change however for the necro fear since it is a bit ridiculous that you can fear for longer than a necro can even trait for.
Rangers a little bit of a buff, better pet AI and shortbow etc but nothing serious. Other classes fairly meh, elementalist notes were only one I was happy with.

But to the point; why so many underwater fixes/balance changes? This must be the least of your concerns surely? With regards to pvp, noone even touches the water on capricorn and very rarely are there fights in WvW in underwater, typically 20 people chasing down 1 person so no matter how balanced it is, that guy will die, and I highly doubt PvE care too much about UW balance.

I’m just surprised that arenanet are even devoting any time at all on UW combat when there are still several balance issues with regular combat. Still waiting for a nerf on mindwrack for mesmers. The damage is fine IMO and there are several ways to avoid it, but its on a 10 second CD. For a skill that has a potential to do a lot of damage (that also homes in on the target while you’re still doing other skills) on a 10 sec CD, it’s a little silly. Thief mug trait, guardian trollhammer, warriors need more cnd removal, etc is the stuff that really needs attention.

Rant over.

Never really thought about this...

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Posted by: UnholyVicar.2056

UnholyVicar.2056

If the necromancer utility ‘Corrupt Boon’ is supposed to change all boons into conditions on a single target, why does Aegis (also considered a Boon) block the attack? I know evading and line of sight works, but someone asked this in the mists earlier and got me wondering if this is intentional on Anets part. If they’ve already clarified someone point me in the right direction please

Hardest to easiest class

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Posted by: UnholyVicar.2056

UnholyVicar.2056

1. Ele
2. Engineer
3. Necro (talking 1v1 here, not sitting miles off the point using marks like an idiot)
4. Thief
5. Ranger
6. Warrior
7. Mesmer
8. Guardian

It’s very easy to be a bad ele, if that makes sense and a good elementalist will destroy you in a 1v1 situation most of the time. When I play elementalist, I have to try so hard to versus mesmers who can just setup a 3-4 skill combo in a very short time. I don’t think I need to explain how elaborate a standard scepter dagger rotation is XD

Engi, necro hard classes to master really. Engi you gotta know your combo fields and time your cooldowns perfectly to be effective. Necro I’m just incapable of playing I swear. I get facerolled by every class I play against :P but maybe I’m just bad. Typically necros are fairly lacking in 1v1 situations; don’t get caught in my wells and its GG me.

Now thief for No.4 because I’d say this is a hard class to play. Not because its necessarily difficult, but you can’t just waltz in a 4v5 spam a few skills and hope to come out on top. Now the game has been out for some time, people are aware of how quickly a thief can burst them down you will get focused instantly by any good team and you are always the main threat and the main difficulty is staying alive while maintaining dps.

Ranger and warrior, not a fan of both classes. Alright for pug fun and trolling frees and they’re fairly easy to play. Trap build (which is arguably the only viable spec in tpvp) is just kiting and conditions and warrior is a very simple class IMO.

Mesmer and guardian, super troll easy classes. Mesmer shatter, extremely simple combo to master and you really don’t need to be a grandmaster SC2 player to be able to play it ( I mean the game controls the clones for you -_-)

Guardian is just facemash in most cases. In free tournaments, you will stay alive for a long period of time without really understanding the class. Paids are a little different though, gotta know when to use your dodge and when you should do X,Y and Z, but aside from that, this class is very noob friendly

I love PvPet

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Posted by: UnholyVicar.2056

UnholyVicar.2056

Guardians are the worst offenders. I actually ask for backup if I see one coming to my point. I am constantly CC’d or immobilised if I’m playing a class with very little stability (e.g mesmer or elementalist when I’m playing roaming build). Even if i traited for armour of earth + the utility skill I he would completely outheal me in time to summon more of his pets.

Endless loading screens are BACK! [Merged threads]

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Posted by: UnholyVicar.2056

UnholyVicar.2056

Happened again. Paids unplayable pretty much. If you lose a big team fight, chances are at least of your guys has got loading bug. Instant gg.

Endless loading screens are BACK! [Merged threads]

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Posted by: UnholyVicar.2056

UnholyVicar.2056

I thought the ninja patch last night fixed this because after we downloaded it, me and my team didn’t get it once for the three hours we played.

Just did a tourn, got it twice, one in first round and twice in the third round, each of which were my only deaths in the tournament. It’s just a joke to be honest. Nearly two weeks, and not even a heads up or a temporary fix.
I mean this is just unbelievable. On the rare occasion that we manage to do paids, at least one of us gets the loading stuck which 90% of the time causes us to lose the game.

Are Treb and Lord too strong?

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Posted by: UnholyVicar.2056

UnholyVicar.2056

Lord yes, treb maybe.

There’s been games where we’ve won every single team fight on foefire and lost because of an all in lord rush. We’re at 430, every point capped, their team gets portaled to the boss from mid and we instantly lose. IMO the lord is a failsafe for bad teams.

Treb it’s kind of your fault if you lose because of it. If you’re a competent player you can easily delay the treb from firing for your team to recover. Dedicate people to destroying the treb and its never an issue and the enemy mesmer has just wasted his time and cooldowns. Maybe make it so the treb doesn’t have infinite shots idk =p

Leaving Game while Downed

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Posted by: UnholyVicar.2056

UnholyVicar.2056

Very rarely happens but typically they’ll leave just before you kill them for 2 reasons.

1. Denies the enemy team 5 points from the kill. Might not seem like a lot but in those really close games…yeah
2. Depending on how good your pc is, its actually faster than waiting for downed timer, sucks i know. Not so much of a problem in tourns now but when you had wave spawns and you were about to get a 20 second CD, people abused this a lot and its very annoying.

Can't respawn after a few deaths

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Posted by: UnholyVicar.2056

UnholyVicar.2056

If you hear game sounds on respawn after about 3-4 seconds, just restart your client, much easier and less stressful than waiting and waiting.

Stop everything else: fix this.

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Posted by: UnholyVicar.2056

UnholyVicar.2056

Can’t wait till I see this kitten in paids (Y)

This can't be working as intended

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Posted by: UnholyVicar.2056

UnholyVicar.2056

This probably isn’t seen as a problem since it very rarely happens, but when it does its so annoying. Happened a few times where I’m so sure that this guy’s gonna die, rallies for no reason and we end up losing the point

This can't be working as intended

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Posted by: UnholyVicar.2056

UnholyVicar.2056

Casually strolling up to enemy trebuchet on khylo, casually 1v1 this mesmer using every single skill under the sun to lock him down and kill him while the game tries to kill me. I’m left at 20% health but still won so feeling fantastic, my teams gonna be so proud.

BUT!

He gets up for no apparent reason midstomp. I get shattered and blurred frenzy instantly, and then I get capped by the mesmer, and he goes back to his kittening trebuchet and we end up losing the team fight because of this. I thought he used a bug to get up but I learnt that one of my teammates died during the fight in clocktower.

While we still won the match overall, this is potentially game breaking. You can’t possibly expect me and every other player to believe that killing a player in the middle of the map, nowhere near where the 1v1 took place with the trebuchet gets you up from downed?

Kittens

(edited by UnholyVicar.2056)

Tournaments and Monthly PVP achievement

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Posted by: UnholyVicar.2056

UnholyVicar.2056

Not quite sure what game you’re playing. Until about 3am GMT there is regularly tournaments in the EU servers with a max wait time of 5-10 minutes, and I highly doubt its much different on the US server. I actually made a thread claiming the monthly achievements were not challenging in the slightest, guess it is for some people

What's the reason behind personalised timers?

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Posted by: UnholyVicar.2056

UnholyVicar.2056

Just curious really, who thought this was a great idea. When I saw the notes on the 15th, I thought it would be staggered like 20 seconds one time, 15 seconds another, 10 seconds the next etc. And I wasn’t too bothered about it because I assumed it would have a well designed system. Now its fixed, its 20 seconds every single time and this will make tournaments a lot less fun to play.

This has made the tactic of leaving someone to die outside a point for 20 seconds and then getting an added timer before rejoining the game much much more prolific. I thought the wave spawning was a great idea, since you didn’t have to wait for your allies to revive later to join you at a node.

Plus I haven’t tested yet, but I can’t imagine my reaction after getting a 15 second death from being left outside the node with someone poking me, a 20 second res timer and THEN an endless loading screen. Kittens.

Monthly achievements too easy

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Posted by: UnholyVicar.2056

UnholyVicar.2056

Played like a few hours of tournaments and I completed the monthly achievement already. While I appreciate this game has to be tailored to casual aswell as semi hardcore, it doesn’t really feel like an achievement if I can play a few tournaments and get every single monthly achievement.

For those who don’t know the exact achievements:

Monthly Kill Variety : 8 Unique Professions Killed
Monthly Rank Points: 1000 Rank Points Earned
Monthly Tournament Wins: 3 Tournament Matches Won
Monthly Wins 10 Matches Won

While the the first is OK, encourages you to actually fight other classes, the other three seem kinda lazy. 1000 rank points is 4-5 hotjoins, 3 tournament matches is 40-50 minutes assuming you win the tournament overall , and 10 matches is a maximum of 3 hours (basing this on tournament play not hotjoins). Even the most casual of casuals can get these so called ‘monthly achievements’ very easily.

Respawn timers

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Posted by: UnholyVicar.2056

UnholyVicar.2056

If you die at certain intervals (not downed state) you get a longer respawn timer. If you are capped on 59 39 and 19 seconds you get a full respawn timer so if multiple people within the same 20 seconds they come back in a ‘wave’. People abused this in high level tournament play giving people ridiculously long respawn timers by prolonging their useless downstate and then starting to stomp them at 1 21 and 41 seconds. Test it out with a friend on an empty server and you’ll see what I mean.

I’m not sure what the how the timer works in tpvp now but it seems to be 20 seconds on the majority of deaths but don’t quote me =p

Loading screen of doom is back

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Posted by: UnholyVicar.2056

UnholyVicar.2056

Hey guys its back and in full force this time ! Every patch it seems to return so I beg you anet PLEASE PLEASE fix this.

Bunker Ele? NERF! Bunker guard? FINE!

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Posted by: UnholyVicar.2056

UnholyVicar.2056

Just a fyi, guardians did get nerfed

Is this intentional?

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Posted by: UnholyVicar.2056

UnholyVicar.2056

Was fighting one of those spirit weapon guardians, where you are constantly owned by his adds. Downed him within 10 seconds or so, so all his spirit weapons were still had their active cooldown up, but was a little confused that they stayed on downed. While trying to cap him I got knocked back twice, killing me (had around 20% life at end of fight)and his downed state outhealed me to win (was playing engi at the time)

Reason why I’m asking is this intentional is unlike necros, guardians maintain their adds on downed and since you’re not able to dps the spirit weapons it seems a little ridiculous. I mean as a thief, 2-3 cluster bombs or one caltrops and the minion build is completely useless

Thief exploiting on second tourney map

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Posted by: UnholyVicar.2056

UnholyVicar.2056

The exploits they said they ‘fixed’ are still in the game afaik. Maybe there were a couple I did not know about but the ones I do are still as easy as before. The main patch was you could not use the 2 skill on mesmer staff to just jump past the door if you faced away from it. You can still teleport onto the red base in multiple locations but blue base has no issues afaik, hope that helps ^^