Showing Posts For Vlaid.5790:
Actually you CAN dodge in moa form. It just doesn’t animate. The bird just looks like you run slightly faster and you evade attacks normally, which is why a lot of people don’t even realize you can dodge roll during moa.
But considering it’s duration, and the fact that you can just as easily be crippled/stunned and be unable to use your cc breakers/defensive cd’s while in moa, the ability to dodge isn’t really that amazing (you might even get moa’ed while at half or no energy anyway).
meh my beef with them is the harvesting syle only has 50 uses where everything else has 100
The reason for this is lumber and ore take a charge of your “tools” every swing. Plants are only one “swing” when you harvest them. Lumber and ore are three (or more for rich nodes).
I would just like to be able to buy multiple stacks of a gathering tool and have them stack up as much as I want so I could buy 5 stacks of lumber axes and have a 500 stack equipped. That’s my only real gripe.
God yes please. With latency and people randomly changing directions it can often be quite hard to judge distance/if a target will be in distance by the time an ability goes off. A distance indicator would be a big help.
Return of the [Aura around targeted encounter] - Instead of the circle
in Suggestions
Posted by: Vlaid.5790
I never even knew about that. They probably could have just made it default to off and let you turn it on through an option instead. Some other MMO’s do that to let people customize the look of their game more.
I would have loved this, personally.
Ironic you should say that as the professions being mentioned in this thread seem to be killing off variation by being so good as to overshadow the roles other professions are designed to fill (at least that is the point proposed by this thread anyway).
Just because you think an engineer can’t bunker just as good or better than guardian doesn’t make it so. Or just because you think a necro isn’t a real beast as a support class doesn’t actually make it so.
Where did I say that?
The problem is how much easier and simpler it is to do it with other professions (hard to argue the guardian isn’t a better bunker option with just the tome alone though). At least as an engineer you gotta juggle stuff a bit more intelligently and as a necromancer you definitely can’t make many mistakes.
Some professions just let you make a lot more mistakes and not have to pay for it because of how the profession is designed. That’s what’s killing off a lot of profession diversity….not necessarily “overpowered” state of one or the other.
This week in Shark Week: Raid on Capricorn.
Getting stunned into moa and then dieing before it’s over is what’s really brutal. It is possible to get moa’ed with half or less energy, which results in having to eat pretty much all the damage you take during moa.
Just as much as “good players know how to avoid moa”….good players also know how to land moa and curb stomp your face during it’s duration while you can do nothing but maybe a dodge roll or two if you were lucky enough to get stun → Moa’ed with a full energy bar. It’s a pretty brutal offensive CC, there’s no getting around that.
I just think Moa needs to be treated more like a CC you aren’t supposed to hit. Ie, if you take x% of your health during it’s duration, it breaks. Or, you take significantly reduced damage/regen health during it’s duration.
Itt: Variation between classes is bad. Every class should be able to do everything and no class shoud have a role.
Ironic you should say that as the professions being mentioned in this thread seem to be killing off variation by being so good as to overshadow the roles other professions are designed to fill (at least that is the point proposed by this thread anyway).
Hit H, go to the bottom icon on the left of your character panel it opened, click the text button that says “leave the mists”.
To make you hate underwater combat.
No finishers underwater and people don’t slowly bleed out as long as they get to the surface of water, they actually regenerate health rather quickly and make the whole beating them to death thing take even longer.
That’s why usually if I get 2+ people chasing me I’ll jump into the water in Capricorna and kite them into some remote corner to waste their time (which is silly that it even works, it shouldn’t).
You can always retune boss health if they end up dieing too quickly. But you need to fix the road before you can fix the wheel <_<
It would be a lot easier to say “Ok, it’s balanced for a necro to get a stack of x amount of this condition” which is then balanced by their profession traits, stats and abilities and not influenced by how many of each class you have in your group for the purpose of hitting condition caps or forcing people to spec out of conditions for the sake of the group’s damage.
Rather than trying to nerf all condition builds with the assumption that you could eventually, if left unmolested, get a stack of several hundred on an enemy (which could be overpowered in certain situations).
For example, warriors bleeds stack up passively so over time they would add more and more damage the longer they are able to hit a target. Their damage would inflate to astronomical levels if they could stack up their conditions without a personal cap on the amount of conditions they can put up. This is why you need a set cap for each condition, for each player, to prevent a professions damage from exploding from lengthy uptimes on a target.
(edited by Vlaid.5790)
Disagree with the OP. Waypoints are a convenience, conveniences should cost gold. MMO’s need gold sinks to keep infinite inflation in check and like it or not this is a great way to do it as they are very minimal costs but add up over time so you barely notice it but while keeping a good outflow of gold going out of the economy.
It should be per player, I’m betting it was just not put in this way for lack of development time before launch honestly. Having more than one person who applies your type of condition should not nerf your own damage potential.
It’s hard to believe it could be for any other reason.
What you propose would actually make condition builds redonkulous.
What you likely meant to suggest is to have individual condition caps per players so their damage is not nerfed by multiples of the same profession. The condition caps exist for a reason, but they shouldn’t be shared across multiple players.
I would add that I would like to see PVP mystic forge recipe collectibles go to the PVP locker and not your actual bank.
I love the idea of the OP. +1 FOR GREAT JUSTICE!
This so much. I hope they do this.
But normalize the stats to the area you’re in. It would be a bit complicated, but I strongly feel that you should be able to use items you earn in PVE, in PVP and vice versa but normalized so there is no stat advantage/disadvantage for using them.
Just feels like restricting cosmetics to one area or another is not in the spirit of GW2.
I’ve seen less blackout in classified government files.
What are you guys hiding? Area 51?
(edited by Vlaid.5790)
That’s a lot of kittens there Mr. DangerMonkey.
It isnt about counter play. For those of us who play purely SPvP/TPvP there is only one conclusion: Thief/Mesmer/Guardian are simply stronger than the rest of the classes. Plain and simple. Can other classes stomp them? sure. But that doesn’t take away from the FACT that they outperform the other classes. Thief DPS > any other class , Guardian defensive capabilities > any other class and Mesmer Utility > any other class.
It isnt a question of “this class kills me, nerf them” it is a question of “if i want to reach my highest potential i currently MUST play Thief/Mesmer/Guardian in order to achieve that potential”
I can agree with you though at the same time I dont believe its that cut and dry. Even looking at utility mesmers have some great tools (timewarp, null field, illusion of life), however its utility cant just be said as the best , as necros offer great utility though is underplayed currently due to bug traits and skills. Or guardian and engineer can both be bunkers however engineers can offer more damage/condition where as guardians can offer more support/healing/boons.
I’m sure people will disagree with me and are blinded by the mentality that there has to be a best. However as Tournies become more prevalent from ladders and paid tournies. Different team comps and strategies will be brought to light. Similar to League of legends and HoN. Teams will only be able to advance by coming up with new tactics, team compositions, and such.
I had to edit this in, but I’m a bit distraught at the fact that in so many games, time and time again, players refuse to see the intricacies the developers have put into each class and the mechanics behind everything. I honestly can’t wait to see some of the strategies and profession synergy teams will come up with.
After running into several all guardian teams, I’d like to see those intricacies as well. I’m just afraid we won’t without better balance and carving some stronger weaknesses into some of these classes with far too big toolboxes of too powerful tools atm.
There is a reason why you’re given 5 minutes and the ability to leave for the mist and change characters. Its to allow quick change of build/strategy and team comps. Cheese tactics such as these wont be as effective once teams utilize the time given to change and accomadate for this. Conditions do well against guardian since their condition removals are on fairly long cooldowns, and conditions bypass toughness. Once necros skills and traits are fixed youll be seeing necros as a part of a counter strategty to multiple guardians.
So you swap to a condition team, and they swap to a condition removal team?
I’d rather just see professions balanced and remove the ability to change your team/builds midway. Feels a bit silly to me.
Cripple isn’t supposed to have a 100% uptime (unless it’s their thing, for a few specific builds).
If you want to attribute any score to someone’s post, you should ask for number of tPVP matches won. Glory rank in GW2 has as much to do with skill as vanilla PVP ranks had to do with skill (hint: it was just a measurement of grinding pvp, not skill).
It isnt about counter play. For those of us who play purely SPvP/TPvP there is only one conclusion: Thief/Mesmer/Guardian are simply stronger than the rest of the classes. Plain and simple. Can other classes stomp them? sure. But that doesn’t take away from the FACT that they outperform the other classes. Thief DPS > any other class , Guardian defensive capabilities > any other class and Mesmer Utility > any other class.
It isnt a question of “this class kills me, nerf them” it is a question of “if i want to reach my highest potential i currently MUST play Thief/Mesmer/Guardian in order to achieve that potential”
I can agree with you though at the same time I dont believe its that cut and dry. Even looking at utility mesmers have some great tools (timewarp, null field, illusion of life), however its utility cant just be said as the best , as necros offer great utility though is underplayed currently due to bug traits and skills. Or guardian and engineer can both be bunkers however engineers can offer more damage/condition where as guardians can offer more support/healing/boons.
I’m sure people will disagree with me and are blinded by the mentality that there has to be a best. However as Tournies become more prevalent from ladders and paid tournies. Different team comps and strategies will be brought to light. Similar to League of legends and HoN. Teams will only be able to advance by coming up with new tactics, team compositions, and such.
I had to edit this in, but I’m a bit distraught at the fact that in so many games, time and time again, players refuse to see the intricacies the developers have put into each class and the mechanics behind everything. I honestly can’t wait to see some of the strategies and profession synergy teams will come up with.
After running into several all guardian teams, I’d like to see those intricacies as well. I’m just afraid we won’t without better balance and carving some stronger weaknesses into some of these classes with far too big toolboxes of too powerful tools atm.
I just fought a Mesmer in Khylo who was basically hidden behind a building while his phantasms were doing well good damage on me.
The Mesmer situation is getting out of hand,day by day more people try it so they can feel epic and ‘imba’,going for internet builds that do incredibly well in 1v1 even 1v2.Khylo is a good example because a good Mesmer is by far the best class for the trebuchet which in its turn makes too much difference in the final score.By the way,Khylo happens to be a tournament final,go figure.
Mesmers are good for turret runs because they’re good duelists. if you’re attacking a Mesmer one on one you better have a game plan ahead of time because a Mesmer always will.
Premeditation is the Mesmer’s greatest advantage, no amount of nerfing will change that unless you gut the profession out completely.
Now, you take that claim about the trebuchet defense and you attack a Mesmer on that turret with a AoE/Condition Necro, and come back to me crying that Necro’s are OP.
And then the mesmer can go grab a repair kit and have the trebuchet repaired faster than any other profession anyway even if you do kill them 1v1 or 2v1 or 3v1. You’re just wasting your time trying to keep a mesmer off a trebuchet, you get at most 15-20 seconds out of it unlesss you just keep 2 people camping the trebuchet all game.
Biggest problem I have with thieves is even when they build “glass cannon” they still have tons of mobility/elusiveness/defensive CD’s to stop most attempts to burst them/punish them when they go offensive. Their mobility is quite above GS warriors also, just throwing that out there. It’s pretty much impossible to keep a thief off you, it is possible with proper timing of dodge rolls against bulls rush to keep a GS warrior off you.
Thieves problem is too much mobility for how much threat they pose while in melee combined with too many defensive abilities to counter with when they are put into a bad spot. They can just counter most anything with a stealth, defensive mobility or a stun.
The arguement that every other class needs buffs, your class doesn’t need nerfs, will never work in any game.
You can debate the balance all you like, but as soon as you open with that arguement you are in a round about way saying “mesmers are better than every other profession”. If you already believe that….which is really the logical choice, buffing 7 professions, or nerfing 1?
The only thing hammer needs to make it a really good weapon is to make some of the animations trigger faster and allow some of the attacks to be done while moving (especially since they are so slow and obvious because of the size of the weapon).
The only thing I like about warrior downed skills is being able to troll whoever did most of the work killing me by ensuring he doesn’t get the killing blow by knocking him down while someone else is also channeling a finisher.
You can’t even remotely compare having some heroes being better in DOTA (out of a pool of /hundreds/ of heroes) to having underpowered/overpowered professions/traits/builds and so on in a game with 8 professions.
How big a joke do you think this game would look if everyone flocked to the same 2-3 professions on every team? Or if you had a team of all guardians?
To complete your analogy you would need GW2 preventing tournament teams from having more than 1 of any profession to force you to use some diversity in a similar way DOTA does the same thing to prevent an entire team stacking the same hero (for whatever reason).
But to be honest, I don’t think that would be a horrible change for 5v5.
Things that we all want: Arenas and Que with friends and spectator mode.
in PvP
Posted by: Vlaid.5790
I think this would be a horrible idea for GW2 personally. Death-match style battle makes PVP too linear and a shade boring. Additionally…GW2 is just not made to handle deathmatch. Look at all the skills and the way their mechanics work. They are wrapped around the idea of controling nodes/areas, not just plain staying alive/killing enemies.
Every match would be games full of tank shout warriors, endlessly healing guardians, and tank engineers ect. Nobody would ever die.
There are PLENTY of healers and builds that can allow you to stay alive for ridiculous amounts of time….
It does feel like they marketed the game saying “E-sport, pro gaming!” but then in actuality made the game to cater to more casual PVPers.
Just my opinion, but I wouldn’t expect this game to ever make it as a real e-sport, not even close to as good as WoW as an e-sport, and that is not a compliment for WoW….it’s a slap in the face for GW2.
It’s perfectly reasonable to have someone go to steal the kill. Just need to cc them right as he gets low, or use intelligent strategy to counter the ninja tactic.
Only things they might need to change are trebuchet’s and capriplznonothismapagain.
Yeah, they should rework the skill so it just makes you bigger than you normally are by some percentage, and have the skills it generate based solely on the weapons you’re using, which should be beefier versions of whatever your normal skills are.
THAT would actually make it an interesting ability.
To clarify, I am looking strictly at sPvp/tPVP, possibly WvWvW.
So I’ve tried the ever so popular greatsword/axe+shield glass cannon build. Effective but I don’t particularly like how little it brings outside of raw damage.
I’ve tried the hammer/mace+shield shout heal build for tanky CC. Fun, but not enough offense.
I’ve tried the rifle/axe+warhorn ranged warrior build. Fun, but again it’s just a bit bland for my tastes.
I’m looking for a warrior build that can effectively stand in melee and take a bit of beating, dish out damage, but isn’t going to require being a glass cannon or being completely specced into defense. Anyone seen any builds that strike a middle ground between offense and defense that are actually somewhat effective let me know. I haven’t been able to find or make one yet.
Depending on the map, swap to going after the npc’s/lords/ect, then when they are out of position to defend their lord/take the npc’s, take the nodes.
I would guess the best thing to do would be to use superior mobility to get to the nodes before they do, I don’t imagine a team of 5 guardians is going to be great at taking a contested node unless they all happen to also be more coordinated and skilled than your team.
Trash talk gets you banned in league of legend
Seeing how butthurt this community is, I bet you there will soon be a report button for “harassement” or something. 24hours suspension incoming everytime you say noob or l2p è_é
Maybe they’ll turn on the forum “kitten” feature for spvp to make people look like tools while trying to trash talk.
Personally I would be fine if you couldn’t read chat across team in say or map chat, I don’t really care….although I would be sad to lose that back and forth respect you sometimes get between mature pvpers (however rare it may be).
Trash talking is part of PVP. But you reap what you sow. I’ll gladly pick someone out and ruin their day every time I see them after they yap their trap when they got a chance to 3v1 me.
I don’t think quickness needs to affect stomping and stealth stomping/reviving is a bit silly, but I’m sure there will be people who want any and everything to stay fair game in the name of diversity while ignoring the actual power of these maneuvers.
You want button smashing and a one skill win….. habbo hotel is a good place for you Vet.
If you cant land your hits thats a l2p issue, use cc before a long skill
Oh so you want me to sacrifice fun and play style so I can fall in line with every other tunnel visioned pvper? I’d rather “pick my own weapons.” This wouldn’t be an issue if the classes had their own skill set rather than having what you’re using decide. Hell, if I want to Rush someone, I can do that with anything in my hands, not just a two-handed sword.
I have to admit, thats one big thing for me. I dont know why they did it like that but having your skills bound or chained to your weapon kind of makes me sad. The game is released and that concept is kind of set in stone i guess but i wish they didnt do it.
Having “only” the skills that your current weapon has is kind of…well it gets boring quite fast :/
Yup, this is the real issue at hand. The lack of diversity in combat from one moment to the next which exists in a single build.
Doesn’t really make any sense. I don’t understand how WvWvW has anything to do with what you get from sPVP.
I’m sure there has to be some way to do it so once you get the item you don’t need to get it again, or to allow multiple “slots” of each item in the locker.
You guys realize this thread isn’t about WoW vs GW2 right? It’s about what GW2 PVP lacks. Get off the WoW hatred and let’s talk about the actual topic at hand, mmkay?
There’s a lot of situations that allow you to win a 2v1, but it’s very situational. All things being equal, if you go into a 2v1 you should lose.
Warriors are easily the most over hyped profession around. At least the greatsword/axe+shield offensive build is.
Mesmer, thief, elementalist, even engineer or necromancer gonna probably be better once people actually know all the professions better. Not that I’m saying Warriors are weak, just there’s more variety, options and better “stuff” you can bring to a team with other professions for the most part (maybe not the double hammer shout build).
I think people are missing the point being that the pvp doesn’t have enough play diversity from moment to moment and between builds, not that the GW2 PVP is so impossiblly skill sensitive that everyone is having trouble (at least I’m not really).
It’s just the actual style and implementation of abilities and number of abilities available, and the impact of abilities to change the flow of a specific encounter doesn’t feel that great.