Showing Posts For Weez.6315:

lost winstreak with 4 vs 5 loss?

in Bugs: Game, Forum, Website

Posted by: Weez.6315

Weez.6315

Just lost my winstreak in ranked pvp while having a team of only 4 most of the match. Is that intended now ?

Mimsy – On a crusade against PU and Phantasm builds!

Do thieves still hardcounter mesmers?

in Mesmer

Posted by: Weez.6315

Weez.6315

when we´re talking about condi mes, so yea the thief has no chance

when we´re talking about power shatter against power dp thief it depends on the dodge trait mostly. Since Mesmer´s Mantra of Distraction got buffed along with the powerblock trait ages ago, d/p thieves were a joke for mesmers ( So i dont rly understand people who say thieves were a power mes hardcounter pre HoT =)))
Now with the Blast finisher on dodge, mesmers cant stop thieves anymore from getting into stealth, which turns the table.
But most thieves r using the mobility dodge anyway since its better for pvp/wvw roaming overall.

Id say a staff thief is very annoying for mes but with the right daze timing its doable.

In WvW thieves had much more benefit from the new HoT armor stats than mes (Marauder armor), since u cant oneshot thieves anymore with 1 burst (except for max dmg mental anguish) and thieves still do a lot of dmg

so yeah with the right setup thieves are back in a position where they can beat mesmers nearly reliably, but are far from being a hardcounter.

Mimsy – On a crusade against PU and Phantasm builds!

Season 4 Nerf Wish List

in PvP

Posted by: Weez.6315

Weez.6315

delete all passive procs thanks

Mimsy – On a crusade against PU and Phantasm builds!

Roaming in WvW as power shatter?

in Mesmer

Posted by: Weez.6315

Weez.6315

1 shot burst is normally starting to cast gs 2 – daze mantra with interrupt – shatter 1 when gs 2 hits – gs 3 most effective ofcourse when ure next to ur opponent

im running inspi domi chrono with marauder bersi gear. its a bit too defensive for my taste but its pretty unplayable without inspi atm against other specializations.

Mimsy – On a crusade against PU and Phantasm builds!

Roaming in WvW as power shatter?

in Mesmer

Posted by: Weez.6315

Weez.6315

power shatter is always viable if u can make it viable. And u dont need PU for it

a clip i recorded yesterday, not edited or anything. they called me even a cheater :p

Mimsy – On a crusade against PU and Phantasm builds!

Skill Changes: Coalescence of Ruin and Scorched Earth

in Guild Wars 2 Discussion

Posted by: Weez.6315

Weez.6315

There’s a lot of feedback to read, so please don’t mind if I ask this: Do you have specific areas of concern? Also, did you post in the major feedback thread? I don’t mind asking about this, if I’m able to do so. But a general “it’s broken” isn’t as good as solid evidence.

I am not Oeps, but the general consensus on the mesmer side was that the “bunker” build was the only viable way to play pre patch. That was rightfully toned down, but mesmers were essentially given nothing in return. With the release of HoT the previously viable builds have fallen far behind the Elite Specialisations and what remains of the Chronomancer post-26th simply can’t keep up.

There is no real “specific area” of concern, it’s just that each individual change adds up to a horrifying total, essentially like you’re trying to kill the disease, the patient and the next of kin all in one go: You halve the effectiveness of Alacrity (which one must reasonably assume all Chronomancer cooldowns were balanced around, ignoring the group buff aspect), you remove Quickness affecting stomps/rezzing, you effectively remove Well of Precognition, you buff classes/builds which were previously known for hard-countering mesmers and you fail to provide any reasonable compensation to more offense-oriented mesmer builds which happened to rely on any of these aspects all at the same time!

Not even debating the validity of any of these changes individually it is clear most of them were focused on eliminating the chrono-bunker, so one has to question why they were not implemented one after another and only after the previous change had clearly failed to achieve its intended goal.

Then there is also the emotional aspect of being told there were many more changes than those outlined in the “preview”, then getting nothing any of the experienced players would consider a substantial improvement (this one explicitly is about emotions and personal opinions and actual hard data might state the opposite, but the players don’t have access to those)

For a more on-topic example relevant to WvW, look at the changes made to Confusion application via Glamours: this achieved much the same effect as CoR (killing huge numbers of players at long range with little to no warning), but it a) could still be counteracted to some extent, b) cost the mesmer almost their entire build to pull off and c) was more or less REMOVED FROM THE GAME as soon as it was “noted to be problematic”. Again mesmers were given nothing to play a similar role (albeit weaker) in WvW even until now. Revenants meanwhile can still use their ONE skill much like before, and less than a week after the patch some aspects of the change are being looked into as “unintended”. How long did it take for Temporal Curtain to get looked at again?

best comment i read in a long time! so true :/

Mimsy – On a crusade against PU and Phantasm builds!

weaponswap sigil on avatar?

in Ranger

Posted by: Weez.6315

Weez.6315

did anyone test if the weaponswap sigils proc on going in and out of avatar form?

cheers

Mimsy – On a crusade against PU and Phantasm builds!

Enhanced Squad UI Feedback

in Guild Wars 2: Heart of Thorns

Posted by: Weez.6315

Weez.6315

Raid UI got no option for showing the conditions the partymembers might have, so its pretty much useless for small organized groups in wvw.

Would love to have that changed.

cheers

Mimsy – On a crusade against PU and Phantasm builds!

Quick Draw

in Ranger

Posted by: Weez.6315

Weez.6315

Quick Draw trait isnt working with staff skills. Working as intended?

Mimsy – On a crusade against PU and Phantasm builds!

Guilds: Activate Recruit Mode!

in Looking for...

Posted by: Weez.6315

Weez.6315

Name: Inglorious Pasta [iP]
Gameplay Choice: WvW Roaming
Server: Gandara EU
Active Time: Europe Prime Time
Contact info: Weez.6315

We are currently recruiting beautiful Norn men and fat cats! For more infos just whisper me ingame

Mimsy – On a crusade against PU and Phantasm builds!

[Tempest]Feedback and Suggestions

in Elementalist

Posted by: Weez.6315

Weez.6315

i like the idea of the tempest even though it is not at all another playstyle for the current ele. As mentioned before i feel like the shout cds are a bit too high to be anywhere competitive while i really like their effects.

The Grandmaster Traits are kind of disappointing.
Elemental Bastion, what i thought was a bit like the shout trait from warrior turned out to be useless due to the icd of 30 seconds

Lucid Singularity would be interesting if the overload cooldowns wouldnt be that high. An ele cant stay for 5 seconds in 1 attunement while being pressured, so u cant really benefit from any survivability effects those overloads might have.

Imbued melodies feels okay i guess when ure in an organized group in wvw maybe.

The 5 seconds u have to wait for overload abilities just makes it not worth it to play a tempest in my opinion

Mimsy – On a crusade against PU and Phantasm builds!

[Forum Specialist] Specialization Update

in Mesmer

Posted by: Weez.6315

Weez.6315

1. far easier to play and not enjoying it. thats mostly caused by the daze → stun trait which should only work on interrupt and the new PU trait which made playing mesmer before the patch already far easier
2. Chaotic interruption,power block,deceptive evasion,illusionary inspiration
3. i think more stealth isnt good for pvp in this game. And with the new PU trait u just over-egged the pudding. Its a egoistic way to play and its no fun to play against. should get deleted
4. tried it. very strong and thats how mesmer always should have been like. Interrupts lead to longer cooldowns remind me of the gw1 mesmer which is awesome
5. i am experimenting with all traitlines and think most have some decent traits. I dont use Illusion traitline anymore since Mtd got nerfed to the ground again and the traitline is most effective for condi builds.
6. didnt use those yet so no comment
7. i tried it out with signet of inspiration in a zerg which worked pretty well
8. not using it atm since Mass invis and Moa are stronger for me
9. currently its just who bursts first. Since there are many players trying mesmer out cause it got hugely buffed, most duels end very fast and painful. Against PU mesmers its of course very boring…
10. mtd nerf was needed but again too much. It got buffed with the patch and nerfed hours later to the state it was before when noone was using it. Shatters are burst mechanics. Now mtd does less dmg than 3 scepter clones up

Mimsy – On a crusade against PU and Phantasm builds!

[Build] Stuntasm - Thief no Hardcounter

in Mesmer

Posted by: Weez.6315

Weez.6315

this is nearly the same build i am running currently with other weapons and a few minor trait changes. Since it is clearly the most obvious choice for a shatter mesmer im sure most mesmers tried it out after patch.
and it works pretty well for sure.
i got no problems against d/p thieves with it (hadnt problems against them before patch tbh) but s/d thieves should be still a hardcounter.

Didnt fight many medi guards yet and dunno what changed for them so i wont comment that one.

Mimsy – On a crusade against PU and Phantasm builds!

(edited by Weez.6315)

Why no nerf on withdraw ?

in PvP

Posted by: Weez.6315

Weez.6315

yes lets talk about niche healing skills in a thread about nerfing/not nerfing one of the strongest heals ingame. makes sense

Mimsy – On a crusade against PU and Phantasm builds!

Why no nerf on withdraw ?

in PvP

Posted by: Weez.6315

Weez.6315

Meta Healing Skills:

Mesmer – Ether Feast – No condition Cleanse
Guardian – Shelter – No condition Cleanse
Warrior – Healing Signet – No condi Cleanse
Ranger – Troll Unguent – No condi cleanse
Ele – Signet of Restoration – No condi Cleanse
Engi – Turret – Cleanses 2 condition →no certain venom cleanse

You can see the meta builds here →metabattle.com

For example for mesmer there is a condi cleanse trait on heal available which isnt in the meta because bad traitline.

With the name “Shadow of Azrael” u probably play thief, but please stay objective and dont use false arguments.

Mimsy – On a crusade against PU and Phantasm builds!

Why no nerf on withdraw ?

in PvP

Posted by: Weez.6315

Weez.6315

Withdraw is looked at as best healskill in the game (among a few others→healing turret,healing signet) by most parts of the community with at least a bit experience in pvp.

Thief is played either with much stealth or much evades and always with a lot of ports, so its a very hard to catch enemy.

The Heal Withdraw is like an additional free escape + heal all 15 seconds where most other classes got a skill which is easy to interrupt,has a bigger cooldown,makes them vulnerable while casting,makes them use defensive utilites like stability for casting it.

Th Argument, poison would be the counterplay is irrelevant since its the counterplay for every healskill (but consuming conditions).

Mimsy – On a crusade against PU and Phantasm builds!

What Class Do You Struggle With The Most?

in Mesmer

Posted by: Weez.6315

Weez.6315

shatter sword/torch / gs

mediguards and sd thieves

Mimsy – On a crusade against PU and Phantasm builds!

[video] Shatter Roaming

in Mesmer

Posted by: Weez.6315

Weez.6315

Hi, this is my first Mesmer Solo Video, hope you enjoy!

https://www.youtube.com/embed/Ri64r8QcH-c

Mimsy – On a crusade against PU and Phantasm builds!

Ranked/Unranked 3v3 Arenas

in PvP

Posted by: Weez.6315

Weez.6315

guildwars 1 had it for some time http://wiki.guildwars.com/wiki/Team_Arenas

King of the Hill with 2-,3- men teams <3

Mimsy – On a crusade against PU and Phantasm builds!

Please add dire stats to pvp

in PvP

Posted by: Weez.6315

Weez.6315

you dont see condition builds cause of all the condi cleanse and not because the current condition amulets would be bad in comparison.

Dire gives you the maximum amount of condi dmg, (lets ignore the few on crit traits which u can gain with intelligence sigil)
while granting 2 defensive stats.
Its like a Pvt amulet which grants nearly as much damage as a zerker one. i never understood why anet implemented dire..

Mimsy – On a crusade against PU and Phantasm builds!

Thieves need a fix.

in PvP

Posted by: Weez.6315

Weez.6315

while i would like to see some punishments for bad plays regarding the thief i think most nerfs would totally break the class.
Thief is probably the most forgiving zerker class with the current meta builds.
By that i mean even though u ate a ton of dmg u can most of the time still escape or/and deal a lot of damage.
Thats mostly caused due to the stealth and port mechanics.
So while i think changing those would destroy the class id concentrate on the Steal mechanic. The Steal Traitline (Trickery) turns that F1 skill into a superweapon. It does so many things at the same time with no casttime and the only counterplay is guessing when the thief will use it.

On a “meta” thief that one skill
inflicts 10 seconds Poison,1 second Daze
grants 10 seconds Vigor,Fury,Might,Swiftness (fury,might,swiftness for allies too)
rips 2 boons with a priority on stability
gives 2 initiative back
deals 370 dmg
heals for 2k

And dont forget the “stolen skills”
Some of those totally destroy the respective class
like Mesmer → consume plasma
or warrior → Whirling Axe

Furthermore there are more broken traits in the shadowarts traitline which gonna get buffed with the next update and i fear the day those get used outside of WvW.

Mimsy – On a crusade against PU and Phantasm builds!

Venom Wells

in WvW

Posted by: Weez.6315

Weez.6315

if u guys really think skills like nullfield would counter venomwells i dunno against what kind of enemies u play. Nowadays Wells are used for big dmg spikes. That means not only 1 but lets say 5 necros are using their wells at the same time at the same spot. At the same time static fields and walls and maybe the meleetrain jumps on the enemies to CC them. So if those wells were used with venomshare, normally the victims only chance is a Port a block or invulnerability. Venomshare not only comes with 1 condition but with at least 3. And venomshare condis arent the only condis when u fight 20+. there are many conditions flying around and stacking on you while u try to remove that one annoying stack of immob.
Since there is no real priority when it comes to condition remove, ( I did many tests and its not always from the right to the left) as stated before when players get caught by one of these spikes only certain classes with the right utilityskills up make it out of there.
When a teammember gets caught by venomshare a guard normally has to use at least 2 skills to have a chance to get it off the teammate unless he uses Save yourself which means the guardian instead is now in a bad situation.

I think the pulsing effect of the wells isnt the problem here since you get spiked u are already dead after the first pulse.

Im playing in a smallscale guild we fight with 5 against 15 people normally. Since venomshare is so popular now we dont have a chance anymore against those groups.

For me there are two solutions here. One is giving us the option to choose the condi cleanse priorities and two is removing immobilize from venomshare and give them another condi instead.

Mimsy – On a crusade against PU and Phantasm builds!

WvW Passive Upgrade System….[DISCUSS]

in WvW

Posted by: Weez.6315

Weez.6315

Another Problem i see is that you cant drain a camp anymore in 1 second with an upgrade. As a homeland defender its sometimes the only way to defend urself against a big blob when outnumbered, so you get a bit more time to organize a proper defense.

Thats one of the rare tactical moves that can really help you out when outnumbered at the moment, so it really bothers me that you wont be able to do that anymore.

Well, isnt the point of these changes to make it easier to get a proper defense in the first place?

If you cant hold your towers anyway… then you cant hold your towers. So pointless upgrades of camps just become a kitten move. I dont question the fact that this may be bad for unbalanced situations where 1 player try to stop 50 from capping, but that situation is… uhm… unbalanced. You’re not going to change that. If you did, then its going to suck when its 50v50 instead. Which it does, when one side is completely starved for supplies due to previously mentioned kitten moves and cant do anything while the other has 10 arrowcarts in a T3 keep. 2 sides to every coin.

Passively upgraded towers that’s cheap to maintain + easier to get supplies to siege them. You have to consider both sides, not just one.

A t3 keep even with 20 Acs and 20 defenders cant defend against a 60 men zoneblob when those 60 guys have all the supps of the map. How is draining supps unbalanced?
Ive never seen someone complaining about that. I saw people complaining about zoneblobs with 12 omegas. I saw people complaining about offensive Acs that destroy all Siege from the defenders.
Defenders should have an advantage. At the moment the only advantage is that they can cut off the supply with a bit map awareness and even that just buys a bit time. its not like the Blob wouldnt have any other options.

Mimsy – On a crusade against PU and Phantasm builds!

Applied Fortitude and Strength to be removed

in WvW

Posted by: Weez.6315

Weez.6315

As someone who loves to play outnumbered this is a really bad change. THose vitality stacks made the difference from being oneshotted by 2 thieves or staying alive and getting out of the situation. Since there are a lot of situations where you get focused by more than one person in wvw a bit more defense is really nice to have.
And when i look at the incoming traitchanges and the Powercreep that is coming i really dont wanna miss those 5 vitality stacks.
And tbh is it really that hard to achieve those buffs as a regular wvw player?
Classes are making more and more damage but the defense stays the same, that wont work out at the end.

Mimsy – On a crusade against PU and Phantasm builds!

WvW Passive Upgrade System….[DISCUSS]

in WvW

Posted by: Weez.6315

Weez.6315

Another Problem i see is that you cant drain a camp anymore in 1 second with an upgrade. As a homeland defender its sometimes the only way to defend urself against a big blob when outnumbered, so you get a bit more time to organize a proper defense.

Thats one of the rare tactical moves that can really help you out when outnumbered at the moment, so it really bothers me that you wont be able to do that anymore.

Mimsy – On a crusade against PU and Phantasm builds!

Random Procs- Spinal shivers + air+ fire

in PvP

Posted by: Weez.6315

Weez.6315

its not like the necro power dmg would be bad compared to other classes even without chill of death. The active defense is the problem and i dont think any necro would want to keep chill of death in its current state when he could get a viable active defense instead.

All this talk about nerfing a already weak class wont help us cause noone wants to nerf the necro but to change some stupid traits and mechanics to something better.

the funny thing about Chill of death is that it would be a super strong trait even without the damage. And it would be a super strong trait without the boon remove.

#No unavoidable Dmg Procs
#No RNG in fights

Mimsy – On a crusade against PU and Phantasm builds!

Nerf Runes/Sigils! Say NO to RNG !!!

in PvP

Posted by: Weez.6315

Weez.6315

not only random dmg procs are for me the problem but also the passive stunbreaks every class has in its traits.
You can only guess if or if not your opponent has such a trait selected.
You try to interrupt for example an eviscerate and get instead a 9k hit right in your face.
At least make those visible so you can act accordingly

Mimsy – On a crusade against PU and Phantasm builds!

List of things you dislike the most

in PvP

Posted by: Weez.6315

Weez.6315

leaderboards

random procs sigils/traits

immob bug

no valid path

skyhammer

too less good maps

Shadowarts Traitline cause lame

AI builds

no Arena gamemode

passive gameplay

Mimsy – On a crusade against PU and Phantasm builds!

Dear Robert, why clone death matters

in Mesmer

Posted by: Weez.6315

Weez.6315

Clone Death is the most passive gameplay and unskilled (imo). Robert’s arguments towards wanting mesmers to use their profession’s mechanic is on point. I disagree, it is a good thing to be getting rid of.

this

all u have to do with those kind of builds is summoning 3 illusions/clones go stealth and dodge a bit. The only good thing to have those as enemies is, you can just walk away and they cant pressure u at all

Mimsy – On a crusade against PU and Phantasm builds!

StrongholdBeta

in PvP

Posted by: Weez.6315

Weez.6315

For me the map was in a team + teamspeak a lot of fun. We could coordinate where to go and who does what etc.

In soloQ it was terrible. Without any communication i couldnt really enjoy the map. Everyone was just running around doing .. whatever. Even if people get more experienced in thise gamemode in my opinion u need to be able to tell ur teammates whats npcs u shall spawn etc.

what sticked out for me was, that like really everyone ran a super tanky build. It was a bit annoying to see warriors and guards with settlers amulets just trying to get supps, not using one skill but heal and stability. they played more the PvE part of this gamemode.

Mimsy – On a crusade against PU and Phantasm builds!

A Must-Read The new state of the game

in PvP

Posted by: Weez.6315

Weez.6315

offensive passives like IP and Chill of death are both bad for pvp in gw2.
If there had to be passives in the game they shouldnt be that decisive in the way u play or how the fight ends.

defensive passives are the same problem for me. A passive stunbreak punishes the opponent who tried to interrupt a keyskill. At least make those visible for gods sake.

AI builds should never be more effective than any non AI build. If we wanted to play against npcs we would play pve.

One of the main dmgsources of powernecros is sadly spamming ds 1. Id like to see some changes in ds and also weapons skills for power necros that they dont just have to spam the 1.

Power Lb Ranger. The Problem with ranged dmg is, you dont have to set up your burst. You can just press the buttons and do a lot of dmg. You simply can´t dodge as much as there are arrows flying in your direction. At least tone down the range id say..

Mimsy – On a crusade against PU and Phantasm builds!

Most hated builds

in PvP

Posted by: Weez.6315

Weez.6315

1. shadowarts thieves
2. shadowarts thieves
3. turret engis
4. condi mesmer
5. pew pew rangers

Mimsy – On a crusade against PU and Phantasm builds!

Should Thief destealth when attacking invuln?

in PvP

Posted by: Weez.6315

Weez.6315

a thief that attacks a blocking, dodging , invul target out of stealth makes a mistake and shouldn´t get plenty other chances to engage first. They should even get punished with a longer revealed debuff.

Mimsy – On a crusade against PU and Phantasm builds!

Will current precursors get cheaper on TP?

in Guild Wars 2: Heart of Thorns

Posted by: Weez.6315

Weez.6315

Since the demand will drop and the offer will stay or increase it is likely that precursors will get cheaper

Mimsy – On a crusade against PU and Phantasm builds!

Does Retaliation tag?

in Guild Wars 2 Discussion

Posted by: Weez.6315

Weez.6315

1. you get loot if you do enough dmg with the retaliation. Maybe one hit wont be enough.
2. Player Y would get the loot

Mimsy – On a crusade against PU and Phantasm builds!

Why Necro and Mesmer should be buffed?

in PvP

Posted by: Weez.6315

Weez.6315

i cant say much about necro since i dont play that class much but for the mesmer there are a few problems at the moment.

The reason there never has been another viable build in high lvl pvp for mesmer is that there are 3 traits in 3 different traitlines that are crucial for the gameplay of a shattermesmer. (Other build than shatter dont work either since they rely on AI which get cleaved in a second in any teamfight)

Boon remove on shatter -> for me one of the few reasons to even bring a mesmer
clone on dodge -> without that trait you cant do anything
illusionary person -> brings more sustain and dmg and maybe the only trait that isnt 100% necessary

Since you cant go into other traitlines cause of these importants traits there wont be another meta build for mesmer unless anet changes traitlines.

Shattermesmer overall is a very strong build and would be for sure more popular in high tier pvp when there wasnt the thief. So were other zerker classes.
In my opinion the Buffs for Steal were very destructive for all other zerker classes and pushed gw2 pvp into a tanky meta.

So the solution would be nerf Steal and other zerker classes would be happy :p
And merge 2 of those crucial shatter traits into one traitline!

Mimsy – On a crusade against PU and Phantasm builds!

(edited by Weez.6315)

Good server(s) for roaming?

in WvW

Posted by: Weez.6315

Weez.6315

in my experience its totally aids to roam against piken, not because there arent any roamers but most of them are playing condi thieves :/ so go for piken and u dont have to face them!
Same goes for Baruch :S

Mimsy – On a crusade against PU and Phantasm builds!

Concerns about Stronghold Cheese

in PvP

Posted by: Weez.6315

Weez.6315

Traits im speaking of are:

Shadows Rejuvenation : This traits resets the thieves Healthbar in a matter of a few seconds while in stealth.
It is for me the counterpart to the notorious PU trait from the Mesmer before the nerf.
I dont understand how you can nerf PU but dont nerf Shadows Rejuvenation.

Last Refuge : This trait prevents thieves at 25% health from dieing. I know there are many thieves that actually hate this trait cause it stealthes without control but in my experience 80% of the thieves in WvW survive only cause of this trait. They engage, nearly die, get automatically stealthed by this trait and escape. It doesnt matter how many mistakes thieves do, with this trait equiped they will always escape or be able to reset and join the fight again.
Since it is an AoE stealth all the thieves around get stealthed too.

In Stronghold we will be able to stealth “important” npcs too, so this effect gets even stronger and will probably be omnipresent. I dont even want to imagine how a stronghold game would look like with the current state of traits to be honest.

What do you think?

AoE > Stealth.

Both of those things you mention can be countered. Believe it or not you can hit what you can’t see.

True. And invisible enemies can dodge. The Last Refuge trait also AoE blinds. You immediately start regenerating your health. Dieing with this build is only possible with either bad luck or being incompetent.

Mimsy – On a crusade against PU and Phantasm builds!

Concerns about Stronghold Cheese

in PvP

Posted by: Weez.6315

Weez.6315

WvW is a bit different as the stats potential is much higher than sPvP was designed for so I doubt it will true be as strong of an issue.

Uhm since you dont need any specific Attribute to be effective with those traits it is for me the same issue.
You dont even need any Healpower for Shadows Rejuvenation, but hell there is even a pvp amulet with condition dmg and healpower.

In WvW you can spec for even more damage than in PvP but the chances are still pretty low to finish off a thief with those traits.

Mimsy – On a crusade against PU and Phantasm builds!

Concerns about Stronghold Cheese

in PvP

Posted by: Weez.6315

Weez.6315

You can say about Conquest whatever you want.

It´s boring. It´s always the same. It favors tanky metas etc

Many PvP Players think Celestial Amulets are the ultimate Cheese.

Well you haven´t roamed in WvW that much it seems. At the moment there are groups of 5 Condition thieves running around roflstomping everything. With 30 points in Shadowarts they are nearly invincible.

The Conquest mode prevents those stealthbuilds from being that op, from being that much used, but with stronghold there is a gamemode where u dont need to cap points.

So those builds that only annoyed roamers in wvw will annoy the whole pvp community soon. It´s no fun to play. It´s no fun to play against.

WvW players asked a long time ago to nerf those traits but it didn´t happen cause it had no impact to other parts of the game which will change now.

Traits im speaking of are:

Shadows Rejuvenation : This traits resets the thieves Healthbar in a matter of a few seconds while in stealth.
It is for me the counterpart to the notorious PU trait from the Mesmer before the nerf.
I dont understand how you can nerf PU but dont nerf Shadows Rejuvenation.

Last Refuge : This trait prevents thieves at 25% health from dieing. I know there are many thieves that actually hate this trait cause it stealthes without control but in my experience 80% of the thieves in WvW survive only cause of this trait. They engage, nearly die, get automatically stealthed by this trait and escape. It doesnt matter how many mistakes thieves do, with this trait equiped they will always escape or be able to reset and join the fight again.
Since it is an AoE stealth all the thieves around get stealthed too.

In Stronghold we will be able to stealth “important” npcs too, so this effect gets even stronger and will probably be omnipresent. I dont even want to imagine how a stronghold game would look like with the current state of traits to be honest.

What do you think?

Mimsy – On a crusade against PU and Phantasm builds!

(edited by Weez.6315)

Stability changes

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Posted by: Weez.6315

Weez.6315

So far we dont know how many stacks for example the Guard skill “Stand You Ground” grants us do we?

So if it would give us like 4 stacks it would be at least for me a good change, while only 1 stack would destroy WvW imo.

If you have to pay attention to your Stability stacks, you cant just run through all CCs. The commanders must choose a better way through the enemy zerg etc.

With only 1 stack per stability skill the new meta would be static fields + necro wells only ^^

Mimsy – On a crusade against PU and Phantasm builds!

Obsidian Arena Revamp

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Posted by: Weez.6315

Weez.6315

i like that idea +1

Mimsy – On a crusade against PU and Phantasm builds!

[Suggestion] WvW Rewards

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Posted by: Weez.6315

Weez.6315

ah and i forgot in my first post the people that are upgrading a tower/keep for hours.
They should get a much higher reward while defending to make it more attractive.

Mimsy – On a crusade against PU and Phantasm builds!

[Suggestion] WvW Rewards

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Posted by: Weez.6315

Weez.6315

ye my suggestion has some weaknesses for sure and i hope we can improve it though.

Garrisyl.7402

Weez.6315:

Reward the Players that built Siege.
Lets say Person Y gets 60 Wxp for a kill so let´s give Person X as reward for placing that Ac 5 Wxp.

I kinda like this, but the problem is that people might start throwing siege everywhere, even when they shouldn’t.

well for defensive siege its not that big a problem cause there is a siegecap isnt there? So there wont be 15 Acs on one spot.
But people will place more sieges themselves thats true.

Garrisyl.7402

Weez.6315:

At the end of an defensive / Offensive Event you could measure the obtained wxp and give different Rewards.

So lets say you wipe a zerg in SM, thus resetting their wvw exp score, and then head out to cap their keep. The fight lasts 2 hours and you kill them 10 times over, but don’t get any wvw exp since it never accumulates due to them dying so fast. When you finally cap the keep you get almost no reward since you didn’t earn much wvw exp.

Well ye tbh this point was more related to the defensive side. But the offensive side will get 1 bonus reward for wiping that one zerg. Wiping them 5 times in a row isnt that heroic anymore

Garrisyl.7402

Weez.6315:

A commander with a good amount of players in his squad gets a special reward for capping a tower.

So a commander who pvd’s a tower with a huge zerg gets more rewards than a small 5-man roaming group that captures the same tower?

Weez.6315:

Rewarding especially commanders should only be able with a zerg of 10+ ( 10+ Squad Members) i´d say.

What I said above.

thats the point i was most uncertain about. I definately dont wanna reward big karmatrains. But i also dont want 20 commanders on the map with a squad of 2.
So there must be a better solution.

Garrisyl.7402

Rewarding commanders is a good idea, but tricky to implement. It could lead to a lot of hostility and discussions about who gets to tag up.

Well im playing on Gandara Eu and there are always the same 3-4 commanders tagging up all the time and they would love to have some more “competition” I dunno if its that much better on other servers.

Mimsy – On a crusade against PU and Phantasm builds!

[Suggestion] WvW Rewards

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Posted by: Weez.6315

Weez.6315

Hi Guys,

since it seems very hard to reward actions and performances in WvW majorly for defenders i´d like to suggest a new reward system.

Reward the Players that built Siege.
Person X places an Ac at a Keyposition in a Tower. Person Y uses that Ac and kills several Enemies with it. Person Y gets a lot of Wxp and loot for it. Person X gets nothing. So i´d suggest that Person X gets at least a trickle of the Wxp that Person Y gets.
Lets say Person Y gets 60 Wxp for a kill so let´s give Person X as reward for placing that Ac 5 Wxp.

Same for other Sieges in offense and defense. So you couldn´t just only reward kills with the different Sieges but Dmg on walls and gates, or maybe dmg on other Siege too.

At the end of an defensive / Offensive Event you could measure the obtained wxp and give different Rewards. At the moment there is a bronze silver and gold reward, but at least for me it´s nothing i would labour for.

Another Suggestion would be rewarding Commanders a bit more. Those have to use hundreds of rams and other sieges every day so it´s a huge gold sink atm.

Lets revive the Squad mechanic which noone uses at the moment. A commander with a good amount of players in his squad gets a special reward for capping a tower. It doesnt have to be that much, that every commander gets suddenly rich, but at least that much that his costs are covered.

So a Commander captures SM and needs to use let´s say 6 superior rams. That would be nearly 1 gold, so lets reward the commander with a bit more than a few silver like every other member of the zerg gets.

Rewarding especially commanders should only be able with a zerg of 10+ ( 10+ Squad Members) i´d say.

I believe that everyone would love to join the squad of their commander if it would support him.

What do you guys think?

Mimsy – On a crusade against PU and Phantasm builds!

Ranger in WvW after balance patch

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Posted by: Weez.6315

Weez.6315

i wonder what the people that are defending lb ranger are playing in wvw most of the time. Are you guys even roam? and if so do you roam with 5 men all in pvt to cap a camp? are you playing with dire perplexity gear?
Its a whole diffrent experience, if rapidfire hits u for lets say 4k or if it hits you for 10k, if the auto hits you for 4k or for 1k from a 1500 range.
I think if you really wanna know whats going on with ranger atm you have to play one and see for yourself… Maybe i should record a bit ranger lb gameplay.

Mimsy – On a crusade against PU and Phantasm builds!

Ranger in WvW after balance patch

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Posted by: Weez.6315

Weez.6315

Ranger was in a bad spot before the patch so anet does the easiest thing to “balance” a class. They just increase the Dmg, instead of changing class mechanics, supportskills etc.
Increasing / lowering the dmg cant be always the solution.

1500 range burst is only avoidable with certain skills, that you may not have available with your class or with a change of your whole build or with luck cause you got the right skills out of cooldown. Otherwise you will get perforated.

You need 1 dodge to avoid a warrior´s evis. other classes are in close range to burst so you have many options to defend yourself. You can either dodge, CC, soft CC or use a block/invul skill etc
You would need 2 dodges for the Ranger`s rapidfire and you would still get hit.

So you’re saying they should shorten the rapid fire channel even more and make it a stronger burst skill? Um… Ok, I’d be willing to go along with that.

No i didnt say that in this post, if you would ask me i would change the whole Channeling skill mechanic, rebelance the dmg and improve the ranger as a member of a group.

My suggestion would be that channeling skills do not hit anymore after 1 dodge. The effect would be that rangers would have to set up their burst like other classes have to. (Using CCs,soft CCs to land their full burst)

Improving the ranger as member of a group means ( since we are talking about lb) the ranger should be effective in closer range next to his teammates with that weapon, sharing boons with each other etc.
To be most effective in 1500 range is the wrong approach since it does not have anything to do with teamplay.
Thats why rangers aren´t that viable in tpvp. It´s 1 player standing far away ready to get ganked.
On open field (wvw) it´s a different story. You see enemies from far away and can react to it.

Their range has nothing to do with it, this isn’t a dungeon where everyone is stacking in a corner. Rangers aren’t viable in tpvp because their mobility doesn’t compete with thieves and mesmers (who fill the same roll) on maps that allow vertical ports. On Legacy of the Foefire a ranger kicks kitten because he can easily cover 2 points but there aren’t enough maps like that in the rotation.

And when you say reballance the damage I’m betting you mean nerf the damage right? The reason rapid fire received a buff was to give the weapon some burst damage. Without it there are way too many builds that could simply out heal the sustained damage of the weapon.

Look at the post above yours. He is saying the same thing everyone else does when they die to rangers. “1 v 1 I can take on a ranger no problem, but when they are in a group all they have to do is stand behind their allies and auto attack to win.”

So what exactly is the problem here? Other burst builds being used by classes like mesmer or thief can pop in and out of the fight using stealth and teleports to do their damage and escape. Rangers have low access to stealth and no teleports so they rely on their range to keep them safe while they deliver their burst. Their are a butt load of counters to ranged damage and rangers are always targeted first. If you are having problems dealing with rapid fire that is simply an l2p issue.

range has got much to do with it. A ranger far away can only do one thing : Damage. He cant support his team in any other way. No rezzing, no boonsharing, only a projectile CC which isnt reliable in a teamfight.

So on the other side the team itself can´t help the ranger in any way cause of the distance.

So the difference between mesmers, thieves and rangers is imo mostly that the two first classes have to go in close range to do their maximum burst.
Close range means vulnerability. Even though they got more access to stealth , being in close range is dangerous and its a High Risk High Reward situation.
So while rangers definately have that situation in PvP but can´t handle it as good as the mesmer/thief you dont have it most of the time in wvw.
So if you really wanted to change the role of the ranger in the game, a ranged damage increase shouldn´t be the solution. Maybe you should have a look on the Pet mechanics and utility skills. But mobility is definately not a Ranger´s Problem..

By rebalancing lb dmg i mean lowering the damage from far and increasing it from close range.

With 1500 range “counters” you mean blocks and reflects? A good rangers wouldnt just shoot on someone blocking all his arrows or even reflecting them. he would just retreat a bit, maybe use his stealth skill to position himself better and start again.

Mimsy – On a crusade against PU and Phantasm builds!

Ranger in WvW after balance patch

in WvW

Posted by: Weez.6315

Weez.6315

Ranger was in a bad spot before the patch so anet does the easiest thing to “balance” a class. They just increase the Dmg, instead of changing class mechanics, supportskills etc.
Increasing / lowering the dmg cant be always the solution.

1500 range burst is only avoidable with certain skills, that you may not have available with your class or with a change of your whole build or with luck cause you got the right skills out of cooldown. Otherwise you will get perforated.

You need 1 dodge to avoid a warrior´s evis. other classes are in close range to burst so you have many options to defend yourself. You can either dodge, CC, soft CC or use a block/invul skill etc
You would need 2 dodges for the Ranger`s rapidfire and you would still get hit.

So you’re saying they should shorten the rapid fire channel even more and make it a stronger burst skill? Um… Ok, I’d be willing to go along with that.

No i didnt say that in this post, if you would ask me i would change the whole Channeling skill mechanic, rebelance the dmg and improve the ranger as a member of a group.

My suggestion would be that channeling skills do not hit anymore after 1 dodge. The effect would be that rangers would have to set up their burst like other classes have to. (Using CCs,soft CCs to land their full burst)

Improving the ranger as member of a group means ( since we are talking about lb) the ranger should be effective in closer range next to his teammates with that weapon, sharing boons with each other etc.
To be most effective in 1500 range is the wrong approach since it does not have anything to do with teamplay.
Thats why rangers aren´t that viable in tpvp. It´s 1 player standing far away ready to get ganked.
On open field (wvw) it´s a different story. You see enemies from far away and can react to it.

Mimsy – On a crusade against PU and Phantasm builds!

Ranger in WvW after balance patch

in WvW

Posted by: Weez.6315

Weez.6315

Ranger was in a bad spot before the patch so anet does the easiest thing to “balance” a class. They just increase the Dmg, instead of changing class mechanics, supportskills etc.
Increasing / lowering the dmg cant be always the solution.

1500 range burst is only avoidable with certain skills, that you may not have available with your class or with a change of your whole build or with luck cause you got the right skills out of cooldown. Otherwise you will get perforated.

You need 1 dodge to avoid a warrior´s evis. other classes are in close range to burst so you have many options to defend yourself. You can either dodge, CC, soft CC or use a block/invul skill etc
You would need 2 dodges for the Ranger`s rapidfire and you would still get hit.
A ranger just has to secure to keep the distance.
You could argue a mesmer can do exactly the same. But from range its far less pressure than the ranger offers and its not from 1500 range.
1500 range is imo the big problem. You cant bring a gun to a knifefight.

And those storys about using a magnetic shield and the ranger kills himself dont make any point. How bad was that ranger? We arent talking about PvE rangers here.

Many good players i know tried a power ranger nearly the first time after that patch and laughed about how easy it is. It shouldnt be that easy… Ranger shouldnt want to have it that easy.

I have WvW rangers kill themselves on dagger storm constantly. Sadly WvW rangers tend to be worse than PvE rangers. WvW seem to have issues even swapping weapons. If you just sit on a longbow in PvE you’ll get kicked from a party.

If the major of PU mesmers wouldnt have used any stealth skill, the trait would have never been nerfed.. so what
We are not talking about rangers that cant use their skills properly.

Mimsy – On a crusade against PU and Phantasm builds!

Ranger in WvW after balance patch

in WvW

Posted by: Weez.6315

Weez.6315

Ranger was in a bad spot before the patch so anet does the easiest thing to “balance” a class. They just increase the Dmg, instead of changing class mechanics, supportskills etc.
Increasing / lowering the dmg cant be always the solution.

1500 range burst is only avoidable with certain skills, that you may not have available with your class or with a change of your whole build or with luck cause you got the right skills out of cooldown. Otherwise you will get perforated.

You need 1 dodge to avoid a warrior´s evis. other classes are in close range to burst so you have many options to defend yourself. You can either dodge, CC, soft CC or use a block/invul skill etc
You would need 2 dodges for the Ranger`s rapidfire and you would still get hit.
A ranger just has to secure to keep the distance.
You could argue a mesmer can do exactly the same. But from range its far less pressure than the ranger offers and its not from 1500 range.
1500 range is imo the big problem. You cant bring a gun to a knifefight.

And those storys about using a magnetic shield and the ranger kills himself dont make any point. How bad was that ranger? We arent talking about PvE rangers here.

Many good players i know tried a power ranger nearly the first time after that patch and laughed about how easy it is. It shouldnt be that easy… Ranger shouldnt want to have it that easy.

Mimsy – On a crusade against PU and Phantasm builds!