Showing Posts For Wile.5024:

Broken Meta build need to be nerfed

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Posted by: Wile.5024

Wile.5024

Greetings, I fairly new to pvp but

…. I still want to start talking about pvp balance even if I have no idea about the game.

Ele elites worst in the game

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Posted by: Wile.5024

Wile.5024

Solution: Nerf all other elites in the game (or delete them all)

Horrible “I win” buttons for most professions, bad design, made to give casual players some wow feeling, rarely an actual part in any build… I hate them.

Making PvP more appealing

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Posted by: Wile.5024

Wile.5024

Great post, definitely needed changes. I’d like to add one thing:

- Get rid of the chest spam on reward tracks, give more valuable stuff more rarely

Rampage and Lich Form

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Posted by: Wile.5024

Wile.5024

Stability on these skills should be set to pulse on longer intervals, not every 3 secs. 3 seconds is too little time to enable any counterplay by removing stability and cc’ing.

At least double the pulse time to 6 secs and double the boons gained to compensate.

Mesmer nerf reaction

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Posted by: Wile.5024

Wile.5024

Mods should delete the whole thread since OP deleted and this is like third-fifth thread on the same topic that the same person created.

Also for nostalgia, @Ithilwen: L2P

Elementalists and new spec system

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Posted by: Wile.5024

Wile.5024

Good post and the trait changes indeed do seem like an issue.

However, considering cele meta now and based around the mentioned warrior and thief buffs, shouldn’t the discussion be about nerfing warrior, thief and engi along with the ele to give another classes and multiple specs a chance.

Is interrupting a 1 v 1 unfair

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Posted by: Wile.5024

Wile.5024

This thread could easily be a result of the team balance issue which is being discussed on this thread: https://forum-en.gw2archive.eu/forum/game/pvp/Practice-Arena-balance/

@OP, if the game was 5v5 game, by all means go +1 and punish the enemy.

Personally if in practice mode and in a 5v4 situation (which it usually is), I’d seek only even fights… unless the enemy is some sort of bunker. The side with more players is going to win almost every time, and zerging with superior numbers isn’t fun for me.

Practice Arena balance

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Posted by: Wile.5024

Wile.5024

If you remove rewards farmers will move into unranked/ranked for dailies and whatnot. This is a terrible situation that is luckily avoided by hotjoins having rewards.

Isn’t this a good thing? Farmers would have to actually play the game to get the rewards, they’d have to try their best to win in a fair situation.

Boosting the player pool for matchmaking could improve the games for everyone. The 0 experience players who atm sometimes show up in high MMR games could actually be matched with other 0 experience players?

Practice Arena balance

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Posted by: Wile.5024

Wile.5024

=> Ppl can actually practice in practice mode when incentive to faceroll is removed

The biggest incentive still remains: winning. And most players want to win so badly they don’t care about sportmanship.

I have to disagree, feel like the main incentive to faceroll 5v3-4 is about the easy rewards. If you take the rewards away, satisfaction about winning would come from winning on equal terms or your individual good performance, let’s say winning all your 1v1 fights or ressing your downed teammate and turning the teamfight around for example.

=> Dueling/sparring etiquette makes games less hostile, players can talk to each other

This is a dangerous way of thinking. I’d say that players who want to duel should simply go to 1v1 servers. Rotating correctly include how to +1 the opponent, so by nature practice should not respect duelling conventions. People whining about “1v2” or “1v3” simply demonstrate their inability to read the flow of the game.

I’d argue hotjoins don’t teach much about the rotations since it’s so rarely 5v5. You won’t see any results of your good rotation if you’re a player short since you won’t be able to +1 anyone. On the other side you’ll be fighting at least +1 basically all the time so rotations won’t be even needed.

Also, the few dueling servers have clear rules and at least the most popular one allows only 2 players on the map AND it’s basically experienced players only. If you try to practice/duel on a hotjoin server ppl are going to join and cap points and try to kill you without even thinking.

Friendly noob experience

That could indeed be the case. Still, there are lots of players that join practice just to crush the occasional beginner, or simply to avoid uncomfortable situations in ranked games, where your “real” level can be more easily decrypted.

I guess it’s true there are players like this, I don’t see it as a bad thing though… it’s good to fight against more skilled opponents to train, and if the rewards would be removed, the more experienced player could actually help the newbie by practicing together instead of only focusing on getting 500 points.

Practice Arena balance

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Posted by: Wile.5024

Wile.5024

Easy fix: remove all rewards and progression from practice!

=> Ppl can actually practice in practice mode when incentive to faceroll is removed
=> Dueling/sparring etiquette makes games less hostile, players can talk to each other
=> Friendly noob experience
=> Larger player pool for unranked/ranked
=> Everyone is happy

New PvP reporting system options

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Posted by: Wile.5024

Wile.5024

Also add a small box where you can write what happened!

Am I am idiot, or were they just salty?

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Posted by: Wile.5024

Wile.5024

I capped middle then grabbed both ferocities in time to run back to defend mid. After that I pretty much stayed mid because I had a near constant flow of enemies trying to take it, We won.

If there indeed was a constant flow of enemies coming to mid to waste time / die to your traps, I don’t see why staying there wasn’t a good idea.

You should however, assist on the middle buff captures as well and keep an eye on the minimap and look if someone is going to get overrun and go help before that happens. Also keep track of deaths, respawns and again the minimap so you’ll know how to rotate, for example rotate out of mid to help elsewhere when you have an ally respawning.

Probably at some point they were fighting 4v5 and losing, then someone just looked at the map and see you “afk at mid” and got angry. Happens a lot to off point holders and stuff so you shouldn’t take it personally.

Blind picking/Draft mode?

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Posted by: Wile.5024

Wile.5024

This is an issue at ranked too not just tournaments. Hiding the enemy roster while waiting for the match to start is something this game needs a lot.

Exactly, this is an issue that affects the whole pvp gamemode and takes away a lot of the fun when you cannot play what you’d like and enjoy the most. For some reason, anet decided to create clear counter builds/classes (thief>mesmer, nec>engi, shoutheal>conditions etc) which ppl pick when they see what the enemy is playing. Counterpicking has nothing to do with player skill and I think it’s bad design, especially when the counters are so strong and compete for the same roles.

Draft pick could be nice for tournaments and such but too complex for ranked. Like witcher said, just hiding the enemy roster would be optimal: enable communicating and building a functioning team but disallow pure counterpicks at the last second.

Suggestion for fixing ranked queue

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Posted by: Wile.5024

Wile.5024

Limiting the population more is not the answer for better games since matchmaking will work even worse.

I think actually removing unranked (there’s no real difference between ranked/unranked) would help though.. bigger pool of players → better matchmaking but this is another topic…

It's like de_dust all over again

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Posted by: Wile.5024

Wile.5024

on foefire there is very little you can do to win unless you win every single team fight, 3 pts , short distance, take a def comp and zerg from A to B..easy and far too effective,reason why foefire is always voted : a cheap map that rewards cheap bunkering and easy to apply range burst

This is also what I meant with foefire favoring organized teams so I fully agree, just a better explation : D

It's like de_dust all over again

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Posted by: Wile.5024

Wile.5024

Feel like forest and foefire get picked most often due to several reasons:

Foefire:
- Favors organized teams with small distances between points for fast rotations
- Favors pew pew rangers and other classes who can watch a point AND dps mid from high ground
- Turret placement for turret engi
- Good map for thief and mesmer with blink and such

Forest:
- High ground at keep favors certain specs, power ranger and engi again especially
- Chieftain and svanir

Both maps may give newer players a sense of accomplishment for killing chieftain/svanir or the lord (even when often it’s a bad idea to go for these). Both maps (especially foefire) have a simple layout. Might also be a favored option for solo players as maps like temple require some team communication to actually get the buffs.

I’m sure there are other reasons but these came to mind first… don’t think enabling the other maps is a good thing however, they favor certain classes even more and have bugs. Maybe instead rework foefire and forest a bit to give kyhlo and temple more votes.

Pick your shield now!

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Posted by: Wile.5024

Wile.5024

is there a way to get the mistforged hero shield if you haven’t done any WvW?

Next mesmy nerfs pls

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Posted by: Wile.5024

Wile.5024

Hahah usually mesmer doesn’t even have cond removal (in order to have enough dmg to kill someone) and just dies if gets hit by too many conditions… And you want to nerf distortion which is an active defense?

On top of this 50% weaker heal when mesmer sustain is already bad (again if you want to deal dmg).

This must be a troll post or OP is someone completely new to pvp (and if so shouldn’t be talking about balance)

edit: must be a troll post because of this: https://forum-en.gw2archive.eu/forum/game/pvp/Next-engy-nerfs-pls

(edited by Wile.5024)

Chronomancer Stream Discussion

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Posted by: Wile.5024

Wile.5024

thanks a lot miku!

Chronomancer Stream Discussion

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Posted by: Wile.5024

Wile.5024

someone pls do a summary of all the skills and traits with descriptions, cds, everything I give you all the +1 possible!

How do you win against Eles and Mesmers?

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Posted by: Wile.5024

Wile.5024

My main problem with mesmers are the clones, like, i really can’t see where the real one is, it’s so confusing.

You just need experience to keep track, I recommend getting a mesmer friend to spar against. With a little practice you’ll be able to find the real one almost instantly due to the movement differences and animations.

Mesmer Stealth Nerf?

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Posted by: Wile.5024

Wile.5024

“l2p?”

LEARN TO THINK FOR YOURSELF. Crying? Make a well thought out reply and stop parroting.

Your first thread didn’t get far since no one else rly wanted to make clone death baseline (not even other mesmers like me), then you make another thread where you baselessly accuse anet for ninja nerfing… On both threads you claim this is only happening because some anet dev got destroyed by it.

All this does seem like figuratively crying to me. Don’t you think the devs have actual reasons? Have you considered these kind of builds are not fun to play against? Counterplay is limited? It’s low skill and doesn’t promote using the main class mechanic?

You also say you’ll be now put back a year (pvp skill? Effectiveness?), and stuck with an ineffective build. To me this does imply a L2P issue, literally learn to play another build…. Come on, they’re even buffing some of the good stuff.

Combine shield with what exactly?

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Posted by: Wile.5024

Wile.5024

If I understood correctly, the shield won’t have direct dmg abilities nor damaging conditions so wouldn’t that mean scepter and sword are equally viable…. Pick the MH which goes along with your build

Mesmer Stealth Nerf?

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Posted by: Wile.5024

Wile.5024

Lets see….

-This is already the second post you started on the topic
-Weren’t you even quoting a dev on these changes? I don’t see how that equals to some ninja nerf
-Title is confusing

Condi is getting buffed, L2P, stop crying and adapt your old build to something better that actually uses the main class mechanic more.

OP panic strike teef inc.

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Posted by: Wile.5024

Wile.5024

Thief buffs seem to be aimed at keeping thief a clear #1 when considering zerk classes… I don’t understand why not make builds/classes competing for the ~same role more even.

I heard they were buffing mesmers

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Posted by: Wile.5024

Wile.5024

Short answer to your short post: yes, they need buffing

Make clone death baseline

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Posted by: Wile.5024

Wile.5024

Clone death spam is not what I play, nor is it what I’m suggesting. I also challenge that notion that that play style has no skill.

PvP has pervasive AOE fields. These largely prevent an effective shatter by killing the clones before they explode.

So, clone death should be available. Otherwise Mesmer is often locked out of team fights for any form of shatter. This is perhaps one of the reasons Mesmer have difficulty finding a niche in PvP.

I’m aware that it’s fashionable at the moment to parrot the idea that clone death play is “unhelathy.” I’m not suggesting it as a main play style, I’m saying that I run a shatter mesmer with clone death traited and I count on the clone death traits to guarantee some damage.

Since we’re talking about “passive” and “no skill” gameplay. Let’s consider the fact that AOE fields auto nerf shatter with no input on the part of the defending player. It’s ignorant to point the finger at clone death as “no skill” when in fact it’s simply a counter to all those “no skill” aoe’s. I’m looking at you, Warrior, Guardian, Elementalist, Ranger and Necromancer.

Yet ppl do manage to pull shatter off without the clone death traits, more or less “the best” mesmer pvp build is a shatter build without clone death.

Yes AoE kills clones sometimes too easily but the discussion should be about making the clones more resilient (to AoE especially), not punishing players for AoE killing the clones. Sometimes they have no choice but to hit the clones with their skills, even if they know which one is the real mesmer and even if they try to avoid the clones. Sometimes ppl actually use AoE for defense intentionally, and they should be rewarded for doing so.

This is just my opinion but to me clone death traits have always felt like rewarding mesmers for not knowing how to use their class mechanic (shatter): proper setup and fast execution. Personally I dislike these kind of game design choices and I’m happy to see the traits gone.

Make clone death baseline

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Posted by: Wile.5024

Wile.5024

With PU, confusion application, torment getting buffed + IP baseline for more condis, there’s absolutely no room for this nonsense. I play mesmer only and I’m glad passive clonedeath spam requiring almost no skill is going away.

Runes for Mesmer (wvw)

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Posted by: Wile.5024

Wile.5024

Definitely traveler, all around good rune and since you’re roaming the 25% move speed is a no-brainer

DE or IP as default?

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Posted by: Wile.5024

Wile.5024

Hoping for IP, enhances the class mechanic and promotes active play

GW2 needs clear visuals to be eSports viable

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Posted by: Wile.5024

Wile.5024

This and the other thread had good suggestions, anet should implement most of these. Even if game isn’t super #esports (atm, maybe never according to some) , making the game better to play and spectate should be a no-brainer for the devs.

Damage - mtd codni versus power shatter tpvp

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Posted by: Wile.5024

Wile.5024

quite enough fanboys circlejerking on these threads already, some of the comments make me cringe… no need to add more : D

Damage - mtd codni versus power shatter tpvp

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Posted by: Wile.5024

Wile.5024

http://www.twitch.tv/thelordhelseth/v/4025434

45:00
extremely informative.
check it out.

Hahaha, totally the reply this thread deserved

[video] mtd - yes yes another one :D

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Posted by: Wile.5024

Wile.5024

Things is this vid came without a biased comparison or laughable claims, so that alone makes this the best vid you’ve posted.

Mesmer Duo

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Posted by: Wile.5024

Wile.5024

lamest thing ever

Damage - mtd codni versus power shatter tpvp

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Posted by: Wile.5024

Wile.5024

Elitist’s comments remind me of the many one-sided claims made for MtD in this and other threads… just the other way around. Most of the MtD defenders arguments are/were equally bad : D

Few small changes you would make to the meta

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Posted by: Wile.5024

Wile.5024

Thief stealing from mesmer currently gives them all boons for 10s except stability for 3s. Stability and aegis basically makes them invulnerable to a lot of the mesmers counterplay (such as IP daze), they jump away or keep dodging and repeat the same thing again since stealing CD is so short…

In addition to what phantaram suggested, removing stability and/or aegis from stealing would make thief vs mesmer a lot more balanced. Getting all other boons for 10+ secs is still very powerful.

opinions on build

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Posted by: Wile.5024

Wile.5024

Like Noss said this build is bad, desperate decoy is worthless… you can also mess decoy up with the same thing. Cooldowns are shared for the staves so picking double staff just for the sigils is a bad idea.

I imagine this build would be ok at the lowest possible tier of play.

How to make GW2 more spectator friendly

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Posted by: Wile.5024

Wile.5024

Yea they should definitely add options to disable or tone down completely unneeded effects. Like you said, weapon, backback, minion, finisher effects should all be removable. Also would like to be able to tone down effects of all the abilities that do instant damage, for example the fire sigil… you’ve already been hit, nothing can be done, the fiery explosion gives you no info.

The stuff I want to see include: Fields, channeled abilities, AoE circles, invulnerabilities used (stone signet, endure pain, distortion etc) and especially animations. In addition to improving the spectators experience, this would also affect the players… cause the animations to be more visible and enable more skilled counterplay.

The teamcolor changes you mentioned sound like a very good idea too.

Whats With The Bad Match-ups again?

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Posted by: Wile.5024

Wile.5024

Your MMR rose so high when you played with turret engi. Because of that MM still expects you to carry stuff like whole team of solo r1 players, even if you’re not playing turret anymore… you need to give it time to adjust back to lower MMR by losing a lot.

MMR normally should be class based, afaik?

The way I understood it is there’s one MMR for you as a player and another one for the profession… I don’t know how it calculates the total for matchmaking (average, weighted average etc)… or if it even works like this. I also remember reading something like profession MMR was turned off, have no idea if that’s still the case. But yea you could be right and it could be just class based too….

Whats With The Bad Match-ups again?

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Posted by: Wile.5024

Wile.5024

Your MMR rose so high when you played with turret engi. Because of that MM still expects you to carry stuff like whole team of solo r1 players, even if you’re not playing turret anymore… you need to give it time to adjust back to lower MMR by losing a lot.

Engi are ruining PvP! Pls Do something!

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Posted by: Wile.5024

Wile.5024

Better communication helps and gives a better chance of winning – yes, this is true for any game ever.

Is it an valid argument not to nerf turret engi? No it is not.

Engi are ruining PvP! Pls Do something!

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Posted by: Wile.5024

Wile.5024

Good players that communicate still beat multiple turret engis every time. It is about communication and proper rations.

That’s just it , you need good players to beat even horrible turret engis… that alone says there’s a balancing issue (and it’s not the only thing, nowhere near it). Anyway this has been discussed to much greater lengths in other threads already…

Engi are ruining PvP! Pls Do something!

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Posted by: Wile.5024

Wile.5024

Not difficult to read from the OP’s completely one sided, one dimensional post who plays a turret engi. Some mod should just delete this joke thread.

playing ranked played 36 won 11 what's up

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Posted by: Wile.5024

Wile.5024

You’re playing a difficult class with no experience, maybe the most difficult class atm. I’d advice you to first look up a build (link at bottom), read a universal pvp guide and then vids on how to play mesmer.

If you’re new and you’ve been losing heavily, your MMR is already at the bottom… they just can’t give you any better players to compensate. If the matchmaking is working at least a bit, the enemy probably has equally bad players but they get carried by their easy specs which allow mistakes (tanky, healing, AI).

http://metabattle.com/wiki/Category:PvP_Mesmer_Builds READ THE USAGE SECTIONS FOR EACH BUILD , there are also links to videos and streams etc

(edited by Wile.5024)

BAD DAY FOR PVP !

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Posted by: Wile.5024

Wile.5024

doesn’t rly differ from any other day

Damage - mtd codni versus power shatter tpvp

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Posted by: Wile.5024

Wile.5024

@cbezzant.7154

First off, all your shatters shouldn’t all be on CD for a long time. Learn to start with F3 then F1 while on staff. Save your F2 for Scepter so that you get a nice confusion burst. The idea is to keep constant pressure throughout an entire fight. Unless you know your enemy has no condi clear, it’s not smart to unload all your shatters.

You should almost never start with diversion, unless you want to interrupt some high dmg channeled ability like ranger lb being already thrown at you. Instead save it for interrupting key abilities when needed.

Starting with F2 seems the best option to me, high dmg first and the confusion stacks will keep the enemy from dealing dmg to you. Keep the pressure up with F1 after that.
When the F2 has recharged, that’s probably where you’ll be able to end the fight with a burst of conditions.

staff clones do great dmg if you spread them out far from each other and the bounce is great for buffing and dmg would be 1k dps with burning proc and 2-3 bleed stacks .

scepter usually used for lure the dodge or cleanse with #3 and to buff you dmg with #2 and #5 confusion

if you used all you shatters and the enemy just used cleanse then you have to stay back with staff and spread out clones or go with scepter and try to block to proc the torment

These all are good ways to keep the pressure up, though there’s one thing about the bounces to note: It will work better the closer you are to the target so backing up to max range isn’t always the best option.

(edited by Wile.5024)

fireair or air energy

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Posted by: Wile.5024

Wile.5024

I like to run fire+air on gs for bigger burst or for example shooting at some running target at max range. Then energy+something on staff.

Another dodge would be great cause like frost said you’ll need every one of them.. but sometimes the extra damage from fire sigil translates into better defence too, I think this is especially true when fighting thieves.

How are Turret Eng OP?

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Posted by: Wile.5024

Wile.5024

Some of you are forgetting about the CONQUEST we’re playing. Turret starts at ideal circumstances yes, this means he’ll be able to hold the point/take a point while the enemy is trying to kill the the rocket turret etc, gaining points = win the game. And taking out the rocket turret it’s just if the enemy knows what he is doing… horrible matchmaking puts players of all skill lvls in the teams, I’ve seen ppl dying to a turret engi 2v1 so many times it’s not even funny.

You can imagine 2 new players buying the game (same skill level), one rolls a turret engi and one plays something else… Then put them against each other fighting for a point, it’s going to be like 6months at least before he’d have the skill to take the starting level turret engi down. Ofc during this time the turret engi will also get better and the situation will stay the same. Eventually even if you hit the skill cap with turret engi, he’s still going to be holding the point and contribute to the win more than the player trying to kill him.

You can talk about out rotating or countering all you want but the thing is… rotation takes a whole team of skilled players and counter builds suck everywhere else in the game. What if there is more than one turret engi? What if the turret engi is supported by cond removal? Turret engies don’t just queue solo nowadays, ppl want easy wins… and to farm points on the farmingboard.

Basically it’s a highly effective automated build with AI and tank stats while putting out huge dmg holding the point, ~zero skill is needed to have positive effect on your team winning the game. I do get that some easy to play builds are good to have for new ppl to get into the game but the effectiveness of a zero skill build should cap somewhere lower and shouldn’t require a much experienced player to deal with it. It’s unfair and idiotic design.

My suggestion for the leaderboards

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Posted by: Wile.5024

Wile.5024

Overall good suggestions, I’d like to comment on few:

(3) The old lb didn’t place you somewhere around the rating of the team you defeated, it just gave you more +rating the higher rated team you beat compared to yours (with the exception of the few first games you played). I think this is better than your 3. suggestion since it lowers the effect of a lucky win.

(4) Remove temporary decay as a stupid mechanic. Permanent decay should exist but it should be zero for like two weeks of inactivity, after that slowly ramp up exponentially. No one should be punished for taking a few days off… some ppl actually have lives outside of gw too.

(5) This is a good suggestion, and I’ve seen other games do this… you could easily make a leaderboard for players queuing solo, duo or 5-man while keeping them in the same matchmaking.

(9) This suggestion is stupid. MMR is self balancing, if you win lots of games => high MMR but when you eventually do lose, you will lose a lot of it because of the MMR difference between teams. No need to punish good players.

Some suggestions I’d like to add:

(11) Old lb was too volatile, few unlucky games and you’d be 100→800 => put for example a 0.2x multiplier before all the MMR changes.

(12) Get rid of placement matches for the MMR, instead make all players start from a low MMR number and work their way up. Ppl completely new to pvp would often end up in high tier games and RUIN them for the teams they got into causing rage.

(13) Don’t put players with less than ~50 games on the leaderboard at all. Some ppl got to the top with lucky placement matches… 50 games gives you a more accurate leaderboard (even if with a working decay they’d be thrown out there eventually).