Showing Posts For XIII.9615:
Yeah, where’s the hype? They gotta tell the world, if they want the views!
I heard it’s gonna be on the 1st of Sep 2am CEST in a stream chat casually.
As someone who is generally interested in games that are played competitively, I can tell you that the biggest problem of GW2 can only be fixed by the community. And it is pretty simple: We just have to play the game.
What I mean is, there is depth in this game, that needs to be explored. I know this is not a popular opinion in this circlejerk cesspool of a forum, but I hope that a generally positive thread like this doesn’t attract these people.
Something like dedicated healer classes for me are just band-aid fixes to force teamwork. The strategic depth of such a game gets shoved in your face. Other than riding the mechanics of the game, there is innovation to be had in GW2.
Many people, especially on these forums, are denying this, because of serious overestimation. They think they are good at this game and they are, but only relatively. Imagine how good they will be in a few years. And I guarantee you, this game will be played completely different from now, even if Anet would have stopped patching.
Many people will have experienced this phenomenon with Street Fighter. The game you played, when you first picked it up is completely different from the game the FGC plays that got decades of knowledge. A more recent example is SC2: Watch a game of the first season of GSL and compare it to a game of the latest season of WCS.
To illustrate my point: Combo fields are not useless now, because they are generally weak. They are useless now, because you only have to have an edge over your opponent that is big enough for your team to win. But if we keep playing this game, we will have to find our edge elsewhere. To win one team has to pull more clutch plays than the other.
We admire Teldos twitch reactions now, but imagine the display of muscle memory and team coordination there would be, if Koreans would pick up this game and play it twelve hours a day in their PC bangs.
I came to think of, if it would be fun, if we would get loot bags for kills just like in WvW. The idea behind that is that you get rewarded based on the rank of the opponent you kill. So the better the opponent, the better the loot.
How to make this work:
1. It must be possible to lose rank. The rank would have to be linear to your ELO or ranking on the leaderboard, so if you win a bunch, you would progress upwards the rank tiers and if you lose too much you end up being a rabbit again.
You would drop items of your rank tier, when you get killed.
2. The progression has to be fast. It has to take just a few games to move up or down a rank tier, or else everyone would end up on the same rank tier, when the ELO system does its work and everyone sits on 50% win ratio. It would have to be possible to maintain around 50% win ratio but still vary in rank.
3. There has to be a larger number of items. It would be boring, if you would get a weapon or an armor piece with every kill. Just like in PvE the drops should be crap most of the time, like junk items (greys) you can sell for glory, or salvagable items you can salvage for arcane powder. Mystic forge components would be the rares and actual armor and weapons the exotics.
Furthermore the prices would have to be adjusted. Everything would have to cost much more glory and mystic forge recipes would have to require much more arcane powder.
It should be possible to work towards the armor you want (which would essentially mean ranking up and getting to be a more skilled player), with the occasional lucky drop.
4. Looting on the interact hotkey has to be disabled, so that it is only possible to loot with the hot key for AOE looting. It would be very annoying, when you try to res or stomp someone, but loot instead.
5. Rewards have to be disabled for hot joins, otherwise it would be exploitable. You could meet up with high rank friends to kill them for better loot or do massive zerg fests for huge amounts of loot.
Just like in dota2 hot joins would be practice matches and would give no rewards. More players would have an incentive to join the solo queue.
So what do you think? I know this looks like a lot of work and I don’t really expect something like this to be implemented, but with the talk about reworking the reward system it is fun to speculate how far it could go.
I could see some complaints about team mates not concentrated on the fight, because they are looting, but that doesn’t seem as bad as 3 team mates capping the same node, as it is only one button press. DPS specs would be favored, because more damage means more kills, means more loot, but bunkers are also not getting the most glory with the current system and I guess it depends on how many people attack the node you are defending.
Please discuss, if you are interested. Should you also get rank points for kills, or should rank only be acquired through winning matches?
My mouse only got three buttons and I’m doing just fine. For me it even seems to be better that I have to press more buttons on my keyboard instead of my mouse, so I can still aim unhindered.
It’s like playing chords on a piano or guitar, only a lot easier. If you ever played a computer game you shouldn’t have problems with getting used to pressing one additional button to wasd.
Toss Elixir R (the toolbelt version of the skill) really was overpowered in my opinion. When they fixed it, so that you got the res off no matter where you were inside of the circle (before you only got the ress in the middle of the circle; if you were more to the edge it healed less), it became to reliable. Before that many people took the toolbelt recharge trait just to get two elixirs off at the same time. After that I don’t know of anyone who still takes the trait, as the res is almost guaranteed with only one elixir anyway.
But I thought the original poster wanted to specifically talk about the none toolbelt ability. He kind of states it that way. One could argue that the cost for abusing toss Elixir R is too much now, that Elixir R is just so bad, you can’t justify slotting it even for the overpowered toolbelt variant. But I guess that would be kind of off topic, if I read the original poster correctly.
So why is the none toolbelt Elixir R not worth it anymore? In my opinion it just doesn’t do anything. The cast time doesn’t make any sense. GW2 is a fast paced game, where you need to react fast. That’s all the dodge mechanic is about. You can’t predict when you need to dodge. You see a skill coming and you dodge it.
Let’s say your build relies heavily on your endurance to survive. Even without the stun break Elixir R seems to be an obvious choice for that kind of build. But with the cast time it is just a wasted utility slot. You probably have Speedy Kits and Invigorating Speed in this build. You would refill your endurance preemptivly, when it probably would have regenerated by the time you need it anyway. You are better off with a Sigil of Energy.
Now you are basically slotting Elixir R only to abuse the toolbelt version. Maybe a stun break while refilling endurance was too much, too. But the added cast time is just too big of a nerf. Instead of making Elixir R useless, they could have just nerfed the toolbelt version.
Anet is just implementing a new condition. That’s not necessarily a buff, it’s just the new shiny thing. Looking at it as if it will be a straight buff is wrong.
Especially since this condition will only deal damage. It will be another deal, if it will be comparable to immobilize and chill. From what we know, it isn’t. If it would completely shut down all movement, the damage would just be overpowered and if you take a look at confusion, that’s easily fixed.
You have to compare it with burning and confusion. That means the impact of this new implementation comes from it being an additional condition to be cleansed. My problem is that a Mesmer can already apply a relative wide variety of conditions. Necros and Thiefs have to rely on stacking bleeds for the most part. I guess that’s also the reason why Necros will get burning. In this case the classes don’t get a straight up damage buff, but only get more diverse. In Mesmers case not so much.
In the end torment won’t be a huge impact, as it isn’t a straight buff, it is just an increase in diversity, so why not give it to classes it fits best lore wise?
On a less serious note: In my opinion it will be more fun to be the one that get’s torment applied, rather than being the one that apllies it. You apply it with just a button press, but the one the gets it applied has to try to negate it, or it’s damage in different ways.
If you are going to talk about switching utilities then you should mention the swiftness from Medkit and/or Elixir B. I switch in and out of Medkit when I don’t have Speedy Kits traited and it only takes a second. Used with Elixir B it has a lot of uptime.
Elixir B and Medkit is actually perma swiftness, too. There is really no reason to complain. Engineers get perma swiftness either with speedy kits or by swapping to medkit and elixir b, when you want to travel. The argument that we have to waste traits is invalid and swiftness is always better than the 25% passive speed boosts.
Scepter/Dagger got so much AoE, you can burst down up to 5 mobs (maybe even more) instantly from level 2 on. You just have to learn some burst combos and you can literally stay in fire attunement for leveling.
The build that boosts the damage in air attunement is probably the most used at the moment. Look how it plays out: Staying on air attunement is still not efficient. You have to use water and earth for defense and the damage of fire is still not negligible.
This is how this class is intended to be played. You may trait in a way that your burst combo is in air attunement, but there is still greater potential to be exhausted. There are traits that give benefits to single attunements, but I don’t see how these would encourage one to stay in one attunement. One attunement gets benefits; it doesn’t even get necessarily stronger.
On the same note: I thought you get the attunement specific benefits as long as the icon for the attunement is displayed next to your active boons. So, if you traited 10% damage in air attunement for example, you still get the 10% damage, when you swap from air to fire and use a combo, before the air attunement icon vanishes.
I don’t see another reason, why the icon of the last attunement would be displayed a few secods after you swapped out of it.
What are you doing with your life?
This forum is just as bad as every other official game forum. It shouldn’t be taken seriuosly by anyone and I’m shocked to read elsewhere that apparantly the devs are reading in here.
In my opinion a dedicated PvP community website would be really healthy for this community. As small as our numbers might be, there is no reason to not post content on http://www.reddit.com/r/gw2esports, or guildwars2guru.
I wish this game could be balanced around competitive play; but at the moment I think that its paramount this game, have a more fun and balanced experience for casual players, as the need for a larger pvp community trumps trying to please the small existing pvp community. I think thats a reality a lot of competitive players in this game are having a hard time grasping.
If you wish to alienate the majority of the casual community, then the competitive community won’t have much to play for. The casual players are in essence the pillars on which the competitive community is built. Sadly if your saying its fine that those pillars erode away, then there won’t be much hope for a competitive community.
All I can say, is (and I know this is a lot to ask) be patient, once this game becomes more bearable for the regular casual player, then the high end fixes and balancing can come in, because its the job of the competitive community to adapt; whilst your regular player simply lacks the time to do so.
I know that this is a very mundane topic, and we could argue this back and forth, this is only how I perceive things and to each his own I suppose.
There are tons of PvP games out there with a bigger following than GW2 while being much more demanding. There is definitely an audience for competitive gaming that is strong enough to support games for many years. There is definitely an audience for GW2 PvP, if it would just have the necessary features. The competitive gamers would play this game, if competition would be possible.
Not everyone that plays competitive games is a pro gamer. It is possible to enjoy competition casually. This audience could very well be alienated, if the skill ceiling gets too low. The players that quit, because they get 1shotted aren’t expected to buy GW2 anyway, when Anet says they want to go the esports way. The players that are attracted by the esports label are in it for a huge learning curve that differentiates the skill of the players.
:( I am not a dev… or a quaggan..
How bad have these forums gotten that a positive post gets called out as trollbait ?No I’m rank 43, Pink Puma. Team USA.
The Game has issues, but I’m having a ton of fun playing.. wutevz haters gonna hate.
this is the first game you play pvp in? and do you play mesmer or thief?
Warhammer online Dark age of Camelot Everquest Eve online Darkfall online asheron’s call warld of roguecraft to name a few off the top of my head..
Yes I main mesmer/necro.
anyone who plays mesmer has fun
Nice one, Mr Guardian.
You sure showed him now!
This looks… kind of unorthodox o.o
But interesting. I´m curious hw it´l work out. Even though I´m a bit sceptical about the use of rocket boots…
Rocket boots is just personal preferance. It’s got low cooldown and I like the additional burning from the toolbelt skill. I don’t think the vunerability from elixir s is as good, when you rely on healing power to survive, but the stability would be nice. Elixir r would be good against condition burst, but I don’t like the high cooldown. I don’t think utility goggles would add anything to the build.
Incendiary Powder trait and only 4% crit chance… Okay…
At 75% health it’s 24% crit, which makes it the best choice out of all other options for this trait in my opinion.
This would make the engineer on par with the other professions.
Yeah, but kit swapping as it is, is actually superior to the weapon swapping of the other classes, as it is one of the specific strengths of the class. Why would I want to be on par with the other classes in this regard?
The Engineer doesn’t have to be as good as the Elementalist at the class mechanic of the Elementalist. That’s what defines the different classes, they got different strengths and weaknesses.
To have as much utility as most of the other classes, an Engineer would have to use just one kit besides the med kit. Remember that weapon swap got a cooldown and kit swap doesn’t.
In addition to that Engineers got the four toolbelt skills. They may not be as strong as a utility skill, but you could look at it that way: Dedicating one utility slot to stun breakers is a necessity for every class. The Engineer gets a second weaker utility skill for his stun breaker.
For me no cooldown on weapon swap in addition to the toolbelt is actually the strength of the class. I gladly give a utility slot for that.
This is no build to deal massive amounts of damage. Because of the high survivability and spammable skills with low cooldowns, you will eventually down your enemy. But this build really excels at node defending. The engineer has great potential at bunkering, because of the variety of knock backs, which let you control the node.
I had the most fun with this build fighting Elementalits and Guardians. Generally speaking, the longer the fight, the more options you got to turn it in your favor, as your enemy will use his high cooldown abilities, while your abilities got rather short cooldowns.
The idea was to mimic the OP Elementalist bunker build. So what i needed was four weapon sets to constantly switch between and high healing power and boons to add to my survivability.
This is what I came up with (copy and paste the links):
Condition damage based:
http://gw2skills.net/editor/?fcAQJAqel0pyaX3y3F1LJyoCfWIFFmgJSh+ZZfUwWPIA;ToAg2CroAyAkAIbOOgk5MEZKA
Power based:
http://gw2skills.net/editor/?fcAQFAUl0picX3y3F1LJSIFFmgBqQeJSh+ZZfUMfPIA;ToAgzCmoAyAkAIbOOgk5MEZKA
The power based build with Magnet and Overcharged Shot got two more ways to get your enemy off the node, while the condition based version does more damage and is better at cleansing conditions. I actually think the condition based version is far superior and the power based version wouldn’t be worth mentioning, if the rifle skills weren’t so much fun to use.
With the recent nerf to Kit Refinement you will only get one condition removed every 20 seconds anyway, so it is debatable to switch out the flamethrower for the tool kit. Basically what you get is either invunerability with gear shield to counter burst, or great sources of burning with the flamethrower for more damage.
A huge weakness of this build is condition burst. If you face an enemy that can deal massive amounts of condition damage in a short time, you’re at a huge disadvantage. But this is a weakness of every Engineer build really. In fact this build is a little bit better at countering condition damage with high healing power good accessibility of regeneration.
Another strength of this build is that it is quite good at might stacking, if you time your healing skill and kit swaps.
(edited by XIII.9615)
If the grenades would use targeting, it could be that you won’t hit your target every time it moves, because the grenades fly quite slow compared to other number 1 skills. That way it is actually good that you can aim ahead of your target, so it will run into the grenades.
Besides that for me the 1337 skillz of being able to never stop moving while hitting my target with grenade spam feels very rewarding. It would be very boring to let the game do the work.
Doesn’t the effect of Elixir S break, when you use an ability form your kits? Like you can swap to the med kit, but when you lay down a bandage the elixir effect ends. I always thought it works like this.
This community is kinda wierd. Normally it’s the smaller the community, the better it is. Compare LoL and SC2, or CoD and Warsow. Oh how I miss the glory days of Warsow 0.3. It had the best community I have ever seen, consisting of maybe a few hundred people.
The GW2 PvP community gets smaller every day, but seems to get more toxic. Some people claim to still have passion for this game. What if I told you that you don’t have to whine and insult constantly to show your passion? Xeph seems to be the only one to get this.
When did he stop playing? It seems pretty outdated to complain about Thiefs and Mesmers.
He claims that conquest mode in comparison to arena is monotone. But in my opinion arena sounds more boring, when it’s just “all about crowd control or focus fire, they are also about healing and healing prevention”. This doesn’t even sound like a game mode, he’s just listing the combat mechanics. I guess conquest can be pretty boring, if you can’t come up with strategies.
He then goes on to explain why arena wouldn’t work in GW2. If he gets why arena isn’t in the game, why does he want to force it? I mean, does he really want to bring the trinity to GW2, so arena would work? He would change the core mechanics of this game just to play this game mode?
I stopped reading right there. I guess it’s nice that he got some accomplishments and tries to sound all clever and stuff. But he shouldn’t mistake that for stating his opinions as facts. This forum already got enough of that.
The match making guarantees you 50% wins. You guys make it out to be that the other 50% are games against premades. This is very very very unlikely.
First off, the match making is not supposed to be a ladder. It does two things:
1. Two teams with matching skill will meet more often, making the matches closer.
2. It controls the number of times you win and lose.
Your rank doesn’t matter. The system is only in place, so the number of times you win with a huge lead or lose very very badly gets smaller, so casual play remains fun. A ladder is a different animal that we didn’t get with this update.
I see some people complain that they get matched with or against premade teams. This is actually not a problem. Until now we only got a very very small sample size of games that will hardly stabalize our mmr. When it is stabalized there are only two ways to get matched with or against premades:
1. A new team is formed that has to stabalize its mmr first to get consistantly matched against other premade teams.
2. You got better at the game.
There is a problem with match making: Winning is more fun than losing. When the system works, you are supposed to only win 50% of your games. With the mentality of this community I can already see the whine posts on the horizon. Quite a few players won’t be able to win as much as they did before. You will have to think of excuses such as ELO hell, bad luck with your teammates, your team composition, or getting matched against premades.
But let’s say you are unfortunate enough to get matched against premades 20 times in a row. You are very likely to win the next 20 games.
You used to have my respect now im gonna be more carefull to what you have to say
They lose your respect for them, if their opinion is not the same as yours?
Seriously this forum is just a huge negativity circlejerk, as is every official forum sadly.
The tool belt elixir R is on a 120 seconds cooldown. With inertial inverter the engineer will be able to use it two times. Without inertial inverter elixir R is actually not worth it, not only because of the very long cooldown, but also because simple auto attacking does more damage than one elixir R can heal, so the engineer will try to use two elixirs at the same time. One before he gets to 25% health and one when he gets to 25% health. That is actually quite tricky to do, you should try it yourself.
If elixir R is on cooldown, which is very likely, the engineer is better off using it at 25% health to cleanse his conditions, given this is the only effective way for an engineer to cleanse conditions.
The most important incentive to get better is missing from a game tagged as esports. Sad really…
Counter Strike and Quake didn’t have a ladder, i think. And I would say the most important incentive to get better is competition and to get competition you need a community that consists of players that are interested in competition.
Someone could actually organize a ladder like this: Every team that wants to participate has to sign up with a team email address. The organizer will then create a list of all participants. Now if two teams happen to meet in a paid tournament they will both screenshot the score screen and both send it with their team email address to the organizer to verify the score. The winning team will get points depending on the rank of the team it beat. For instance if you beat rank 1 on the ladder you get the most points, if you beat the last rank you will get the least points. That is because it is quite random not only IF you meet participants, but also WHICH participants you meet. The ladder will stabalize when the season is long enough.
But I actually don’t want to discuss the lack of features. Obviously the idea above would be much easier to realize if we already had private servers. But I think it is quite silly to discuss how good or bad the developers did their job. If we gave them our money, it was apparently good enough.
I want to talk about this community that seems so different from the communities of the big esports games. I see people that are too lazy to learn the game, too lazy to overcome their weaknesses, too lazy to go deep into strategy. People that constantly whine about classes and abilities that are too stronk and demand sweets on halloween, presents on christmas, a new game mode every few months; these are not the people that want to know how bad they really are and how to improve. They won’t acknowledge the skill of the players that put work into the game. They bought this game, when Diablo 3 got boring and they will move on to Path of Exile when they get bored again.
I also think this analogy is quite bad.
The guys that invented basketball didn’t make your new sports leaugue bad. That was all your fault.
This analogy would actually work like this: Anet invented basketball. MLG sees that there’s an audience for basketball broadcasts and wants to monetize on it. That means you pay MLG for their broadcast service and your complains go to them, if you are disappointed with their product and not to Anet, as they just inveted the game
And in all seriousness we could already have major GW2 leagues, if this community would be stronger. Sure, we got no private servers, but they are really only relevant for amateur leagues. Do you really think that it is impossible for the big esports companies to set up a broadcasts only because there is no spectator mode? Surely they would find workarounds and it’s really not that hard, if only the demand for a broadcasts was big enough.
In fact ESL already said they would be interested in picking up GW2. As far as I know that still didn’t happen and it seems like GW2 players aren’t really interested anyway. Maybe the majority is just in it for PvE.
A game is esports relevant, if it got a high skill cap, because there needs to be room for the players to improve to overcome their opponents. That makes the game hard, because if you slack, you lose. I mentioned above that Starcraft 2 was criticized, because it is not casual friendly enough, that maybe it is just not fun, if you are not a highly competitive player. But fun just differentiates a good game from a bad game and is not relevant in the comparison between an esports game and a casual game (it is to be said that Starcraft 2 is actually awesome and the most fun you can have).
With a high skill cap comes acknowledgement for skill and hype for good play. The Guild Wars 2 community is missing this completly.
The majority of topics on this forum go like this: “How is this not OP?!” “When do you finally fix this Anet?!” In Starcraft 2 we call this “ladder anxiety”. It is easier to disregard the skill of others and make you own skill undebatable than to see how bad you really are.
The difference between the Starcraft 2 community and the Guild Wars 2 community is that in Starcraft 2 ladder anxiety posts are the minority, when in Guild Wars 2 they are the majority. I never read topics like: „I came up with this awesome strategy for Battle of Khylo!“ „Let me tell you how i decapped the node against this bunker guardian!“ It is quite typical for the community of an esports game to whine about balance, but it is also even more typical to discuss strategy and watch awesome play as if it was porn. Instead of exploring the possibilities, discussing map dependend strategy and how to counter certain playstyles, we get complains about how this game needs more game modes.
In all seriousness, it is hard for me to fathom how it is considered clever to say that it should not be possible to one shot other players, because that could scare new players away. Between all the balance whine this may seem diplomatic, but I consider it also a problem that so many people bought this game that actually don’t like to play it. Remember that it was hyped as a potential esports game.
The Guild Wars 2 community right now ist not made out of people that are here on purpose.
I was reading this thread today, that made me finally create this topic (https://forum-en.gw2archive.eu/forum/pvp/pvp/Really-slow-leveling/first#post1481953).
Besides the original poster it is posts like these that really frustrate me and make me want to never visit this forum again:
Most people (including myself) need more than “it’s just fun” to play. Either give me skins, bragging rights, a new visual etc. (like a star for those who have map completion).
[…]
Loot, skins, rank/bragging rights are integral to the game. Without that I would never play no matter how much “fun” it is.
I hit level 10 and decided it wasn’t worth the time to pvp right now. When I finish my next legendary it might be. But for all the time invested to rank up, you don’t get anything you can use in the rest of the game. No gold, no karma, no laurels, no skins, no emotes, no thank you.
I’m not playing the same game as these guys! But I know this phenomenon too good… Let me tell you:
Warcraft 3 introduced me to competitive gaming. This game was the kitten back then, so quite a few of my friends in school played it, too. But why did we only play a few games together and why did they not know who Grubby (http://en.wikipedia.org/wiki/Manuel_Schenkhuizen) was? I was not playing the same game as these guys!
Warcraft 3 came with a powerful map editor that gave the community the ability to create unique maps with their own game mechanics. You might know DotA Allstars. For me these custom maps were too dumbed down. I didn’t like them too much… You have to understand, they stole my friends and potiential teammates and practice partners!
Some time ago a famous streamer (http://www.destiny.gg) predicted Starcraft 2 to be dead soon, as he noticed a drop in viewers on http://www.twitch.tv/. He said the game doesn’t cater enough to the casual gamers and one solution would be to make the custom maps system more like it was in the glorious days of Warcraft 3. He then stopped playing Starcraft 2 and switched over to League of Legends.
In Guild Wars 2 we could experience a huge drop in viewers, too. The streamers that pulled the highest viewer numbers for Guild Wars 2 are long gone. All of them streamed Diablo 3 before GW2. They now stream games like World of Warcraft PvE, Path of Exile, League of Legends, etc.. Obviously they cater to a certain audience. Maybe that let’s us see whether the PvP player and viewer base shrinked or wasn’t very big right from the start.
Esports is not for everyone. Just compare the viewer numbers for a major tournament in League of Legends with the number of active accounts. You will see that only a fraction of players is actually interested in the competetive side of this game. Now Guild Wars 2 got 300 viewers on http://www.twitch.tv/ and 440000 concurrent players. A trend is to be seen.
Why do you have to deselect your target? Jump shot uses ground targeting anyway.
Got a bad link there..
Just copy paste the link.
I’m trying out an offensive build with beserker’s amulet and turrets. The key traits for this build are Accelerant-Packed Turrets and Static Discharge.
http://gw2skills.net/editor/?fcAQFAUlIqicnpy2F1LJxIFkuzgUkX/KqQl/ogt0F;TkAg0CnowxgjAHLOOck4MoA
Most people favor Kit Refinement over Static Discharge in their offensive builds, because they have to compete for their spot in a team with thiefs that are able to 1shot people and an Engineer won’t be able to do that with Static Discharge. But I think if a team wants a player for 1shots, they will always favor the thief. You pick the Engineer for his adaptability. Static Discharge in this build is more for sustained damage.
I actually wanted to create an own topic for this build, to go more into detail about all the options you get with it, but I’m too lazy. For example what I like to do is use my turrets as additional defensive cool downs. If a thief jumps on me and my stun breaker is on cooldown I just knock him back with one of my turrets. Or I chain CC my enemy to eternity: Pull him the tool kit, hit him with pry bar, knock him back with a turret, throw wrench, immobalize him with net shot, get back at him with jump shot and knock him back again with overcharged shot, spamming surprise shot the whole time.
The downside of this build is a very high skill cap that comes with the huge amount of options. The survivability is actually quite good, although using a berserker’s amulet. The current meta is all about avoiding burst damage and this build is quite good at it. I guess a soldiers amulet would make it easier if you are not yet familiar with this build, but you are not really fulfilling a role in a team then.
It’s the reason GW2 has like 250 viewers on Twitch compared to actual PVP games like Lol which have 177k viewers.
What is the reason GW2 has only 250 viewers on Twitch?
An actual PvP game like LoL? What does that even mean? As long as a player can play versus a player I would call that a pvp game. If you are talking about eSports, you should try and say something like that to the DotA2 or SC2 community.
PvP in GW2 is probably the most uninteresting, boring and stale thing to play and watch. It’s the reason the PVP community’s is so tiny because you can find better pvp is like every other game out there, which actual features that should have been released at launch.
That is just an opinion. My opinion is that LoL is everything but a good spectator game, as you can not just watch it, you have to play it yourself, to know the heroes and items. My opinion is that LoL is so stale that the meta didn’t change since the game is out. In fact it is still pretty much the same like the WC3 custom map DotA.
The devs said that private servers and spectator mode are coming. It sucks that we don’t already have it, but there is no reason to rant about. If the game is no fun for you without these feature you can play another game until they are implemented.
Did you know that LoL wasn’t released with spectator mode, too? It took a really really long time until it was implemented. It doesn’t seem like it hurt the scene. Take a look at DotA2. It has the most eSports feature you can get, but still not the viewer count on Twitch that LoL has.
LoL is just unbelievably popular. You can’t compare any other game to it. Especially not a game that wants to be eSports, because eSports is just a niche. EsPorts games traditionally are quite hard and got a high skill cap. That’s not a thing for everyone.
You say that 4v4 random arena is superior to conquest mode in terms of fun, because in random arena you had the goal to get better, but I don’t see why you can’t have this goal in conquest mode. In your attempt to farm glory you should have been able to notice that your playstyle may give you the chance to have the highest score, but it won’t necessarily give your team a higher chance to win the game.
There is actually quite some strategy involed in conquest. I would even say that it has a higher skill cap than random arena. I think about it this way: You can only do so much with your character, as the number of skills it has is limited. Now I’m not saying that the skill cap of the combat mechanics of GW2 is low, I know it is a little more complex with when and how to use the skills of your character, but conquest adds an additional layer to that.
Now what you need to do is join free tournaments. There your personal score is not that important and it is more about winning the game with your team. That means you won’t see five players capping one node, because everyone wants the glory for it.
Conquest mode being boring seems to be the opinion of quite a few people on this forum. But I really struggle to see the reasoning behind this opinion. I see posts like “If Anet gives us arena/duel/etc. I would play PvP again.” (Meanwhile at League of Legends millions of players que for their 10th game of the same game mode this night)
I think conquest has much to offer. It is fun to come up with strategies and counter the strategies of the enemy team. There is room for yourself to improve.
So is it actually possible to do the combo with haste? I heard somewhere that you would need a macro, because with haste the animations are too fast to do them on your own. I never tried it myself.