Showing Posts For Zoke.2147:
Can we do something else with rebound… the current effect is not going to do anything, almost more so than the last effect, I really just want a competition when I go to equip Firey Greatsword, like maybe today I’ll try something else…
Yeah… Can we make Rebound like… comparibly to 24S cooldown, give 5 seconds of quickness AND MORE, with awesome trait synergy? Yeah No? Ok…
It’s supposed to be the short cooldown trait, and for it’s effect it’s should have a 30 second or less cool down and be instant, that could at least be interesting.
PU is pretty op…and burns are pretty bad, but I honestly don’t even think burn guardian is all that bad, burn engi is so much worse imo
yeah… but then again the whole way dots have always been in this game has been inherently broken. “just run clense” is a kittening stupid response too seeing as we all get a heal slot, but not all classes get a “clense slot” some classes don’t have room to bring a clense, or don’t have a good clense to access.
Burst condi wouldn’t be an issue if it weren’t for the fact that they get 2 free defensive stats for no reason, condi damage builds should have to at least build durration, and probably precision and let condi’s tick for crits, and then rebalance everything around that… that way if you want to do stupid kittening aoe face roll condi field burst you are at least taking a risk for it as opposed to being as tanky as most the bunker specs…
Yeah, I’ve played every class over the weekend, but far and away I play mesmer most. Chrono mancer was too much, it’s a fun spec and what it does is neat, but some of the more offensive traits need a counterplay downside. make the daze on resummend phantasms longer, 3 – 4 seconds, that way it’s clone generation more often then it is 2 phantasm attacks AND a shatter at the same time. That’s a start.
Outside that mesmer needs a reordering of their damage, the numbers them selves are not something bad to be able to make happen… cause tbh with AoE you really could kill the clones before they got to you. I’d take damage away from the phantasms and put them into skills used by the mesmer, namely blured frenzy, and mirror blade. Both of which require the mesmer to get into melle range to work, and mirror blade can require blink to set up. By putting the damage into those skills and making phantasms less powerful, mesmer can keep the damage but be required to do more to get it, also it would make a 0 phantasm mesmer less pathetic, and a 3 phantasm mesmer less rediculously broken.
Then just nerf PU because kitten the very concept of combat stealths and I hate that this game is based around them… Who ever thought rougue being able to open on you in wow was the problem needed to get their brainstem re-examined.
yeah the shouts are all god aweful, like every single on is pretty terrible… The minion summoning one should summon a GW1 bone minion style minion instead of the crappy things it summons now, make it only do this in pve and still the crappy minions in pvp for balance but why not… mobs in pve don’t complaign about bs AI comps so why not make them good in pve…
I also was noticing that Decimate Defenses seemed to be bugged.
the sad part is, this man nailed it on the head and people still don’t see it…
If ranger dealt anything near as much damage as these fools seem to think it needs to you’d watch the game fall into a state of auto attack spam hell… It’s not such a big deal in pvp because there is SOME terrain to use, but half the maps are horrible for having ranged damage on them.
having played ranger, both power and condi, I didn’t lack damage at all, I do think the skill cieling in the class needs to come from an almost total rework of how my pet worked. Condi ranger was laughable… to think those traps can’t do damage is a total joke and you’re an idiot to say that. Sure it’s not tournament viable and if it was I would of died from the cancer… I’ve repeatedly watched people get ONE SHOT by the traps left on a point i’m not even on as I go to move to a different point.
Rangers need mechanical love, if you just buff their numbers to what ever “viability” you think this broken kitten class needs the game will be hell for the 6 months it would take arena net to realize the mistake…
Either that or make long bow actually require SOME literally ANY amount of finesse to use and I’d buy that it could use some power creep.
feel 0 sympathy for you, don’t play trash can AI builds. You’re the guy who complaigns when brain dead turret engi gets nerfed because you liked winning 1 v 3’s by just face rolling on your keyboard as the game played for you.
Yeah ended up not playing much at all…
I really hope some of the datamined maps WP went through are the works of a format that would be smaller, and more limmited in scope (maybe a few hours) and meant to be played as matches between alliences of guilds as opposed to servers.
Server vs server formats are almost always hopeless for population reasons. especially when people can’t freely flow between servers and have to pay… it just makes a huge mess of imbalance and unfun. No one likes blobbing. and tbh Blobbing over people isn’t fun either. Fights of around 10 – 20 or so people are far more fun.
Nothing is fun about getting trebbed from across the map. Please stop giving mechanics for players to never have to play their class and just sit across the map playing some silly timing mini game while other people are trying to have fun playing the actual game…
At the very least for strong hold make the thing take 2 or so players worth of supply so killing the kitten ed thing means something, instead of it just re-spawning 2 minutes later…
The only thing with LB on warrior, is that you either give up hammer, so you lack the ability to counter bash with some possitioning, or you give up your sword and horn, which CRUSH your team utility and mobility, sword leap is amazing for your survivability.
As far as warrior getting less and less divers, it’s really just banner being too much of a crutch. Instead of getting people to learn to possition and dodge out of bombs they get a warm fuzzy for getting carried by their warriors banners. The rally mechanic is so punishing for players going down that you kind of need the banner or anyone who makes a mistake and gets caught can swing a fight massively. If banner wasn’t as good and the other elites got some love then people would explore what warrior can do when you free them from the really bad support utilities and let them run what got them all their nerfs in the first place, all them dank stances.
Yeah anets balancing is a joke always has been, Turret engineer was around for a year before it saw a single change and Mesmer things that are out for less than 3 days get nerfed into the ground? I almost like their stance of balance early and often but I won’t believe it till I see the chaotic dampening get buffed back to something better than a flat 20% cooldown. Remember guys, if other classes can roll their face on their keyboards and do massive condition damage with 2 free defensive stats, mesmers MUST go full zerk fall over if they’re looked at and do less damage than them even if you land a perfect shatter, it’s just how it should be….
The spirit weapons would need a rework before they SHOULD ever be viable ever again. Spirit weapons are an oppressive and skilless mechanic that overly reward a player for doing nothing. The hard cc from hammer when it was invincible was one of the most frustrating things in the game. Any time a player speaks up and wants an AI spec where the AI is doing more work than the player to be viable again I vomit all over my desk and want this community to think about things before they make posts…
Rangers should be rebalanced and made interesting, the class atm has a skill floor about as high as it’s skill ceiling, I really don’t care what you think if you think ranger takes any real effort go play a different class for a bit and come back to me brh…
It’d be interesting if LB actually took some possitioning, Make it hit harder and make the Long Bow specific trait kitten all amazing, BUT make Long Bow do 50% damage inside of 300 or so range, especially LB 2!!! Then make it where the stealth skill has an actual animation too it like the knock back does now and boom interesting mechanics.
Make the stealth from long bow last longer too to reward it landing. Now you have a weapon that requires positioning, has 3 skills with witch to try to get spacing back if someone closes the gap onto you OR you have to swap to your offset.
Now to complete the change you take the Greatsword specific trait, make IT kitten all amazing too and put it BOOM on the same grand master trait line as the Long Bow trait. Now you have a choice, either be OK with your long bow that has a really bad weakness, and when you swap greatsword you have a lot of power to try to fight the close game, or go all in on the long bow and need to actually time and work your 3 skills that will let you open the gap back up to do damage.
Hell make the Long bow even more possitional! Have it do EVEN MORE damage in a sweet spot on the auto attack and rapid fire. Something like 800-1200 range have it deal additional damage, and when your target is in the proper ranger Highlight the skills or change them to a different icon to let the player know you have your opponent at the right range. The auto attack…kind of… does this but tbh it just rewards you for standing at max range mashing 1 even though you are beyond 1500 range and hitting the opponent as the arrow falls the last little bit to ground level, the arrows can go stupid far.
Or really ANYTHING to make the class something other than a push 1 button do more damage than other classes who have to teleport into mele range to do their burst, hit for less, and have to push more of there buttons to do it. (cough literally every other class cough)
P.S. I have played ranger, I do understand the class has weaknesses and has next to 0 chance in most straight up duels because there are no mechanics to deal with it… but if ranger had those mechanics and didn’t get a nerf to follow them it would be the dumbest thing in the game.
Rangers can command fine you just can’t lead a melee train… But for pug manding at least on T2 you can’t get kittenty pugs to stick with you to do anything anyways so I might as well be the captain of my glorious pirate ship.
Honestly I’d say Thief is probably the worst commander. You lack the range to lead a real pirate ship in any sense of the strategy, and in melee you do nearly 0 cc, you have a few stunbreaks at best with nearly 0 access to stability, so you have all the weaknesses of a ranger commander but you can’t make a paradigm shift and just range things because tief range too short to really use.
Can necro get the same treatment for Death Shroud? It’d be nice to not accidentaly flash death shroud when you drop a few frames and get ancy, just a thought.
if they just added dueling into this game any time in the last 3 years this would be a non issue. all the people who are just wanting to duel can get out of the wvw maps and go fight some where else, and the people who want to fight for objectives and run on tag can get through the ques and play. (probably only a t1 problem)
Litterally just rallying, You as a non guild member are a liability in this game because you can rally the opposing team if you make a mistake. They have no investment in you, you aren’t a guild member they aren’t trying to make you better, you literally are just dragging them down. That’s the kind of system rallying makes in pvp fighting.
So yeah, they have every right to ask you to leave. and you have every right to ignore them and just tag along, it’s not like they can go fight the way they like to any where else in this game so they have to put up with a server vs server format.
OP’s ideas… yeah no to all of it… Yes to gvg format, no to every thing you said. There isn’t even room to improve, keep the thing simple, let players set up stuff in custom arenas and be done with it.
as for the guy who thinks “Casual” players are non existent, the problem is they still are… think about this, in a game with something as kittened as Rallying your opponents, all the STILL existent casual players are WORSE than just being down a player. Every person not on tag, running a decent build, properly geared, doing their job, CAN ACTUALLY REVIVE THE ENEMY TEAM, such a random system is absolutely infuriating, if there was a gvg format all the tryhards “ruining it for you” could go play with people they choose to play with, against people who are like minded.
the topic I can see it far over the sea alone and afraid desperately wishing for a friend to discuss it.
The majority of this is addressing people who use wvw atm to try to do these things. I agree it should be in the pvp section, but that is because it should already be a pvp mode.
Can we please just get, or have some discussion on, a 15-15, 20 v 20 preferred, pop sizes added to Custom arenas, with a check box to use PVE gear and allow food buffs… that’s it, boom you’ve done it, the community can then host and hold private organized GvG format competition.
Maybe i’m just being impatient, maybe ALL of these issues will be addressed by the new Stronghold format where arena net will allow 15 – 20 players per side, and MAYBE even the wvw stating and food buffs, which would be AWESOME and kill so many birds with so few stones I’d be giddy at the wherewithal to make such an elegant move.
After all it’s been 3 years, all we’ve gotten are 3 more maps to a format that didn’t need a single new map… 1 of which was removed because anet was still trying to push for underwater combat… and WvW has only received an up level xp farming map… awesome.
and while we’re on it…
Where is the silly capture the flag format that could be super unpolished and people would have fun with it?
Where is the AB styled format with 10 – 15 people fighting over 7 nodes on an awesome map?
where is a 2v2 or 3v3 ladder? It’s already a super popular shout casted format, why not allow players to fight it more than just when some massive forum driven event takes place but daily?
I honestly have lost all faith in arena net when it comes to anything you’ve ever said. Almost none of your manifesto is still even applicable to the direction you are taking the game. The first round of unlocks that had to be purchased for PvP were ATROCIOUS enough in terms of blatantly going against the idea of time in game giving another player an advantage in terms of available power in SPvP, that thing you said you didn’t want. Fortunately just about every heal skill you released was absolute trash so it didn’t matter if you had them or not chances are you are not using them… no one is using them for PvP for the most part anyways.
However the fact that you are now going to also gate a players access to TRAITS in pvp by, strictly speaking, time in game is asinine. I don’t mind having goals to work towards but part of the selling point of this game was not having gated pvp AT ALL, zero, none, non-existent, so forgive me if I’m a little livid to keep learning time and time again that you do the exact opposite.
So no, you are blatantly wrong to charge a player any currency, or anything at all, to determine access to anything that could give an advantage in combat in SPvP, by your own manifesto and business statements.
Mesmers are most definetly better support my mesmer is specced as a mantra healer and I get 2.7k heals every time i cast mantra of pain, no small amount and I’m not in exoctic healing power gear yet.
I think if the 50 pct leaching trait made your life steals heal your allies as well necro’s could start getting some decent support going too.
but yeah necro’s would need close to 4k toughness to match the survivability of classes that can just run away from fights.
You just need to tag the mob from what I’ve experienced, Lettucemode.
Zoke, we’d like to be able to include things like internal cooldowns within tooltips at some point in the future.
ty ty, Can’t wait to go back to screenshots from now a year from now and reminisce about how far the game has come
wow this is pretty decent help for PvE in general, means pretty little for PvP but I guess it helps.
And is there any news on when can we expect internal cooldowns to be reflected in tooltips… I can look most up on GW2 wiki by now but i’d like to not have to alt tab out of Guild wars just to see if a trait is anywhere near as good as it sounds.
some one give this man a bottle of liquid karma.
I’ve gotten the fear trait to add a little over 200 DPS from just using the DS fear on cooldown, it triggers every second fear is up, with 30 points in the condi duration traitline, and the Necromancer runes you can get fear to last 2 seconds and tick twice.
That’s how the wall works… cause i have cast the wall ontop of my self, and then cast putrid mark and still no chaos armor.
this is the necro forum, if you’re asking for dev attention you’ve come to the wrong place, go to the mesmer forum and post the same question it might get read, I’ve given up on waiting and am just going to find some way to be useful on my necro. The vamp build that was posted shows promise, still horrible for pvp imo cause necro’s just completely lack what makes a build good at this games pvp, (meaningful stability, knockbacks, or mobility). No fear does not count as a knockback being as I have to blow 2 cooldowns just to chain ~2-3 seconds of fear on some one. 3 seconds is pretty tops too with traits and other things…
minions are really good, cause you can go almost full condition build, and have great white damage from minions, it’s just that in PvE they die almost instantly if something looks at them, and in PvP they die pretty fast too, but if you bring The bone fiend, flesh golomn, get the 50pct more health trait, and the 33pct more damage trait, those 2 alone deal some pretty good damage, it’s just that they don’t attack most of the time and when they’re on cooldown you’re very weak with all the traitpoints that could otherwise still be helping you.
could be interesting for dungeons, only problem I have with it is trying to get my allies to actually run through the wall, ALSO, are you able to combo it with Staff 4 to get chaos armor? I haven’t been able to most of the time kinda want to report the bug in the other thread.
life blast transfering a condition would be nice
Doom should definetly be changed to the underwater version, so much better, not sure if the water one is usable while stuned like doom is though.
I kinda like the grasp just because it’s 2 stacks of bleeding and i already have plenty of poison between scepter auto attack and staff 3,
Honestly if D.S. was a stun break it would be good IMO, maybe too good, maybe not, mesmers have a bloody stunbreak on their staff 2 and distortion and cry of frustration can both be used while stunned to save you if you have 30 in the last trait line. or at the very least have the 30 point trait for the 3 seconds of stability stun break, only source of stability in the game that doesn’t break stun to my knowledge.
I don’t know if some one brought it up but why do you have 2 on crit runes, thought they didn’t play nice together.
Heal
Consume Conditions: 10/10 – If you haven’t traited for healing this is the only heal to use, period.
Well of Blood 7/10 — If you sacrifice your entire build to use wells and use them well(pun intended) then well of blood is amazing, it scales increadibly hard off of healing power and is one of necro’s only ways to directly support allies. Haven’t used recently so correct me if i’m wrong but with a cleric gem I was getting close to 700 heal ticks in the AoE which is AMAZING!!!!
Wells
Wells You’ve either traited your whole build for them and they’re very decent… or you haven’t and the cooldown vs effect is completely deplorable. Even with the fool traiting their durrations are pretty low considering the AoE other classes can get on much lower cooldowns, often over wider areas, and almost definetly for more damage.
Minions
Blood Fiend: 1/10 I don’t care if you’re specced minion master this little kitten should never be taken, he draws more hate than anything and if I see a necro running this in PvP… I just kill him, ez.
Bone Field: 5/10 – If the bloody thing would attack he’d be ok with an automatic cripple aplication and decent range.
Shadow Fiend: 1/10 – weak damage, weak health, melle, it was created to be pitied and die, and it does a very good job of it.
Bone Minions: 4/10 – run up summon them blast them, nough said if they’re running around they’re liable to die because some dust was kicked up by your boots as they tried to follow you.
Flesh Wurm: 4/10 – Long cast time, completely immobile, would do good damage if it could follow you, relatively long cooldown
Flesh Golem: 6/10 – Given that most your other elites are situational at best you’ll be spending a lot of time with the flesh golumn, a lot of time watching it recharge… or not attack, or charging into walls, ect, ect, ect. With proper traiting (and a bit of luck) Fleshy can do amazing damage, and then the guardian swipes his sword a few times and your character expresses his disdain for his servants…
Spectral Wall: 6/10 – If you have putrid mark on cooldown use it for some chaos armor for more condition stacking, otherwise…meh.
Spectral Walk: 4/10 — Long cooldown, mobility of locust signent outstrips this single skill, if you’re not war-horn to justify it with 100 pct swift up time just grab locust if you feel too slow (which you are…)
Spectral Grasp: 2/10 – If it weren’t for the horrid design of most pvp maps allowing for ranged classes to completely abuse the terrain then this skill would have no place, use it as a swap in on keep to pull the annoying kittens from the ledge so you can try to fight them.
Spectral Armor: 2/10 – Long cooldown, no stability, really very meh skill, end up taking it most of the time cause at least the protection might save you from a 100b or backstab thief.
Corruption
Epidemic: 3/10 or 9 – PvE and WvW this skill is great, in pug matches it’s ok, and in SPvP you’re better off with something else, fights in tournaments will rarely ever have enough people to warrent this skill
Blood is Power: 8/10 — this skill is the only reason you’ll have respectable bleed ticks over anyone, Really wish it was more stacks with shorter durration but with Focus 4 or Staff 4 you can quickly apply 4 stacks o long duration bleed on an enemy. If they’re an engineer laugh as they’ll probably be on them for the full durration, otherwise watch as they get stripped along with all the rest in a short amount of time…
Corrupt Boon: 6/10 – really useless in PvE, has it’s place in pvp
Corrosive Poison Cloud: – 3/10 – face it you probably have a scepter, or staff, you apply enough AoE poison.
Signets
Plague Signet: – 8/10 Very good for PvP and comboing with corruption skills.
Signet of the Locust: – 5/10 only because necro’s are so damn slow and have no mobility options is this thing ever remotly close to useful
Signet of the Undead: – 1/10 Only ok in dungeons where you can save a few people if they make a mistake, res skills should really either be able to res defeated players in pve or get massive cooldown reductions or something…
Signet of Spite: – 1/10 No…simply no, in the time you could of casted this skill you could of applied multiple stacks of any one of the conditons, it applies a SINGLE stack of bleed with a long cooldown, if it instantly applied 8 or so stacks of bleed for the duration then maybe then this skill could have a place, I’ve only ever used it with a WvW set up that used BiP, Plague Signent, and Epidimic, so that once every other MINUTE I could apply an easy ~10 second cripple in an AoE cause all the other cripple were ground targeted and difficult to land on a particular target…
I wished they’d rework minions entirely, I liked GW1 minions where you actually built up an army as opposed to just sacrificing utility slots for kittenty excuses for ranger pets, I’d rather they have no/little cooldown and cost life force to cast, if they needed it give them a skill that they use on their own, they would of course have to be limited, then give necro a utility that applies direct healing to allies and heals undead allies for double or something so that you can maintain the minions in combat and give necro a support option that isn’t stacking Regen or a well with a 30 second cooldown.
Reason I say this is I’ve been working on support builds for all the classes cause I feel every class has a way (or should) to dump 30 trait points into helping their allies stay up and if most of a dungeon group is contributing to keeping everyone standing then the run goes pretty easy, but Thieves, Rangers, and Necro’s have little way of helping in this regard, they have some decent CC options, Thieves have especially good blinds, but to spec those three as a healer is really difficult if anyone else on the team is already stacking regen.
I agree on most of your points though, Necro’s need a cleave, and I think if they got a haste then it’d be fine, Necro’s are one of 3 classes in the game without a haste the other two being Ele and Guardian, Ele’s rarely ever auto attack and have fast casting combo’s, and Guardians are well… guardians they’ve actually been ballanced to not need the haste, but a Haste skill on necro would allow you to open up a fight with a large flurry of condition application to get off some initial damage, and it breaks very little because Necro’s have almost entirely ground targeted skills for condition builds and their power ration’s are pretty laughable as well…
not only are they not aoe but you can’t use any of them vs an invisible character because they require a target, have fun spamming your long cooldown AoE’s blindly in hopes of hitting a thief only to not have them when he becomes visible again, damned if you do, damned if you don’t….
No power necro’s are squishy and their “burst” takes to long to set up/ they’d just ride lightning or mistform away, and an ele can counter almost all your damage as a condition build with their just their heal skill now that Ether Renewal got buffed, removes 15 stacks of conditions over ~3 seconds with a very short cooldown, Given that necro’s are really slow to apply stacks / you have to nail a lot of ground targeted slow casting skills in order to build up any reasonable amount only to have it stripped by a heal skill, needless to say necro’s do not “counter” ele’s.
P.S. if you eat a single one of their combo’s it’s pretty over cause you’re heal isn’t going to be all that strong cause they don’t stack conditions on you. G.l G.l.
Path 3 torch event is pretty rough, even for our QA and people know how to do it. I have plans to soften it’s edges a bit (read: nerf), because I honestly can’t get a group to run the darn thing. It can often take long enough to do the first event that you could have done a whole other path if you are in a PuG.
My current plan is to drop it down to 3 torches, so two players who choose tanky/support roles won’t be so punished by the content, and then adjusting the way the spawns behave to provide more of a challenge. (Plans subject to change based on testing feedback)
Have they done the samething for the CM path that has you planting 5 charges at a gate all at once?
I don’t see why dungeon mobs even have defiant, Tired of all the random ness they’ve put into the game, it makes running a dungeon with a pug team even more pointless because you can’t coordinate to use CC when it’s useful, stop putting in random kitten like this and give the bosses a quicker recovery from CC, the things are so damn healthpadded anyways that players should be rewarded for being able to CC chain bosses, hell most classes don’t even have access to more than 1 or 2 knockdowns or stuns (necro?)
1. Never got into PVE with my necro, but I pretty much play anything other than it, log in to my necro when ever I have an idea for something to try, go into a few rounds, verify that it is in fact also dog kitten and then log out to go play guardian, mesmer, thief, you know those classes that have viable roles and builds for pvp.
the only problem i have with all this is the amount of changing you have to do in order to fight most classes, especially the 2 biggest facerolling ones, GJ overall I’ve tried minion/condition builds and as long as the minions attack they do amazing in 1 v 1, but in any sort of a teamfight i find everything just dies so fast that it’s pretty useless.
it’s simple if you get down to it, Necro’s are dirty satan worshipers and Anet put them in the game so that the player base would have a group to shun.
As if to prove the point being made by this thread… Another profession asks and Arenanet responds. On a Sunday. Within two hours of the question being posted.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Serious-mesmer-tpvp-bug
Seriously, what do we have to do to get Arenanet to pay us any attention? The list of bugs we have is exhaustive and continues to be unacknowledged. Meanwhile, another profession has one issue which is acknowledged within two hours on the weekend?
I’m at a loss for words.
You’re actually calling them bugs still, and that’s where you are just simply wrong, necro’s don’t have bugs, everything is “working as intended” the class is just designed to be lame.
P.S. after 5 months not a single necro has mastered DS yet…so L2P.
(edited by Zoke.2147)
this game would become imbalanced if they introduced new game modes? It’s ballanced right now? really wonder what game others are playing… Back to pve I guess where class balance really doesn’t matter much at all and the footing is a bit more even cause nothing is competitive at all…
- Nothing worthwhile to look forward to in the short-term (essentially put: no higher ratings/skill level like in other games with such repetitiveness).
- The tournament system in general. You have to find 40 players to begin a game, the skill level shift from map to map makes strategy building impossible for almost every map (1st map = bad solo queue players, 2nd map = bad premades, 3rd map = good teams/premades), the skill shift from frees-paids is a problem because most teams aren’t able to produce effective strategies for 1st and 2nd map in frees because they just steamroll through them.
- Punishes solo-queue players, games individual skill cap is low, team coordination rely trumps everything and for this reason a group of solo queue players can almost never win against a premade using voip. An easy fix would just be to queue solo-queuers into one another, but i think queue times would be horrific due to the low population of NA spvp right now. I feel like this is one of the more important issues personally because most ppl just want to be able to play alone rather than having to find 4 other ppl.
-Def > Offense, the whole idea of bunkering turns people off of pvp, it’s not fun to go ham on a guardian for 10 mins and not even touch their hp bar (at any skill lvl). As a general rule to pvp, offense should always be greater than defense; it makes the pvp faster paced.
- The overall workflow pipeline for pvp is too slow. Balance issues and exploits take too long to fix (current game breaking bugs include ele 60 sec fury/swiftness/protection bug + rtl resetting aura attunement). These bugs stay in the game for weeks, it makes spvp a complete joke. Furthermore we still don’t have alot of the features that were expected upon release such as ratings/spectator mode/rentable hotjoin servers.
My intent with this post was not to complain, well maybe a little. But these are the things that rely just discourage me from playing the game and i feel like if the devs just took some initiative to fix these, we’d have a much better time in spvp.
PS: it would be fun to be able to use skills while jumping/falling ;p
The node deffense game mode isn’t meant for 3 points with 5 people, it creates very borring games, this game mode needs to be like how it was in GW1 and even wow, 5+nodes 12+ people so their is actual manuever that can happen, not to mention the maps are horrid in design, just look at keep and say you’ve never had a ranger just stand up top with you being UNABLE to do anything, it’s not a matter of skill at that point but features of the map being abused, if they wanted to create a competitive game you just have to look at the maps to be able to say they kinda kittenthe bed on that…
Because this game doesnt focus on sirious PvP at all.
In my opinion only reason we have pvp at all here is because Guildwars 1 was so strong at PvP and if they didint implent pvp here many questions would rise and smack them to the ground. Thou it looks like they made maps and that mode in 10minutes.
This games SPvP is a joke, just look at the maps and the game mode, they aren’t trying to balance the game around 1 v 1’s but then they put in an SPvP mode that forces more 1 v 1’s to happen their by just heightening the fact that they’ve sucked at balancing so far. Their stance on “well we want to make small changes so as to not scare away the competitive community” seems to have completely back fired… maybe they’ll figure out that they need a more competitive game mode, not a higher entry barrier to their competition a.k.a. paid tournaments… who knows I’ll hold out till the January/February patches that they’ve said will be even larger than these past few, but i’m not going to hold my breath… don’t see a reason to anymore.
had higher hopes from a studio who produced gw1
Let’s not just rush here with conclusions. I’m sure that we will see sometimes in the future good old-fashioned GW1 metagame changer: “We felt that we have buffed Warriors, Mesmers and Thieves way too much, and now it’s time to nerf them to the oblivion. Suck it up!”
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They’ll get it right eventually, I just expected more from a studio that should of learned somethings about pvp from their first game, and with the first contenent expand of this game I expect things to be better, till then we’ll see. Just wish the devs would get bolder in their changes, the SPvP community is drying up fast and still they make tiny to non existant changes, meanwhile I get to have a blast playing the SC2 beta where blizzard is making drastic changes almost weekly and listening to player feed back… gets kinda old feeling neglected, not just on Necro…
done, arena net has finally proven themselves completely incompetent when it comes to balancing, I’ll play PVE and wait for them to figure it out, they’ve gone in the complete wrong direction in regards to stealth, haste, what makes fights competitive and interesting, completely wrong in almost every regard, had higher hopes from a studio who produced gw1 but they’ve proceeded to be nothing but slow and timid in their patches, and they go and buff Arrow velocities so all the professions that already utilized no skills can’t be dodged to give you a shot at beating them, gg anet, good kittening game….
Every patch i’ve expected arena net to be bold with their changes and actually change things, but nothing has happened consistently, So I have few expectations that anything major is actually going to be done to necro’s because the devs have yet to see anything wrong with an immobile class with low damage output and no way to maintain a modest amount of bleeding on any class with a 10 second condition removal trait. Best thing they could do to necro would be to make those traits a blanket 10 pct reduction on conditions as opposed to some random thing that has a chance to completely ruin a fight by sniping all your bleeds off the top, without ANY skill or ability having been demonstrated by the enemy player, you just get sniped by the gods of RNG and chance in this game.
