Showing Posts For Zzod.5791:

We need new leaderboards

in PvP

Posted by: Zzod.5791

Zzod.5791

I want proper leagues/seasons/rewards/show rankings in game.

This happens in games where pvp is the main objective and sole focus of the development team. You see this in MOBA games such as Smite, LOL, DOTA. You see it in some FPS games like counterstrike and some RTS games like SC2.

Unfortunately, Spvp, from the onset, was misrepresented as to what it would be in terms of attention from Arenanet. We, unfortunately, get the developmental crumbs that are left over.

Nemesis TPvP series - episode 1

in Necromancer

Posted by: Zzod.5791

Zzod.5791

Hey Nemesis,

I was going to PM you this but your inbox is full. Did you ever give me the shout-out in one of your pvp videos for helping you out with signet of spite and some other adjustments for your pvp build? Just wanted to check it out in your video if you did.

Cheers,

Zzodar

So what happened to condition damage in pve?

in Guild Wars 2 Discussion

Posted by: Zzod.5791

Zzod.5791

Hello,

What happened to fixing condition damage in pve to allow more stacks per player? We had all these threads with hundreds of posts talking about them and then they disappeared. We had posts from over a year ago from Colin saying they were looking into it and working on a solution.

Does Arenanet hope they can just sweep this under the rug and we will forget? It is pretty hard to forget since condition damage was designed to be a main damage source through abilities and stats on items.

How did the current limitations of condition damage pass through quality control? If this was known about during the initial design and creation of the game, why did they knowingly design conditions the way they did throughout the game?

Superior Sigil of Torment

in Necromancer

Posted by: Zzod.5791

Zzod.5791

Torment and Earth do not share a cooldown. That’s pretty much the only reason Torment might be worth using.

Yep. I use earth on main hand and torment on off hand. Energy sigil on staff. Beauty.

Superior Sigil of Torment

in Necromancer

Posted by: Zzod.5791

Zzod.5791

I’ve already tested it. Sigil of earth is better. The damage is too low to really suggest using, even though torment is over all a “better” condition then bleeding. That cool down is what kills it. If it wasn’t an aoe and had no cool down it would be better.

They stack. Sigil of torment is the only sigil with its own ICD. So, you can use earth on main hand and torment on off hand.

CC is most frustrating in GW2

in PvP

Posted by: Zzod.5791

Zzod.5791

Part of the problem is there are no diminishing returns on CC and even if you use a a stun break, you can just get restunned a second later from a different skill and this time you have no escape.

Other pvp games gives you a few seconds of CC immunity immediately after using a stun break type move. The stun breaks can’t keep pace with the application rate of CCs.

How to fight certain classes (Video Guides)

in PvP

Posted by: Zzod.5791

Zzod.5791

Was looking for ventari, but would be fun in a sick, sadistic way to do thief duels too. I like dueling practice.

How to fight certain classes (Video Guides)

in PvP

Posted by: Zzod.5791

Zzod.5791

I want to duel him. I never see him on. Is he a EU player?

Tpvp Scoreboard Overhaul Needed

in PvP

Posted by: Zzod.5791

Zzod.5791

I made a more comprehensive post about this, but unfortunately, I didn’t get a dev response in it. Here is a snippet of the post and what should be in the scoreboard:

A) How many seconds was each point held by Red, Blue, or neutral?
B) How many neutralizes or caps by each player
C) Total damage and received done by each player
D) Damage done to downstate players
E) Total healing done and received by each player
F) Conditions applied/removed/cleansed
G) Boons applied/removed
H) How many stomps, revives, and deaths by each player
I) Special map mechanics: Treb shots fired, orbs ran, npc kills, etc.
J) Whatever else you can think of or other players can

woah calm down there skippy

…? The more information you have, the better you can analyze your performance and your team’s performance, so you can get better.

Tpvp Scoreboard Overhaul Needed

in PvP

Posted by: Zzod.5791

Zzod.5791

I made a more comprehensive post about this, but unfortunately, I didn’t get a dev response in it. Here is a snippet of the post and what should be in the scoreboard:

A) How many seconds was each point held by Red, Blue, or neutral?
B) How many neutralizes or caps by each player
C) Total damage and received done by each player
D) Damage done to downstate players
E) Total healing done and received by each player
F) Conditions applied/removed/cleansed
G) Boons applied/removed
H) How many stomps, revives, and deaths by each player
I) Special map mechanics: Treb shots fired, orbs ran, npc kills, etc.
J) Whatever else you can think of or other players can

Too much of everything in GW2

in PvP

Posted by: Zzod.5791

Zzod.5791

I completely agree waka, unfortunately, that would require an insane overhaul of the whole game from the ground up (which won’t happen) or insane man hours spent on the separation between pve and pvp, almost too the point that the game is jaw-dropping different (which is also highly unlikely). I am talking months and months and months of work with a clearly defined vision and goal of what pvp design should look and feel like. The pvp population is small, highly demanding, and not rewarding from a monetary standpoint. Therefore, the decision makers will keep pumping resources into pve because its a profitable and predictable revenue stream for the company. It’s a business decision.

(edited by Zzod.5791)

Necro need advice vs teleport/stealth thief.

in PvP

Posted by: Zzod.5791

Zzod.5791

The issue is probably in your utilities. Your spec is fine. Run it with 6x nightmare, sigil of earth on scepter, corruption on dagger. Sigil of energy on staff….and most importantly…duh duh duh….Bring signet of spite. It is the key to necro burst. Reason why is because it basically applies conditions in duration/variety that it would basically take you 3-4 separate other abilities to replicate, and it does all it in 3/4 sec. So, in a way, it is almost like quickness for a necromancer. Once you land it, you overwhelm certain classes condition removal abilities and you start to quickly exhaust their condition removal as well. For the thief, just land signet of spite, and combo it into a fear chain. He will be on life support within 4-5 seconds.

I helped out Nemesis (the necro who makes the pve/www guides) with some pvp adjustments recently after I saw his threads about necromancer frustations in pvp and he agrees with me now 100%.

Jon Peters Interview on State of PvP

in Necromancer

Posted by: Zzod.5791

Zzod.5791

There is no one in this game who I can’t kill. Can I lose 1 on 1’s? Sure. But, everyone is killable as a condi necro. I really don’t know what rotations you are doing nemesis because you are a smart guy, but you sound like you are getting beat up and helpless in these posts, bud. If you want to win, bring your signet of spite.

(edited by Zzod.5791)

My concerns

in PvP

Posted by: Zzod.5791

Zzod.5791

@JonPeters and ColinJohansen

A huge thank you for responding…I suspect you guys are aware but definitely don’t underestimate the value of communication even if it is a little update on the same things your working on say every month etc.

@Colin I hope you can understand from players perspective being stuck with this meta for such a long time without change and then to watch PAX and see that response. That being said, thank you for responding and I would like to apologise for the crap your twitch chat had to deal with.

A question to Jon and Colin etc Do you guys feel that allowing the meta to stay in such a state for so long was a mistake in hindsight? Also do you agree with the sentiment that the Pace of PvP could be toned down to benefit both play and viewing pleasure?

In GW1, we had a major tournament, and we had a balance patch come out right before the tournament. The teams in the tournament felt that this was difficult for them, as they already had to travel/etc., so it really messed up their builds. BUT, I also understand how you guys feel – we held balance updates until later so that we kept the meta stable (even if it has issues) for the tournament.

There are 2 sides to that, and I think both sides have merit.

As to the speed, yes, I agree. We want to make the game more fun to play and also easier to watch. This isn’t only for esports, it’s also for new players. Slowing the game down slightly would allow more players to watch good players, and more easily figure out how to play. So I agree w/ you there.

This would be solved just by having a seperate tournament server/patch like League of Legends, but considering we don’t have that I’m assuming it’s too difficult for you guys to do that right now.

@JonPeters and ColinJohansen

A huge thank you for responding…I suspect you guys are aware but definitely don’t underestimate the value of communication even if it is a little update on the same things your working on say every month etc.

@Colin I hope you can understand from players perspective being stuck with this meta for such a long time without change and then to watch PAX and see that response. That being said, thank you for responding and I would like to apologise for the crap your twitch chat had to deal with.

A question to Jon and Colin etc Do you guys feel that allowing the meta to stay in such a state for so long was a mistake in hindsight? Also do you agree with the sentiment that the Pace of PvP could be toned down to benefit both play and viewing pleasure?

In GW1, we had a major tournament, and we had a balance patch come out right before the tournament. The teams in the tournament felt that this was difficult for them, as they already had to travel/etc., so it really messed up their builds. BUT, I also understand how you guys feel – we held balance updates until later so that we kept the meta stable (even if it has issues) for the tournament.

There are 2 sides to that, and I think both sides have merit.

As to the speed, yes, I agree. We want to make the game more fun to play and also easier to watch. This isn’t only for esports, it’s also for new players. Slowing the game down slightly would allow more players to watch good players, and more easily figure out how to play. So I agree w/ you there.

What happened to that quote from some dev: “Bad for the player, Good for the game?”

That was about balance/game design, not about whether to prioritize tournament integrity, or live balance.

Uhhh, I know. However, I think it clearly is applicable in both scenarios. Do you see why? Catering to 10 players or fixing a meta for the entire pvp scene?…

Ventari Dueling (Videos)

in Necromancer

Posted by: Zzod.5791

Zzod.5791

Hey I am Ventari and I think it it easier to show you how to use the utilities correctly in top 200 tournaments then in some duels where well used weapon skills cominbed with the deathshroud can win games.
Considering the early use of the plague signet: Conditions like burning and confusion which don’t seem a lot, do a rly high amount of dmg if they don’t get cleansed right away, so if I don’t face a necro where I am expecting more conditions to come, I try to give these back I have.
Best example might be the ele: 4 seconds burning given back instantly with my condition dmg mean like 3k dmg, which is a lot if we look at the low hp pool of eles.
And yes I know I am currently getting used to keybinds, which can make a difference, but when i was in the top 20 I played the utilities with the mouse back then (when necro was rly weak as well) and I still won the duels and games.
But thank you for the feedback

Let’s do some duels next time you are on. I love the practice and challenge.

Ventari Dueling (Videos)

in Necromancer

Posted by: Zzod.5791

Zzod.5791

I would love to set up some duels with him.

(edited by Zzod.5791)

My concerns

in PvP

Posted by: Zzod.5791

Zzod.5791

@JonPeters and ColinJohansen

A huge thank you for responding…I suspect you guys are aware but definitely don’t underestimate the value of communication even if it is a little update on the same things your working on say every month etc.

@Colin I hope you can understand from players perspective being stuck with this meta for such a long time without change and then to watch PAX and see that response. That being said, thank you for responding and I would like to apologise for the crap your twitch chat had to deal with.

A question to Jon and Colin etc Do you guys feel that allowing the meta to stay in such a state for so long was a mistake in hindsight? Also do you agree with the sentiment that the Pace of PvP could be toned down to benefit both play and viewing pleasure?

In GW1, we had a major tournament, and we had a balance patch come out right before the tournament. The teams in the tournament felt that this was difficult for them, as they already had to travel/etc., so it really messed up their builds. BUT, I also understand how you guys feel – we held balance updates until later so that we kept the meta stable (even if it has issues) for the tournament.

There are 2 sides to that, and I think both sides have merit.

As to the speed, yes, I agree. We want to make the game more fun to play and also easier to watch. This isn’t only for esports, it’s also for new players. Slowing the game down slightly would allow more players to watch good players, and more easily figure out how to play. So I agree w/ you there.

What happened to that quote from some dev: “Bad for the player, Good for the game?”

Lack of Information makes it hard to improve

in PvP

Posted by: Zzod.5791

Zzod.5791

Literally none of those stats you want will necessarily help you improve.

It is a tool to help figure out WHAT happened in a game. Think of it as forensics. For example, If I see that their back point was held by their their team for 3:42 and our back point was only capped by us for 1:36, I can immediately start making some reasonable conclusions about what happened in the game. I can immediately see a source of point disparity. I can see that our person who was pushing far wasn’t as effective as what the other team was imposing on our point, and therefore should probably change our rotation/split. I can that our home point holder was either losing his fights/letting his point get neutralized too early, or if they were team fights, we can try to figure out what is going WRONG at that point.

I can compare downstate cleave damage between our team members individually, or relative, to the other team. Are people actually doing what they say they are doing in helping securing stomps through assisted damage while one is stomping?

I can compare total damage done and total damage taken to figure out who is performing. If I have player A , who did more damage and also took more damage than player B, then Player A is the guy who is getting it done. Player B should probably have an easier time cranking out damage if he took less damage because he is being pressured less.

If I can see that Blue team fired off 36 treb shots during a game, but Red team only had 9, then I can start figuring out what is going wrong.

It won’t make you better in a vacuum, especially, if you don’t care to get better, but at least it gives you some ideas/numbers to start thinking about for those that do care about getting better and analyzing their games. If you can’t see the problem, how can you fix the problem?

Would you rather have the current scoreboard or something more along the lines of this?

(edited by Zzod.5791)

Lack of Information makes it hard to improve

in PvP

Posted by: Zzod.5791

Zzod.5791

This is one of only many kinds of information that we’re lacking. Tooltips could be better, more consistent, and more precise (and actually have numbers where it needs them).

I’m not sure we ever have any idea what stacks with what and what things are on what cooldowns.

I know that’s not what this thread is talking about, but there’s a widespread lack of information across the board, even on subjects as basic as, well, the basics, much less the stuff mentioned here.

Didn’t I play against a Zzod in Rift?

Yes. I am Zzod from Rift.

Lack of Information makes it hard to improve

in PvP

Posted by: Zzod.5791

Zzod.5791

Fred can look at “Top stat scorer.” Info given to them at the end of the match. They can also listen for, “The blue team has scored.” “The chieftain has appeared.” Fred can also look at how they got five points when Fred foolishly rushed a point with 3 defenders on it. Fred can also listen to, “You’ve lost the keep.”

From all of these prompts Fred can see how no one harassed orb runners. Not enough people are neutralizing nodes etc. Fred can tell when a quick 25 points can be grabbed from events and Fred can learn not to throw away 5 points attacking a node they were very unlikely to take. Fred can then deepen their knowledge by not dueling outside of node area’s or by focusing on roaming back cappers.

Everything Fred needs is there. Fred just needs to pay attention to it and remember it is a team environment and not a solo performance. When Fred figures out that being purposeful and doing things that matter wins games more than roaming with 4 others ganking single players, that’s when Fred gets better.

This is my point. Those “signals” are obscured with white noise and aren’t clear enough to actually be able to deconstruct and understand.

1) Top stat scorer: Scoring top points doesn’t mean you necessarily even came close to optimizing your play or contributing proportionately to your score. Your own score is heavily influenced by the play of your teammates and the opposing team. There isn’t a very strong correlation that is reliable to indicate how well you are playing when compared to a score.

Examples:
A bunker can have a very low score and played excellent by staying alive for a very long amount of time versus two players (before eventually dying) on a neutral point or a point held by his team.
A roaming DPS could have played perfect and had a low score in a game where his team lost and they couldn’t secure many kills or caps.
A player can have a very high score and he double capped points with teammates, overlapped stomps with other players, and all around, was carried to a win versus a weaker team .

In all 3 examples, the final score is not reflective of the quality of play.

2) “blue team has scored” How is being notified that someone ran the orb going to improve what you are contributing towards your team in the pursuit of that objective? If are playing in a basketball game and guarding a star player who sinks a three in your face and the announcer goes “Another three from downtown by Nnumber 23!” Are you suddenly going to know how to replicate that or know what it took to achieve that?

3) Fred may not know that engaging 3 players on a point like that is necessarily foolish. He may think his teammates will be there any second to turn the fight around. Or hey its only 2 guys! Maybe I can delay them and something good will happen elsewhere! Or maybe he thinks what he is doing is actually correct and its the players around him that are not doing the right thing by not being there with him!

There are so many perceptions as to what a correct play is in this conquest mode in the different scenarios that arise. Some players don’t fully understand the concept of trickling in and overextending and they will push points that are basically suicide runs, thinking that they are making good plays because they are being aggressive and contesting points.

I am telling you my experience. I have played thousands and thousands of tournaments in this game since release. I know what needs to be done to win games.

I ,also, solo queue nearly every day. When I lose a game, I have NO idea as to what the reason is. Now there are times when I will lose a key 1 on 1 that resulted in a point getting capped that will clearly result in X amount of points being cost to my team. But the majority of the time I am in the dark as to what everyone around me is doing on other parts of the map. Literally, I have no idea what the people across the map are doing and the quality of their decisions, rotations, specs, traits, sigils, etc. When we lose a game, it is complete speculation on everyone’s part as to what went wrong.

Even in group queue games where everyone knows each other and we are playing with voice communications, it is VERY hard to isolate specific things that failed in a particular game. We need more information.

(edited by Zzod.5791)

State of the game - 06-09-13 -

in PvP

Posted by: Zzod.5791

Zzod.5791

When I play with a group of players and we lose a game, it almost impossible to identify why we lost. We start asking questions “Were you there? Why didn’t you come? Why was that point capped? What happened over there?” There is no transparency or communication of information about what happened after a game is over. The scores on the scoreboard communicate NOTHING to the players at the end about whether or not they were actually effective and responsible for that outcome. If I can’t identify what went wrong, how can I possibly fix it on the individual level and on the group level?

Now, it takes many games of practice and feedback from other players to learn these skills, so it is very tough for this type of information to come firsthand from Arenanet about how to play conquest. But, what Arenanet CAN do is the following.

Please release a proper post-game scoreboard that displays the following things:
A) How many seconds was each point held by Red, Blue, or neutral?
B) How many neutralizes or caps by each player
C) Total damage and received done by each player
D) Damage done to downstate players
E) Total healing done and received by each player
F) Conditions applied/removed/cleansed
G) Boons applied/removed
H) How many stomps, revives, and deaths by each player
I) Special map mechanics: Treb shots fired, orbs ran, npc kills, etc.
J) Whatever else you can think of or other players can

Lack of Information makes it hard to improve

in PvP

Posted by: Zzod.5791

Zzod.5791

As we all know, the game is suffering from many issues. One of the topics that I have pretty much never heard spoken about is the lack of information a player and his teammates have after a game is completed and how this directly affects the ability of players to improve.

Picture this scenario and put yourself in the shoes of this player, who we will call Fred.

Fred is a rank 20 player in spvp. He plays mostly PVE and WWW and dabbles a bit in spvp. He has tried out a few different classes, and engineer is his favorite. Fred doesn’t have many friends or contacts in spvp, so he is very excited about the release of solo queue to get some tournament experience. He has mostly gained his ranks in hotjoins.

Fred plays 5 games and has the following result:
500-100 His team wins
500-480 His team wins
420-500 His team loses
180-500 His team loses
90-500 His team loses

Here is the twist: Fred scored 50 points in every single game. So, from his perspective, he may feel he did consistent, proper plays and rotations in each game because that is what his score is displaying. Yet, the team score shows otherwise.At the end of each of these games, Fred is shown a scoreboard that displays the total score of a team and individual points that a player scored.

Arenanet, I ask you this:

How does Fred analyze his play? How does Fred know what he did correctly in the games they won (or even lost) and reinforce this type of behavior? How does Fred identify bad plays he made and make efforts to stop this? How can he properly learn when to push a point and when to disengage from a fight? Where to position himself? How to make optimal decisions in scenarios where you have a teammate downed of a certain class type with 40% health and an enemy downed of another class type who has 70%? Do you stomp, rez, or dps?

Now, let me step away from Fred and give you a perspective from myself. I have a lot of tournament experience. I played exclusively in spvp (with the overwhelming majority of that time in tournaments) for the first 8 months of this game being released. I learned to play this game by playing a lot of games with a lot of the same people using voice communication. We learned TOGETHER while discussing and learning the game, and adapting as metas changed.

When I play with a group of players and we lose a game, it almost impossible to identify why we lost. We start asking questions “Were you there? Why didn’t you come? Why was that point capped? What happened over there?” There is no transparency or communication of information about what happened after a game is over. The scores on the scoreboard communicate NOTHING to the players at the end about whether or not they were actually effective and responsible for that outcome. If I can’t identify what went wrong, how can I possibly fix it on the individual level and on the group level? If it’s hard for me to figure it out, imagine what it must feel like to Fred.

Now, it takes many games of practice and feedback from other players to learn these skills, so it is very tough for this type of information to come firsthand from Arenanet about how to play conquest. But, what Arenanet CAN do is the following.

Please release a proper post-game scoreboard that displays the following things:

A) How many seconds was each point held by Red, Blue, or neutral?
B) How many neutralizes or caps by each player
C) Total damage and received done by each player
D) Damage done to downstate players
E) Total healing done and received by each player
F) Conditions applied/removed/cleansed
G) Boons applied/removed
H) How many stomps, revives, and deaths by each player
I) Special map mechanics: Treb shots fired, orbs ran, npc kills, etc.
J) Whatever else you can think of or other players can

This alone won’t make Fred a top notch player, but at least it will give him some insight into what actually went on in the game and get him thinking about the effectiveness of his build and play. Furthermore, It can allow actual groups of players to actually have some metrics to better figure out what went wrong in losses.

Thank you.

(edited by Zzod.5791)

You care about feedback? Here is mine !

in Suggestions

Posted by: Zzod.5791

Zzod.5791

I made a thread about combo fields, but it didn’t get much response. Here is an excerpt from it that I think is well-suited for this thread:

The ones that are done through cross-profession combos are the biggest issue to me and the ones I want to focus on for this thread. This is because they don’t encourage any kind of team coordination and timing. Why don’t they encourage teamwork? To put it simply: It’s not worth it.

The majority of them are underwhelming in the effects they create. There are a few exceptions such as blast finishers on water fields for heals, stealth stacking duration for pvp, chaos armor, etc. The rest of the combos create effects that are already replicable with the majority of your own skills, and thus it is typically a waste of time to try and create with others instead of just spamming damage.

By players just spamming their own fields and finishers in an individual vacuum, they end up creating those combo fields anyway. So, their manifestation is many times unintended, and when created, no one cares.

The combos should be completely reworked to accomplish TWO goals:

1. Require classes to coordinate and time their abilities together to achieve them rather than creating the combos through their own damage rotation spamming. This would actually create actual and promote teamwork in the group format rather than 5 individuals who are just fighting side by side and happen to create marginal effects through spam.

2. Make the effects meaningful and strong, so that people will want to pursue them over just doing their own damage rotations!

How about all new special fields and effects if one players drops a dark field with a fire field to create a hellfire field? This Hellfire field should now offer an all new effect that is unavailable to the skills of any class on its own. Players could then use their finishers on that field to create new, powerful combos.

Or combine a water field and light field to create a Purity field to do something else that is strong and useful to the group? Or combine a dark field and chaos field to create something else?

There is so much room for depth and thoughtful play with this system and what has been implemented so far has barely scratched the surface.

Revamping this system could breathe all new life, challenge, and depth both into PVE and PVP mechanics.

Spirit Ranger Video Close View!!!

in PvP

Posted by: Zzod.5791

Zzod.5791

The fact that this spec is so ez-mode and effective at the same time is embarrassing for the state of the game.

This ranger:
A) clicked
B) spammed mindlessly with no thought to his abilities other than the fact that they were now available and ready to be clicked
C) started his troll ungent heal way too late in fights
D) sat at full endurance for the majority of fights, which means he bottle-necked his total number of dodges for a given fight
E) Never pet swapped..AT ALL. (at least for the first 3/4 of the video. I couldn’t sit through it all)
F) Didn’t even use pet abilities…AT ALL.

It’s a joke. This player doing this doesn’t affect me because I would melt him off the face of the map, but it’s just the disparity in what others have to do in order to actually “play” their class for less than half of the pay-off or effectiveness. The other issue is what this spec can sustain in the hands of a better player.

(edited by Zzod.5791)

Spirit Rangers not as easy as you think

in PvP

Posted by: Zzod.5791

Zzod.5791

I can beat spirit rangers quite consistently on my necromancer. Occasionally, things don’t go my way due to constant evade spam resulting in missed abilities. However, If I can string together several key items, its GG ranger. Also, the amount of life force I have at the start of the engagement can also drastically affect the difficulty of the fight.

Please look at Sigil of Paralyzation.

in PvP

Posted by: Zzod.5791

Zzod.5791

Just to add some more evidence about it since the focal point of the conversation has been about warriors. It also affects necromancer warhorn daze in the same manner. It makes an untraited horn daze into 3 seconds from 2, and if you have the banshee’s wail trait combined with the sigil, it can even get boosted to a 4 second daze.

Please look at Sigil of Paralyzation.

in PvP

Posted by: Zzod.5791

Zzod.5791

No clue what you’re talking about. It’s a + %15 duration and is working as such. It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun and that increased duration only matters if the target doesn’t break out of it and eats the entire duration (not often). Comparing that with other sigils like battle and leeching its power is quite balanced. No idea how that consists of “god mode” in your opinion, sounds to me like you aren’t running proper stun breakers or don’t know how to kite warriors, got owned a feel times and a made a post with made up numbers.

It makes it 4 seconds, not 3.45. I actually play a warrior.

So do I but I don’t use mace, I’ll take your word for it though. Pretty sure that’s not intended so it doesn’t need to be “nerfed” it needs to be fixed as it’s not working properly. But then again, neither are half of runes/sigils so don’t hold your breath.

I love these people like Julius that chime into these threads with such assertion and confidence in their post with just complete unfamiliarity with the subject matter. I see it all over these forums when it comes to discussion of class mechanics.

Within back to back posts:

Julius: “No clue what you are talking about.”
“…got owned a few times and made a post with made up numbers.”

One post later from Julius:

Julius: “I will take your word for it”

All the person had to do was just reiterate his first post pretty much and now Julius is a BELIEVER and on the bandwagon for sigil of paralyzation behaving in this manner!

Hey Julius, if you are so this easily swayed over from your earlier belief about how it works, I don’t think you had much confidence in what you saying was true. Right? Riiiiiight?

Therefore, maybe you shouldn’t post so matter-of-factly without actually taking the time to look into it and create confusion and white noise on these forums that actually delays bug fixes and proper balancing from happening already slower than it is.

…The reason I replied the way I did is because his post initially said it was too strong and needed to be nerfed which to me sounded like he was talking about the intended design properties of the sigil, with which I did and still would disagree with. On his reply he clarified what he meant to say is that it was bugged, once I understood he meant it was bugged and that he had confirmed that bug himself then I took his word for it and agreed, and he edited his post to clarify it was in regards to a bug not something being intentionally overpowered by design, then all was well, and something got cleared up which is good for the post and good for discussion.

Then some bored loser came, didn’t read the exchange closely and wrote a lame kitten rage essay about nothing and made a fool of himself.

Yawn. Nice snarky backpeddle. You are lying to yourself.

“It is a 15% duration and is working as such”-Julius
“It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun "-Julius

Those are your words and they are wrong. If the sigil actually increases the duration of skull crack’s stun into 4 seconds from 3 seconds (which it does unbeknownst to you until this thread), then the sigil is not actually +15% duration and the stun is not 3.45 seconds like YOU stated. So, you were wrong.

I don’t even need to go any deeper into this as the mere fact that the above words were yours completely invalidates any credibility or experience you had on the subject matter. Buh Bye.

(edited by Zzod.5791)

Please look at Sigil of Paralyzation.

in PvP

Posted by: Zzod.5791

Zzod.5791

No clue what you’re talking about. It’s a + %15 duration and is working as such. It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun and that increased duration only matters if the target doesn’t break out of it and eats the entire duration (not often). Comparing that with other sigils like battle and leeching its power is quite balanced. No idea how that consists of “god mode” in your opinion, sounds to me like you aren’t running proper stun breakers or don’t know how to kite warriors, got owned a feel times and a made a post with made up numbers.

It makes it 4 seconds, not 3.45. I actually play a warrior.

So do I but I don’t use mace, I’ll take your word for it though. Pretty sure that’s not intended so it doesn’t need to be “nerfed” it needs to be fixed as it’s not working properly. But then again, neither are half of runes/sigils so don’t hold your breath.

I love these people like Julius that chime into these threads with such assertion and confidence in their post with just complete unfamiliarity with the subject matter. I see it all over these forums when it comes to discussion of class mechanics.

Within back to back posts:

Julius: “No clue what you are talking about.”
“…got owned a few times and made a post with made up numbers.”

One post later from Julius:

Julius: “I will take your word for it”

All the person had to do was just reiterate his first post pretty much and now Julius is a BELIEVER and on the bandwagon for sigil of paralyzation behaving in this manner!

Hey Julius, if you are so this easily swayed over from your earlier belief about how it works, I don’t think you had much confidence in what you saying was true. Right? Riiiiiight?

Therefore, maybe you shouldn’t post so matter-of-factly without actually taking the time to look into it and create confusion and white noise on these forums that actually delays bug fixes and proper balancing from happening already slower than it is.

A way to balance necromancer´s burn

in PvP

Posted by: Zzod.5791

Zzod.5791

Remove the burning. Replace it with 3s torment, 1s ICD. Swap the trait’s place with that of Terror. Make Terror fueled by Power instead of Condition Damage.
There. I have just fixed the Necro, removed the QQ, but kept stuff viable. Go me.

No. What?…

You want to turn a condition, terror, and make it scale with power? A trait that is in a condition-based tree? A condition whose damage has been already reduced by 17%? A condition whose damage was NEVER complained about until the necromancer buffs?

I don’t think you put very much thought into this. Back to the drawing board!

Superior Rune of Perplexity

in Necromancer

Posted by: Zzod.5791

Zzod.5791

I don’t know why people are hesitating in getting this because they are fearing a nerf through the introduction of an internal cooldown timer. As of right now, we can only daze through spectral grasp and warhorn daze. So, if an ICD is introduced, it will most surely be not introduce an application bottleneck that we aren’t already facing through our limited options in actually interrupting someone. And no, I don’t see fear being changed into an interrupt.

Lf Rabid Conditionmancer WvWvW build.

in Necromancer

Posted by: Zzod.5791

Zzod.5791

I really have a bad feeling about full rabid gear. I mean all direct damages you deal are completely useless with that gear. There is nearly no burst at all, DS 1 and 4 are useless, scepter 3 is useless, staff marks (except for the condition effects) are useless. In 1on1 you are useless.
I atm play a mixture of condition/powcrit but im nearly a glass cannon, having 1250tough and 1440vit. I do understand the rabid thing, but in all situations aside the zerg, you’re dead, aren’t ya?

I don’t follow everything you are talking about here. You can actually burst quite hard as a condi necro with burning, terror, poison, and bleeds. On a single target situation, I can open with signet of spite, continue into a reaper’s mark and proceed into a death shroud 2,3,5. This will outright kill someone or have them on life support.

4 in DS is still not terrible. It can hit for 2kish range on each target and can help maintain/restore some life force.

In a zerg, it can especially shine with epidemic obviously. In 1 on 1, it’s not even CLOSE to useless. I am a beast 1 on 1 with 30 20 0 0 20 in rabid gear.

Holy kitten trinity.

in PvP

Posted by: Zzod.5791

Zzod.5791

He’s probably thinking of the trait that aoe fears when CC’d, which you can’t get on a Dhuumfire build.

So, he’s full of crap.

Necro is very easily killable by 1 class. Thief, warrior, dd ele can still train him to the ground. Phantasm mesmer can do so as well.

Oh… lol, but Reapers Protection requires 20 in toughness/boon duration line which means you’d need to give up +2% dmg for each condition and 33% scepter duration or corruption recharge or well targeting. One fear per 90 seconds IF you get hit by CC? Meh.

I thought he might be referring to downed2 or nightmare runes, since those are ALWAYS in my fear rotation.

Not interested enough in this conversation to give an opinion either way about optimized builds, but did see this comment, so I wanted to clarify. You are aware that the +2% dmg for each condition does not affect condition damage at all, and it only affects power based damage? Therefore, it is a very weak trait on a condition necro.

Lf Rabid Conditionmancer WvWvW build.

in Necromancer

Posted by: Zzod.5791

Zzod.5791

In any of these builds, I highly recommend 2x mad king, 2x lyssa, 2 x afflicted as a rune set with full rabid gear. You can get 50% condi base duration to all your condis with that set up and even more so on the bleeds. Necros have a wide enough variety in their condis that the 2 piece bonuses of +10% condi duration to everything found on lyssa and mad king is very strong. It will boost bleed, burn, poison, chill, torment, weakness, cripple, etc. Keep in mind that pure condi dmg does nothing to boost the non-dmg utility based condis, whereas duration will positively affect both your damaging condis and utility condis. It is great to stack it with the food for WWW as that duration will additively offset the potential of an enemy player running the lemongrass.

At the moment, I am experimenting with the perplexing rune sets in 4x and 6x with both 30 30 10 and 30 20 0 0 20 builds.

(edited by Zzod.5791)

Superior Rune of Perplexity

in Guild Wars 2 Discussion

Posted by: Zzod.5791

Zzod.5791

Do other classes really cause interrupt better than a mesmer? I can’t think of any class that’s better at interrupting than a mesmer.

A thief loses it’s dps if it focuses on interrupts.
A warrior could be good with it
A necro only has fear and can’t fear very often
An elementalist wouldn’t be good with this, don’t even think shocking aura is an interrupt bcs the hit lands
An engineer could be good with this
A guardian wouldn’t fit this rune well,
A ranger wouldn’t fit this rune well either

The only 3 professions that could potentially really utilize this rune set well are the Engi, Warrior, and Mesmer.

I’ll sell the idea that it’s OP for other profs to access to confusion, but 5 stacks for 10 seconds I might consider OP if it were PvP.

Incorrect on necromancer. Fear does not even register as an interrupt. The only way a necro can proc the interrupt is through the daze on the warhorn and a well-timed spectral grasp.

Revamp and Expand Combo Fields

in Guild Wars 2 Discussion

Posted by: Zzod.5791

Zzod.5791

The combo effects that you can create and finish as an individual are not the focus of this thread. Those ones you execute on your own anyway as part of your rotation if you think its worthwhile: Meaning the damage or utility you create as a result of the combo is superior to your next best option of not creating it by choosing a different rotational order of abilities. Therefore, they are more of an additional way to access that skill or effect as an individual.

The ones that are done through cross-profession combos are the biggest issue to me and the ones I want to focus on for this thread. This is because they don’t encourage any kind of team coordination and timing. Why don’t they encourage teamwork? To put it simply: It’s not worth it.

The majority of them are underwhelming in the effects they create. There are a few exceptions such as blast finishers on water fields for heals, stealth stacking duration for pvp, chaos armor, etc. The rest of the combos create effects that are already replicable with the majority of your own skills, and thus it is typically a waste of time to try and create with others instead of just spamming damage.

By players just spamming their own fields and finishers in an individual vacuum, they end up creating those combo fields anyway. So, their manifestation is many times unintended, and when created, no one cares.

The combos should be completely reworked to accomplish TWO goals:

1. Require classes to coordinate and time their abilities together to achieve them rather than creating the combos through their own damage rotation spamming. This would actually create actual and promote teamwork in the group format rather than 5 individuals who are just fighting side by side and happen to create marginal effects through spam.

2. Make the effects meaningful and strong, so that people will want to pursue them over just doing their own damage rotations!

How about all new special fields and effects if one players drops a dark field with a fire field to create a hellfire field? This Hellfire field should now offer an all new effect that is unavailable to the skills of any class on its own. Players could then use their finishers on that field to create new, powerful combos.

Or combine a water field and light field to create a Purity field to do something else that is strong and useful to the group? Or combine a dark field and chaos field to create something else?

There is so much room for depth and thoughtful play with this system and what has been implemented so far has barely scratched the surface and really is shallow.

Revamping this system could breathe all new life, challenge, and depth both into PVE and PVP mechanics.

Revamp and Expand Combo Fields

in PvP

Posted by: Zzod.5791

Zzod.5791

The combo effects that you can create and finish as an individual are not the focus of this thread. Those ones you execute on your own anyway as part of your rotation if you think its worthwhile: Meaning the damage or utility you create as a result of the combo is superior to your next best option of not creating it by choosing a different rotational order of abilities. Therefore, they are more of an additional way to access that skill or effect as an individual.

The ones that are done through cross-profession combos are the biggest issue to me and the ones I want to focus on for this thread. This is because they don’t encourage any kind of team coordination and timing. Why don’t they encourage teamwork? To put it simply: It’s not worth it.

The majority of them are underwhelming in the effects they create. There are a few exceptions such as blast finishers on water fields for heals, stealth stacking duration for pvp, chaos armor, etc. The rest of the combos create effects that are already replicable with the majority of your own skills, and thus it is typically a waste of time to try and create with others instead of just spamming damage.

By players just spamming their own fields and finishers in an individual vacuum, they end up creating those combo fields anyway. So, their manifestation is many times unintended, and when created, no one cares.

The combos should be completely reworked to accomplish TWO goals:

1. Require classes to coordinate and time their abilities together to achieve them rather than creating the combos through their own damage rotation spamming. This would actually create actual and promote teamwork in the group format rather than 5 individuals who are just fighting side by side and happen to create marginal effects through spam.

2. Make the effects meaningful and strong, so that people will want to pursue them over just doing their own damage rotations!

How about all new special fields and effects if one players drops a dark field with a fire field to create a hellfire field? This Hellfire field should now offer an all new effect that is unavailable to the skills of any class on its own. Players could then use their finishers on that field to create new, powerful combos.

Or combine a water field and light field to create a Purity field to do something else that is strong and useful to the group? Or combine a dark field and chaos field to create something else?

There is so much room for depth and thoughtful play with this system and what has been implemented so far has barely scratched the surface.

Revamping this system could breathe all new life, challenge, and depth both into PVE and PVP mechanics.

(edited by Zzod.5791)

IMO professions and combat are shallow

in Guild Wars 2 Discussion

Posted by: Zzod.5791

Zzod.5791

But the combat system has a lot of headroom to get more and more skillful with.

hahaha…. No… The so called headroom in this game is microscopic compared to other action mmorpgs.

What “other action MMORPGs” are you thinking of?

It’s hilarious really. I remember when the game first came out, there were complaints about the boringness of the gameplay on the Mesmer forums, then someone discovered a few of the Mesmer’s neat tricks, and everyone was like “oh wow, I didn’t realize you could do that”.

The combat is as deep or as shallow as you make it, it really has that headroom.

On the other hand, some of the enemy AI is a bit placeholderey. Mobs, especially bosses, could behave a bit more intelligently for groups whose level of gameplay is more sophisticated than the average troll’s.

No, it’s not as deep as you make it. It’s as deep…as it really is. People are quite familiar with all your combo fields and finishers that you are referring to as “neat tricks”. Only new players who are just starting the game are "WOW"ed by them.

Obviously, the ones that you can do as an individual you just do on your own anyway as part of your rotation if you think its worthwhile: Meaning the damage or utility you create as a result of the combo is superior to your next best option of not creating it by choosing a different rotational order of abilities.

The ones that are done through cross-profession combos are the biggest issue to me because they don’t encourage any kind of team coordination and timing. Why don’t they encourage teamwork? To put it simply: It’s not worth it.

The majority of them are underwhelming in the effects they create. There are a few exceptions such as blast finishers on water fields for heals, stealth stacking duration for pvp, chaos armor, etc. The rest of the combos create effects that are already replicable with the majority of your own skills, and thus it is typically a waste of time to try and create with others instead of just spamming damage. By players just spamming their own fields and finishers in an individual vacuum, they end up creating those combo fields anyway. So, their manifestation is many times unintended, and when created, no one cares.

The combos should be completely reworked to accomplish TWO goals:

1. Require classes to coordinate and time their abilities together to achieve them rather than creating the combos through their own damage rotation spamming. This would actually create actual teamwork in the group format rather than 5 individuals who are just fighting side by side.

2. Make the effects valuable and meaningful, so that people will want to pursue them over just doing their own damage rotations!

How about all new special fields and effects if one players drops a dark field with a fire field to create a hellfire field? This Hellfire field should now offer an all new effect that is unavailable to the skills of any class on its own. Players could then use their finishers on that field to create new, powerful combos.

Or combine a water field and light field to create a Purity field to do something else that is strong and useful to the group? Or combine a dark field and chaos field to create something else?

There is so much room for depth and thoughtful play with this system and what has been implemented so far has barely scratched the surface and really is shallow.

Revamping this system could breathe all new life, challenge, and depth both into PVE and PVP mechanics.

Stop displaying life force on party UI

in Necromancer

Posted by: Zzod.5791

Zzod.5791

I think that they should just show it as an extra bar.

Why? How will any of your decisions as a player in my group as ANY class change as a result of knowing my life force?

Stop displaying life force on party UI

in PvP

Posted by: Zzod.5791

Zzod.5791

Please get rid of displaying our life force on the party UI. It is pointless and creates constant confusion to the rest of my party because they think that my actual health is dangerously low. This problem is most prevalent and annoying in tpvp.

There is nothing that your team specifically needs to do for you or be made aware of because your life force has reached a certain amount. I can’t count how many times I am hearing my teammates yell in our voice comm channels that my hitpoints are low, when I am actually perfectly safe at 98% life.

Just change it so that our real hitpoints are displayed full time on the party UI. Simple

Stop displaying life force on party UI

in Necromancer

Posted by: Zzod.5791

Zzod.5791

Please get rid of displaying our life force on the party UI. It is pointless and creates constant confusion to the rest of my party because they think that my actual health is dangerously low. This problem is most prevalent and annoying in tpvp.

There is nothing that your team specifically needs to do for you or be made aware of because your life force has reached a certain amount. I can’t count how many times I am hearing my teammates yell in our voice comm channels that my hitpoints are low, when I am actually perfectly safe at 98% life.

Just change it so that our real hitpoints are displayed full time on the party UI. Simple.

Chilled and initiative

in PvP

Posted by: Zzod.5791

Zzod.5791

I’d just like to point out that when a skill is cast, the cooldown continues to recharge 66% slower even after the chill has ended – something thief initiative doesn’t even have to worry about with the proposed change.

Last time I tested was september, so yea I may be wrong.

Ah. So, first make a bold, assertive claim about your understanding of a certain mechanic and then quick back peddling after you are exposed to actually not knowing a kitten ed thing about what you are talking about. Why not take the time to actually look into something before spreading baseless claims?

I even love how you have the “I’d just like to point out” as if what you were pointing out was something that had flown over our heads originally and we need your deep insight to show us how we carelessly overlooked this tricky dynamic within the world of chilled targets.

This kind of misinformation ruins threads and quality of forums.

Questions about PvP

in PvP

Posted by: Zzod.5791

Zzod.5791

Take notes about this player’s needs and perceptions, ArenaNet. These are the exact players that we need participating and staying in SPVP to make it grow. They need to be introduced to SPVP in a guided, educational and fun environment, so that they want to come back.

(edited by Zzod.5791)

Transmuted Legendaries

in Guild Wars 2 Discussion

Posted by: Zzod.5791

Zzod.5791

Uh, just make it so that you have to be level 80 to equip it if it has the ascended stats? Plenty of simple ways to stop that.

Transmuted Legendaries should be upgraded

in Guild Wars 2 Discussion

Posted by: Zzod.5791

Zzod.5791

Upon reading the newly released blog, I was pleasantly surprised to see how they planned to handle and upgrade legendary weapons. For those who missed it or skimmed it, the paragraph specifically dealing with legendaries is posted below:

ArenaNet: In addition, we’ll also improve the functionality of legendaries, allowing you to set their stats when out of combat to any stat combo available, so you don’t need to transmute stat changes for legendaries. Legendary gear will remain with the same tier of stats as ascended gear and will not be made more powerful than other gear, it will simply be slightly more convenient since it will no longer need transmutations to change stats.

I, personally, instantly took this to mean that legendaries that have been transmuted to other stats would be included within the language of this paragraph, and I also personally believe myself that will be. However, I begin to see a few other threads started where other people seem to be suggesting that they think that they won’t or that they shouldn’t for whatever reason that they may hold. I, then, began to wonder if the Devs at Arenanet held a similar view on transmuted legendaries. Those threads are here:

https://forum-en.gw2archive.eu/forum/game/gw2/Existing-Transmuted-Legendary-Weapons

https://forum-en.gw2archive.eu/forum/game/gw2/Transmuted-Legendaries-1

My hope and belief is that Arenanet should restore any transmuted legendary skin back to legendary status so that it may 1) have the option of changing its stats and 2) have ascended level stats once the patch is released.

My argument and defense is as follows: At no point in the creation and crafting process of a legendary were we EVER given any choice to choose stats of our own. I play a condition necromancer and I recently finished crafting my meteorlogicus. It was force-fed to me with pre-allocated stats of power, toughness, and vitality with a superior sigil of air. Those pre-allocated stats are NOT my choice.

To wield this weapon in its original state would actually weaken my character because I am forced to give up the condition damage of my exotic rabid scepter in order to use this weapon.

Imagine that: Putting in the time and effort of creating a legendary weapon that would actually weaken me by using it in its original form. Therefore, I actually went above and beyond the process of crafting a legendary by then sacrificing an exotic rabid scepter and purchasing a transmutation cube with in-store gems to then customize the legendary to my particular character’s build. There are many, many other players that have done the same to their weapons to augment them in a way to make them beneficial to their build.

Was I expected to just fight as a condition necromancer with stats that benefit a tank build for an indefinite amount of time not knowing what would be happening to legendaries down the road?

Have I somehow “cheated” the process of crafting a legendary by taking an additional step to make it a better fit for my character?

The answer, in my opinion, is no. I, and every other player out there who has transmuted a legendary, am every bit deserving of receiving the upgraded changes to legendaries. How could someone possibly argue that we, the players who transmuted legendaries, are not deserving of the upcoming changes?

I am eager to hear people’s thoughts and especially from Arenanet to put some peace of mind in the player base.

Thank you.

(edited by Zzod.5791)

Redefining the glass cannon (updated build)

in Necromancer

Posted by: Zzod.5791

Zzod.5791

+ % Bonus damage does not stack like that. If you gain + 20% Damage, that wil multiply your damage by 1.2. Now, if you gain another 25% damage, you won’t do + 45% damage but 1.2 × 1.25 = 1.5 aka + 50% damage.

I am pretty sure you are wrong about that. Everything I have seen in this games where these kind of multipliers come up suggest they are additive and not multiplicative. i.e. the behavior of + or – % duration runes.

How to balance necro's.

in Necromancer

Posted by: Zzod.5791

Zzod.5791

In its current state I’d guess a well played full necro team could absolutely steam roll just about any other team comp lol

Been there, done that. The teachers of my Necro school and I got together, played around 14 matches, didn’t lose a single one.

In…the 60% bracket.
[ ] Relevance in establishing credibility in tpvp

In its current state I’d guess a well played full necro team could absolutely steam roll just about any other team comp lol

Been there, done that. The teachers of my Necro school and I got together, played around 14 matches, didn’t lose a single one.

In…the 60% bracket.
[ ] Relevance in establishing credibility in tpvp

I solo join 80% of my matches. If you actually use that as a test of skill/competence, I suppose your opinion is about as useful as a crumpled tissue.

Yes. You are attempting to prove your point of tpvp credibility/competence by pointing out that you are successful against medicore and bad competition. Therefore, I am not sold. It’s that simple.

If the good players thought you were good (meaning the established pvp players/groups) in the tpvp community, they would be sending you messages to fill a spot for them when they play. Are they? If they aren’t, then queue up with your team of necromancer teachers and own them.

(edited by Zzod.5791)

How to balance necro's.

in Necromancer

Posted by: Zzod.5791

Zzod.5791

In its current state I’d guess a well played full necro team could absolutely steam roll just about any other team comp lol

Been there, done that. The teachers of my Necro school and I got together, played around 14 matches, didn’t lose a single one.

In…the 60% bracket.
[ ] Relevance in establishing credibility in tpvp

What do you do after a huge loss of gold?

in Guild Wars 2 Discussion

Posted by: Zzod.5791

Zzod.5791

2 chicks at once.

Runes for Condition Necro?

in Necromancer

Posted by: Zzod.5791

Zzod.5791

I might have to resolve this debate later, right now I"m running short on time. But here are my rune recommendations:

For pure rabid condition specs, go with Undead. You’ll get higher bleed ticks, but will have to get condition duration from other sources.

For condition duration, I recommend 3x krait + 3x afflicted. This gives you 30% more bleed duration while also giving a substantial amount of condition damage. While 2x krait + 2x afflicted + 2x centaur does give you 45% bleed duration, it also gives substantially less condition damage. The necromancer isn’t wanting for condition duration, so I’ve found the 30% to be more than adequate for my builds.

For terror builds, I’d recommend Runes of the Necromancer. The runes give condition damage + vitality, while also giving 20% fear duration. The runes of the nightmare give a 10% duration to all conditions and a 5% chance to cause fear when hit, so they are also worthy of mention. It depends on the build used, and how easily they get fear.

Yes, except now, you have to consider our new additions of torment, burning, buffed weakness, chill, poison, and potentially vulnerability, as well depending on your spec and what medium you are playing in. I, personally, prefer to run 2x lyssa, 2x or 4x mad king (depending on if you want that power or not as the 3 piece bonus on the way towards the 4 piece bonus of bleed duration), and 2x afflicted. You trade off some bleed duration in exchange for a longer duration on all the other conditions I listed.

Imagine a WvWvW guild full of Tpvp players

in WvW

Posted by: Zzod.5791

Zzod.5791

I just started PVE/WvW. I went from level 41 and 14% world completion to level 80 with 52% world in about 2 and a half days. I am also rank 50 in spvp, rank anywhere from 50-200 in leaderboards depending on how much I solo queue(which destroys your rank), and I used to be on a top 5 paid tourney team(prob 3rd best honest assessment)/free tourney original until we quit playing due to long queue pops in paids or small chances of getting good matches in frees.

I love the small skirmishes of 5-15 players, which is why Legacy of the Foefire is my fav map because of the team fights that break out at mid.

In WvW, the bigger standoffs are pretty annoying and not very exciting to me. There is just long, drawn out stalemates and spam fests of max distance ranged weapons with instant rez the second people go down. I play a hybrid power/condi necro, which is very strong, one on one and in group situations, but for the most part it feels hard to feel yourself making a significant difference in the big fights. I land some pretty perfect corrupts/epidemics of basically max conditions with significant stacks, and the spamfest of AE condi removal just erases it in moments. Same goes with my staff attacks. It is not really fun to participate in it as you don’t feel like you are making much contribution towards the overall outcome of the big battles, but I am sure a lot of classes/players feel the same in those.

In terms of skill, the players don’t seem as strong from what I have faced, but it is tough to exactly make quality asssesments.

I will say this though: When I hop into spvp and wait for a spot, I watch a lot of low to mid rank spvp players who come from pve to do their dailies (by chance, don’t go seeking them out), and I bad specs, missing runes and sigils, bad movement, bad dodging, unfamiliarity with attacks of other classes, and fighting at like 40-60% health for 15-20 seconds with a heal available that is only 25-30 sec cooldown. Basically, inexperienced players, and I am sure there are a ton more of them that are all over the WvW world, which is their home base of operation of GW2 pvp.

(edited by Zzod.5791)