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Traits scaling on toughness ?

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Posted by: aelska.4609

aelska.4609

Heavy armor is hardly the reason why investments in toughness are sub-optimal. Personally, I don’t really care which of the two stats the traits scale with, since I’ll have 1000 of either. Maybe ANet wanted to keep scaling in check, but it hardly matters. It scales with toughness now and the probability is close to 0 that they’ll change it in the next years.

It was not to mention that toughness is crap, it does not counter condis and has a logarithmic scale; while vitality is much more efficient and has a linear scaling

Traits scaling on toughness ?

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Posted by: aelska.4609

aelska.4609

Guards are heavy armored class, which means that they have naturally high armor and don’t “really” need to invest in toughness. Traits scaling on toughness have, therefore, a limited interest.

But guards have the lowest health pool of the game, which means they will more likely have to invest in vitality if they want to survive more than two seconds on the battlefield.

Make retributive armor and symbolic avenger scale on vitality instead of toughness ?

Revert/change the trait system !!

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Posted by: aelska.4609

aelska.4609

This balance patch note has touched a lot to unused traits …

… It is great, but it feels like it is useless work, Arenanet.

Most of the traits are located in traitlines that are never taken, either because they generally suck, either because there are “must have traits” in other traitlines, which therefore prohibits these “new traits” to be ever taken.

All the weapon skills and utilities are linked to traits. The choice of a traitline therefore disadvantages some combinations of weapons and utilities (and gameplay in general) just because there will be traits in this traitline that will favour a specific weapon and a specific kind of utilities. Of course, this totally kills the build diversity.

The older trait system was fine. Not the best, but already 200% better, especially regarding the build diversity. Please, do something about that, Anet.

What if we had fewer traits?

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Posted by: aelska.4609

aelska.4609

I dont think we need fewer traits. Build diversity is already at the lowest, and the core of the build lies in the trait system. Today’s system forces the player to select 3 traitlines, which totally excludes the choice of all the traits located in the 3 (soon to be 4) other traitlines. Then we need to select one trait out of 3, which totally excludes the two other traits to be ever taken again. All together, it is not surprising that the build diversity has been totally annihilated.

Previous trait system was not perfect either but I think it was way better regarding the build diversity I support this post as “easy fix” while waiting for Anet to find a better trait system.

PvP worth trying again after a 3 year hiatus?

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Posted by: aelska.4609

aelska.4609

It is still a fun game mode … if you dont take it seriously Players’ skill has never been that low, mainly due to the number of passives effects (passive stab, passive break-stun, passive invulnerability, etc.) and the balance of the skills (always more stability, more heal, more breakstun, more damage, more condis, more CC …). The build diversity (in competitive) has been destroyed by the change of the trait system and the expansion, which makes the build “you’d like to play” totally unefficient and therefore non-competitive.

On top of that, some players are extremely salty and it vastly deteriorates the game experience. Arenanet seems to totally ignore the report button, while the number of salty players keeps growing.

And I haven’t mentioned the lack of rewards yet. Being well rated in PvP seasons gives you access to … a title ! Which is ridiculous, given the fact you can display only one at a time…

(edited by aelska.4609)

WvW: give wallet for siege weapon blueprints

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Posted by: aelska.4609

aelska.4609

It could also be a menu that can be opened in WvW. The blueprints will then be displayed that way.

Wallet or not the problem remains the same: to efficiently play WvW, the players have to give up an entire bag just to carry the siege weapon, in the most disorganized way.

Pvp rating not updating

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Posted by: aelska.4609

aelska.4609

Hello,

My pvp rating is not updating in the leaderboard. It is the same with the Wins and Losses columns; cf. screenshot

Thank you for fixing this

Attachments:

WvW: give wallet for siege weapon blueprints

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Posted by: aelska.4609

aelska.4609

At least 20 slots of inventory are taken by siege blueprints (ram, treb, catapult, balista, ac, golem, shield gen; in normal, superior, and eventually guild version).

Is it possible to have the wallet for these siege weapons, as it is for dungeons token and all the new pve stuff (inbound magic, ley line crystal, etc.) ?

Thank you.

One kill = one rally (as it is in WvW)

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Posted by: aelska.4609

aelska.4609

I still don’t understand why it is not implemented in pvp but it is in WvW. How is it fair that one kill can rally a whole team ?

Ty.

Battle of kyhlo "no valid path to target"

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Posted by: aelska.4609

aelska.4609

Exact same remark regarding the middle node on capricorn.

Battle of kyhlo "no valid path to target"

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Posted by: aelska.4609

aelska.4609

This is getting really annoying. Can’t you just fix your map ? It was kinda fine before update, now it is just unplayable.

There is no way to port on the walking area around the roof. The message “no valid path to target” keeps popping. We dont care about your mercenary backpack, just fix that first.

Thank you.

Toughness is Broken

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Posted by: aelska.4609

aelska.4609

Solution: reduce protection bonus (to like 15..20%). Increase damage reduction with toughness by 15%. Ez.

ALMOST Reaching 1 MIL damage in Ranked match

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Posted by: aelska.4609

aelska.4609

Weaks.

1,580,742 damage, even though this screen begins to be old.

Attachments:

Suggestions for Hammer and Staff

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Posted by: aelska.4609

aelska.4609

Could we just stop asking for buffs when it is already spam wars ? Hammer#2 is perfectly useable, hammer#5 is perfectly useable, hammer#4 is powerful but get counters by this ridiculous amount of stab and breakstuns. People are just simply taking bow over hammer, since it does the same with additional effects, more range and lower cast time (banish ? => deflecting shot). But the hammer is not to blame in itself.

Staff has been made totally obsolete with the amount of heal/speed/might/cc received from everywhere, but once again it is not bad in itself, just outdated.

Suggestion: Dark Aura

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Posted by: aelska.4609

aelska.4609

Dark Aura: Whenever you are struck by a foe, that foe is weakened for x seconds.
Whenever you are struck by a critical hit, inflict blind for 2 seconds.

Lol, just no. Weakness is already the strongest condi in this game that can change every power opponent into a running potato. And not only you want to make it spammable, worse, autotrigger on hit, but you also want to add blind so you can be sure that you won’t get any hit while this aura is active.

What about that instead :

Dark aura : Whenever you are struck by a foe, the incoming damage is converted into healing and the foe takes equal damage.
Whenever you hit a foe, converts all his boons into conditions.

Teleport hack live on Drazeh stream

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Posted by: aelska.4609

aelska.4609

Got his account name: swag.8716 . And yeah, it is confirmed hack.

Teleport hack live on Drazeh stream

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Posted by: aelska.4609

aelska.4609

I just had a match against that ele. Trying to chase him, I have seen him blink more than he should. I have no recording except a message on the teamchat (at 18:38 CET): “How did the ele joined far that fast ? I sweared he blinked 3 times”.

His character name: “Stuffed Teddy Bear”.

Stomping needs to be revisited

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Posted by: aelska.4609

aelska.4609

To “counter” the rezzbots, anet has removed the downstate “invulnerability” so it is easier to cleave.

What is now the point of stomping ? To spend 3.5 seconds eating all the damage without being able to do anything ? One interrupt or one downstate stealth and this time is lost. Plus, it takes way less than 2 seconds to fully rez someone :/ Cleave stays by far the best.

Suggestion: Stomping applies revealed to the downstate. Stomping reduces the rez speed by 50%.

Give option to disable titles in pvp

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Posted by: aelska.4609

aelska.4609

Dear Anet,

These titles are particularly annoying, especially since their color can be confused with the name of an ally. I hope you can understand the problems it causes when you confuse an ennemy player with an ally.

Make title color appear as the same color than the player name, or/and add an option to hide them.

Thank you for your consideration.

Ember bay - Skip up the volcano achievement

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Posted by: aelska.4609

aelska.4609

I’ve just taken two hours with a friend to end the entire jumping puzzle for this achievement (Skip up the volcano). Sadly, I get this message when I try to open the chest (and to get the achievement):

“You are too fatigued to open the massive chest. (You did not reach all checkpoints on your ascent.)”.

(see attachments)
My friends did have the achievement, and I was with her all the time. It might be good if you could do something about that, because:

1) I did not spend 2 hours for nothing
2) There is no way for me to know if a checkpoint has been taken or not.

Thank you.

Attachments:

Bring non-HoT queue option in pvp

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Posted by: aelska.4609

aelska.4609

Edit : the OP is guardian who just happened to have been buffed (core line) this season, how ironic.

Ew, I am doomed, now everyone knows that my goal is to faceroll people easily with my braindead OP class

More seriously, pvp before and after HoT are quite different, people might prefer one over an other. I can bring the best arguments and you can bring the best ones too, I am not sure any of us willl change his opinion. The goal of this post is more to know how many people think in one way or in the other, to see if it might be worth to eventually add this “option”.

Bring non-HoT queue option in pvp

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Posted by: aelska.4609

aelska.4609

Hello,

I know that some friends of me and myself would like to be able to play PvP without all of these elite specializations. There are many reasons for that, mainly because we wish to play a game with less carrying “passives”, CC, stab etc., as before. Obviously, we are only interested for an option to play pvp without any elite specialization, not to limit pvp to it.

A little poll to see if I am totally braindead to wish that or not:

The poll

List of non-OP pvp balance requests.

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Posted by: aelska.4609

aelska.4609

Maybe that one trait in valor should give us 500 toughness, rather than give ourselves and allies 150. Just imagine! It’s very crazy how Scrappers got a trait that stacks toughness!

Other classes have a similar AoE buff, so imo we shouldn’t touch it. Speaking about the scrapper with the “60*5 toughness + 20% condi damage reduction”, we do have a similar trait with “retributive armor” in valor (250 toughness + 13% toughness to ferocity conversion). But yeah, this trait is bugged and only converts 9%, ferocity sucks, and other traits are better.

List of non-OP pvp balance requests.

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Posted by: aelska.4609

aelska.4609

Then change focus to still bounce even if blocked/dodged/evaded. That’d be worth the cast time.

12 is kinda op, which doesnt match the list. It also promotes Projectile hate which is a no-no-no
13 you stated is no, to dumb in WvW, it was nerfed cause of wvw not cause of spvp.

Rest evens itself out. But if we are talking selfishy about traitlines, I’d like them to move writ of persistence to zeal major/grandmaster traitline. ITS 1 OF THE MOST IMPORTANT SYMBOL TRAITS YET WE CAN’T RUN THE SYMBOL SPECIALIZATION ZEAL WITH HONOR WHEN WE ARE FORCED TO RUN VALOR/DH. Making honor on par with valor defensives would work but there is a huge huge gap.

For the 13), yup, op in WvW, that’s why this change should only affect PvP. “List of non-OP pvp balance requests.”.

For the 12) it is kinda hard to balance, of course saying “woh during 4 seconds the guard will be immuned to projectile” seems kinda op. But saying “woh the guard will be afk during 4 seconds without being able to dodge just to protect from random projectiles” is actually kinda meh. The block instead of the absorption can be controversial though !

And yeah, I agree about the symbols ! They also have to do something about them, static gameplay in a dynamic game just harshly works :/

(edited by aelska.4609)

List of non-OP pvp balance requests.

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Posted by: aelska.4609

aelska.4609

Your list comes from common sense and the changes should indeed be made. Although, I don’t fully agree with your number 6) (unblockable focus 4): unblockable skills have no counter play and are cancer, if the player is smart enough to block than let be it. I would rather nerf the number of blocks other classes have (yeah, I am speaking about scrapper/revenant/daredevil).

Anyway, let’s continue this list ! (note: ° = slightly significant buff/nerf)

7) Whirling Wrath (GS #2): no more projectiles, melee projectiles suck so hard.

°8) Keep passive virtue effects even if they have been activated. That is easy fix to all these contradictory traits, or fix these traits. Don’t worry, untraited passive effects suck anyway.

9) Cleansing Flame (torch #5): affects also the character, not only the allies.

10) Mighty blow (hammer #2): allow back to use judge’s intervention while casting this skill. Since the patch where “judge’s intervention cannot be cast while mid-air anymore”, this combo has been made impossible and seriously affected the hammer.

11) Symbol of Faith (mace #2): reduce the cast time. 1 + 1/4 s to have a symbol that is useless is unbearable

12) Shield of Absorption (shield #5): allow the guard to use other skills without interrupting this one. Blocks the projectile instead of absorbing, so it behaves better with guardian traits.

13) Hunter’s Ward (longbow #5): revert the change for pvp. If you cannot dodge once each kitten a red circle that has been casted for 2+3/4s with obvious animation and that is easily interruptible, then you definitely deserve to get trapped.

14) Might of the protector (minor grandmaster trait, valor traitline): revert the change for pvp (no icd, maybe only one might by block). Guards cannot stack might and does not have long block skills (except shelter with 30s cd and shield of courage with 75s(!) cd), having an icd is ridiculous. And people should learn to stop spamming skills.

15) Test of faith (utility): nerf down the protection from 6s to 4 or 3s. That is ridiculous to get more protection from this than from the “hold the line” shout, which was made on purpose to get protection.

°16) Hunter’s Determination (major master trait, dragonhunter traitline): just remove it. Passive traits are cancer, especially when it is a breakstun+dps+stab. Soon we won’t need to play anymore, the passive will do the job !

(°17) Monk’s Focus (major grandmaster trait, valor traitline): nerf down the base healing. Scale it better with healing power.) <- only if healing of ALL classes get the same “nerf” and scales better with healing power.

18) Do something with all the unused traits and traitlines. Many topics are related to this, pick up ideas there.

19) Do something with the “non-DH” profession skills (especially F2 and F3). The actives are total trash compared to the DH’s ones. The passive are just as trash as the DH’s ones, so nothing to complain there.

°20) Adjust guardian base health to 15,922 (same as engineer, ranger, mesmer and revenant). Guardian’s crap defensive skills have long CD, guardian cannot disengage, guardian is slow, etc. . Low base health is not justified.

21) Do something with signet (utility).

22) Do something with spirit weapons (utility).

23) Do something with consecrations (utility). Actually, lowering the CD to 25s for ALL the consecrations is easy fix. It won’t make them op but can be interesting.

(edited by aelska.4609)

Adding cast time to ALL Dragon Hunter traps?

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Posted by: aelska.4609

aelska.4609

Traps are just impossible to balance, you cannot nerf them because the guard is already underpowered at higher level, you cannot buff them because lot of newbies get already totally rekt by the traps only.

Solution ? Balance the base guard and THEN nerf the traps. But it will not happen since guard has been left since 4 years in “a good spot” with its bugs. So no, sorry but no nerf needed.

Legendary is unplayable

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Posted by: aelska.4609

aelska.4609

The queue time is infinite (one hour between each game ? What the hell ?! And no way to queue outside HoTM !). Plus, the games are often completely unbalanced and therefore not fun at all. ESL players are nearly always teamed up together by the matchmaking system against less experienced players which leads to a total faceroll. Apparently this is done to allow these players to climb the leaderboard, which is useless since they are already on top

Traits system does not prone build diversity

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Posted by: aelska.4609

aelska.4609

I see that the proposition is quite badly received. Some points are however misunderstood:

I enjoy the fact that this trait system is not complicated to be used and also accessible from new players. The “trait merged” was a good thing, aswell as the disparition of stats associated to the “lines”.

What I blame, in revenge, is the fact that the traits are totally exclusive: the choice of one means a nonsense exclusion of an other. By taking example on guard traits: why should I not be able to take both the condicleanse on F2 and the hammer trait (virtues, master) ? Why is not possible to play with a traited scepter (zeal, minor) when playing meditation (valor, grandmaster) and still getting good things on virtues (virtues + dragonhunter) ? A lot of examples can be made relying on this exclusion.

As I’ve mentionned in my first post, something that will prone build diversity while still being new players-friendly would be: choose 3 minor traits among the actual 18 minors avalaible, choose 3 master traits among the actual 18 masters avalaible, choose 3 grandmaster traits among the actual 18 grandmaster avalaible. Or, more simplified to still get this idea of line: choose 3 lines, and now choose 3 traits by tier.

However, I fully agree with your opinions. I think this build-diversity is indeed bothering me more since I tend to play the most efficient build. There is no reason to change if it does not bother anyone else.

Traits system does not prone build diversity

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Posted by: aelska.4609

aelska.4609

… and should be reworked.

The current state of the game has lead to, more or less, a balanced pvp meta. However, this meta only concerns one (ONE !) build by class. IMO, this problem comes from the trait system, which should be reworked.

Indeed, we need to choose between 3 lines, and one is already taken by the elite specialization. 2 lines are left to be chosen among 5, which directly PROHIBITS the choice of 27 potential traits.

This build diversity should not be that much impacted if all the lines were balanced between them, and if each 3 choices we need to do by tier was balanced. However, this is impossible in practice: there will always be an option slightly better than the other ! And this forces us to chose one ENTIRE line over an other, just to get one particular trait. Plus, the choice of one trait among 3 in each tier is exclusive. Since one trait is slightly better than the other one, it directly closes the possibility to play a different build.

In the game’s current state, due to the fact that some traits are slightly better than the others and that the choice is totally exclusive, a lot of traits that might be interesting for a specific build are totally UNUSED. Even though if by themselves, the traits are not that crap.

This lead to my suggestion: makes the traits totally independent. Choosing a trait should not, in general, entrave the choice to an other trait (of course some combinations might be totally op and game-breaking, and should be prohibited). In practice, the implementation would be the following:

The player has access to X aptitudes points. He has to spend them in each individual trait, that has a cost given its strength (an actual grandmaster trait would for instance cost 3 points, when a minor would only cost 1 point). This would allow for instance a player A to play with 6 grandmaster traits, when player B has chosen to play only with minor traits but has 18 of them. (Of course the repartition has to be balanced, and instead of being 1,2,3 points could also be 1,2,3,4,5 points for easier balance)

An other implementation, way easier and in line with the actual system, would be: Choose 3 minor traits among the actual 18 possibilities, and same for the master and grandmaster tier. This method has the advantage to be very close to what is actually implemented (which facilitates an eventual balance), while totally breaking the barriers of this “exclusive” choice. This also leads to some brand new changes to the game, which are good to take.

The thread is open to the discussion. (if you like the idea, feel free to upvote the post. This will give a better visibility to the post and, hopefully, should lead to the changes)

Not a SINGLE Guardian/DH in Pro week 7

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Posted by: aelska.4609

aelska.4609

If guard/dh is so bad off, why am I seeing teams consistently stack with 2-4 DH and win? In my opinion Pro League is pretty much irrelevant to day-to-day PvP.

Once you come out of amber division you start seeing a lot less guardians. Amber players have a tendency to sit in traps and not even know there is a dodge mechanic

I saw quite few DH in diamond/legend. Your point?

I am legendary (soloQ guardian) and I ensure you that the problem is real. As I have mentioned in this post:

https://forum-en.gw2archive.eu/forum/professions/guardian/Let-s-talk-about-Guardian-viability/first#post6177925

Let's talk about Guardian viability.

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Posted by: aelska.4609

aelska.4609

My main is guardian, I have been playing it for a long time, and i’ve reached legendary at each season by playing it (in soloQ!). This is my opinion:

Guardians were designed to be the “king of melee”, by forcing their ennemies to stay close(sword #2, greatsword #3 and #5, hammer #3 and #5, staff #3 and #5, scepter #3, Judge’s Intervention) while able to provide decent support to the allies (retalation, protection with shout or F3, heal with F2, and even stability !). It was also possible to stack might by using shelter, but it has been nerfed (internal cooldown …). As a drawback, the lack of mobility prohibits the guard from escaping any fight, so they are forced to stay to the end of the fight. The low hp pool makes also them vulnerable. “High risks, high rewards”.

HoT brought a lot of changes, including the easy access to stability and other boons, condi removal and heal, to most of the classes. Ofc these changes are unbalanced compared to “pre-HoT”, and we cannot blame Anet for trying to make money on something they worked on. All the classes have been granted easier access to melee fight (stability, dodges, protection, blocks, might, invulnerability, projectiles reflection, damage reduction, healing etc.) when guards, instead of accentuating this “king of melee” aspect, have been allowed to somehow fight range with a longbow (which is so much powerful compared to the other weapons that there is no way to play without it although it’s contrary to the class design). Guard are therefore no longer king of melee but are allowed some range, where now most of the classes are immuned to. That makes the guard being outdated.

Of course Anet has not been totally blind towards these problems and has tried to “fix them” by making longbow utterly overpowered (in term of damage/CC) aswell as the traps (damage/CC/boons). These changes have been reversed for the bow (HUGE nerf: -20% on #2, and #5 that has a tremendous cast time, that can be easily interrupted, for a “maybe” hit). Stay the traps that have an insane lame gameplay (put them and wait !), which works incredibly good at low-level (“omg im stucked omg cant dodge omg im dead”) but are no versatile at all and are easily counterable at higher level (it is possible to dodge/invu/blink + it lets the guard defenceless). IMO, it is not possible to balance them properly due to the mechanic itself.

Guards are not in a “unbalance” shape, they are simply outdated. Adjusting numbers on damage dealt will not be viable in long term. Traits, weapons, virtues and abilities need to be reworked, CC abilities of all classes should be toned down while adjusting the boons that a class can apply.

However, a lot of smaller changes can be made, such as: removing projectiles status for all melee weapon, evade while doing F2 (wings of resolve) + heal and condi removal at beginning not at the end, making the F3 (shield of courage) not interruptible (I do not take 2 entire traitlines just to see my 5s block-breakstun-stab that has a 70s CD being “interrupted”), remove the “might of the protector” trait icd, allow back to use Judge’s Intervention with mighty blow, etc. . These changes are easy, and imo nearly mandatory, but will not prone build diversity and personal skill, which is sad. An overall rework has to be done.

(edited by aelska.4609)

Guardian Skill Patch May 17

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Posted by: aelska.4609

aelska.4609

Finally !! Guard is now awesome to play, I just have to zoom on my little asuran to see her tethering the ennemies by this awesome animation <3

Let's talk amulets

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Posted by: aelska.4609

aelska.4609

I opened a similar thread here : https://forum-en.gw2archive.eu/forum/game/pvp/Pvp-amulet-balance/first#post5637734

With an interesting post from Bezagron:

I feel similar but do agree with a cost for enhancing stat to max possible values. Regarding stats in sPvP I was discussing these in the We want Zealot Amulet for HoT thread. One idea was to rebalance amulet values & total stat values with another to introduce more stat items providing greater stat customisation while still keeping stats bounded within the overall stat set.

Amulets and stats

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Posted by: aelska.4609

aelska.4609

I fully support this thread, we need more flexibility in term of stats ! Anet plz <3

Pvp amulet balance

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Posted by: aelska.4609

aelska.4609

I dont call a +30% total stat difference a “balance”. Balance would be no total stat differences. If i want to play with spreaded stats, it shouldn’t give me a superiority to the opponent.

Pvp amulet balance

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Posted by: aelska.4609

aelska.4609

It would be nice to have truly normalized amulet stats for pvp. Here’s the list of total stats by amulet:

Assassin 3000
Barbarian 3000
Berserker 3000
Carrion 3000
Cavalier 3000
Celestial 3920
Cruisader 3220
Knight 3000
Marauder 3220
Rabid 3000
Rampager 3000
Settler 3000
Soldier 3000
Valkyrie 3000
Magi 3000
Sentinel 3000

New Runes/Sigils/Amulets in sPvP and info on Vampirism

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Posted by: aelska.4609

aelska.4609

Do the “new runes” only refer from existing pve runes being added into spvp or will we see new runes coming in game ?

Hi, is there any dev reading this forum ?

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Posted by: aelska.4609

aelska.4609

I hope you can excuse me if i’m surprised with your answer. I invite you to read again my post and explain me where you thought i was struggling with the class or asking to change the playstyle or whatever.

Hi, is there any dev reading this forum ?

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Posted by: aelska.4609

aelska.4609

I mean, are the dev aware that some things are wrong with the guard and could be fixed, including :
- Nonsense traits location/traits effect
- Slightly underpowered weapons (yeah, it includes shield)
- Ridiculously high virtues’ icd for their untraited effect
Etc. ?

I’m not even speaking of the specialization yet, which is a more delicate problem.

So .. do the dev acknowledge these problems and can we get hope that something in near future will fix them ?

Have a nice day
M.

[Balance Project] Introduction/Discussion

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Posted by: aelska.4609

aelska.4609

I’ve edited first post : about the chairman section, and added the Anet’s note on bottom.

Anet’s doesn’t especially read these subforums because they are plenty of ideas and useless stuff everywhere, here we propose them a clear summary resulting of “guard’s communauty discussion”. The only thing we need to be sure before beginning, in my opinion, is this thing :" We will launch the project only if Anet gives consideration and credit to it.".

Poking a dev to make him read the first post of this thread shouldn’t be that hard, i think. (and i never say no to a precursor)

[Balance Project] Introduction/Discussion

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Posted by: aelska.4609

aelska.4609

I propose to begin the project if and only if we get a positive answer in this thread from a dev. Better like this ?

[Balance Project] Introduction/Discussion

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Posted by: aelska.4609

aelska.4609

Yop,
Many of you have already read the patch note and doesn’t especially appreciate it. Many reasons are mentioned, but i fear they get forgotten after getting flooded in several threads.

We need to tell Anet what should get modified and how, clearly.
Therefore, I propose to work together on the guardian in an organized way:

1) We list the problems in one thread, the mother thread
2) We create one (and only one) thread by problem, with a specific name (ex: “[Balance Project] Shield”), hoping to find a good outcome.
3) We list these threads in the mother thread so none of them disappear as long as we keep the mother’s link.
4) We gently propose the result to the dev, with some cookies.

Some “rules” has to be kept in mind if we want it to work:

- The idea is not to make the guardian the new OP class but to help build’s diversity via weapon/skills/traits and not only “bunker/medi guard because only them are viable”.

- Creative ideas are always funny but too many will literally kill the project. We won’t change the guard mechanic, we will just use what is already existing and we will modify it to make it more viable.

- Stay in the topic’s goal, if we speak about the shield we don’t care about modifying the sword.

Our main difficulty will be that everything is quite linked (skills/traits/weapons), we need to find the easiest balance way as first approach. We can propose an overall balance and skills change even if it’s not perfect. We will rework on it after it gets implemented.

We will need one or more chairman aswell to structure the project or the subthreads (we can design one chairman by problem to fix, it will grantly divides the amount of work to do). The designedchairman(s) will have to read the corresponding thread, to deal with the incoming ideas/solutions, and to lead to a reasonable outcome.
If some people are candidate, you are free to say it here. I’m not candidate but will gladly help you.

Guess it’s the comment time. Any comment ? People wanting to get involved in this project ? People that find it totally useless ? Feel free to speak.

If we launch the project, next thread will be the “mother thread” including the problem’s list.
Therefore, we are not approaching the guardian’s problems here. The goal of this thread is a discussion about the overall project (structure/organisation/ideas to lead to success).
We will launch the project only if Anet gives consideration and credit to it.

(edited by aelska.4609)

Thoughts on guardian/DH traits/skills

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Posted by: aelska.4609

aelska.4609

As i’ve said on an other post, i would see something else for the weapons trait:

Zeal: Greatsword and scepter

Radiance: Sword and torch

Valor: focus and staff (not focus and shield as expected)

Honor: mace and hammer (not mace and staff as expected)

Virtues: shield (not hammer as expected)

Dragon Hunter: nothing, or eventually a longbow trait if there’s one

Or at least switching the hammer into adept trait, so we dont have to sacrifice virtue cleanse for it.

Heart of Thorns - Honor traits

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Posted by: aelska.4609

aelska.4609

I understand the weapon’s matery split, though, i would see something more like this:

Zeal: Greatsword and scepter seems fine, dps focused trait line (=> Greatsword + Scepter)

Radiance: Sword and torch, dps focused 1handed weapon trait line (=> Sword + torch)

Valor: focus seems quite ok for Retributive Armor (though ferocity is crap so i highly doubt anyone will takt that trait), but i would rather see a staff instead a shield (thus playing staff in medit dps or support build will be very possible) (=> Focus + staff)

Honor: mace seems ok with symbol trait, but i would rather see hammer instead of staff for symbols too on autoattack (=> Mace + Hammer)

Virtues: Not hammer then, Shield instead because of the consecrations. (=> Shield)

Dragon Hunter: well if there will be a longbow CD trait, it should obviously be there.

And about the honor traits : replacing “Purity of Body” by “Elusive Defense” and merging “Purity of Body” with “Pure of Heart” or some other weaker traits ?

(edited by aelska.4609)

Heart of Thorns - Honor traits

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Posted by: aelska.4609

aelska.4609

Apparently “Two-Handed Mastery” (20% CD reduction on 2H weapons) and “Elusive Power” (10% damage when endurance is not full) won’t be part of expansion. Getting the Hammer reduced CD will required to invest in virtues and to sacrifice “Absolute Precision” (3 condis cured) which is, at my opinion, way more useful. Removing “Elusive Power” is a little nerf, though i can understand this line should be more “defensive” focused.

I’m really looking forward the merge of shouts and symbols traits, but i feel like “Pure of Heart” is a bit underpowered to be on master trait. Why not replacing it by Hammer reduced CD ? Just my point of view.

Aurora Glade vs Kodash vs Vizunah Square

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Posted by: aelska.4609

aelska.4609

Apart from VII, with whom we have a long and colourful history with, be that we were enemies or allies I also want to thank guild [Wipe] for having the guts to play this game not on the points, because points mean squat and these guys seem to get it, but play far away from the safe embrace of 100 man blob and tower walls and face our guild raid on the open field! That’s how truly skilled players are made! Keep it up guys!

Thanks ! We had some really nice fights with you ([HoB]), helping us to improve our small raid and filling your bags. Our guild raid still be in progress, I hope to see you again with a better one ! But I must disagree, if we enjoy battlefield we still love ninja a tower <3
Thanks to [FIRE] too for wiping us so kitten stonemist north ! We didn’t see you coming

Ninja !

Vizunah / Riverside / Desolation

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Posted by: aelska.4609

aelska.4609

@Rock

Basically anyone with a DVG, INVI, CS, TLA, EXG, GoD, GT, or Aftl tag are people you want to follow. I apologize if I missed any guilds with exceptional commanders, do not be offended, that’s just from the top of my head.

Those guilds put out a lot of solid commanders and most have a lot of really good wvw experience.

Maybe. but none of these guilds respects roamer. They are just freekills for them. Seems like the Maxime of all of these guilds is: Kill single roamers with 20+ PPl and then start dancing around them.

Not a single one of these guilds is honourable. ^^ The only guilds i’ve ever seen which definitely respect roamers are Red Guard [RG] and Furious Cookies [FURY].

If I’m leading, unless you run with a Vizunah invader tag above your head, I let roamers live. Months of watching Vizunah be… well.. Vizunah has left a ever lasting hate in me, and anyone that transfers to that server deserves to be blobbed to death, since that’s what their night cap team is.

If you aren’t from Vizunah, I actually command my guildies to NOT kill roamers or people doing 1v1s. I will continue to actively work toward that as well.

So, why hating Vizunah’s roamers and not the others ? There is something I don’t understand, these peoples never escapes from fights (except if you come with your zerg) and are not blobbing.

Vizunah / Deso / Jade Sea

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Posted by: aelska.4609

aelska.4609

proper 1v1v1

:)

1v1v1 doesn’t mean that you will never enjoy having 2 attacks on your tiers. Take an arrowcart and enjoy the lootbags

Vizunah Square / Seafarer's Rest / Kodash

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Posted by: aelska.4609

aelska.4609

There is more people on EB and the makitten maller, so we see more people <3 When I roam on borderlands, that is 99% mobs and 1% player (5vs1 or 5vs2 isn’t really funny), so I prefer making PVE. I make a lot of fun playing on EB, our roam-team is enough organised to make a “smoke field with blast finisher” to avoid your zerg, but a lot of beginners roamers/small raids will be disguted because they can’t.

Edit: it seems you are talking about borderlands … I am an EB player, so you will certainly not enjoy the discussion with me …

(edited by aelska.4609)

Vizunah Square / Seafarer's Rest / Kodash

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Posted by: aelska.4609

aelska.4609

Mmmh, I don’t really agree with you, SFR. When I roam with a 5 people group, I use to see your all 40+ zerg pursuing us through your tier (on EB), not just “because the zerg was there on the same time than you”. Pulling a treb near bravost makes your entire zerg spending time to chase us, rather than sending 10-15 people (because we are skilled) to fight us.
That is not a good way to promote small groups on Vizunah Square, I hope you will agree with this. But yes, playing on small groups requires more skill, and provides more fun for each part °o°

(Sorry for my bad English <3)