Bumping this back with a serious question, though. With Balthazaar Runes, is it a viable option in a Spirits build to run SB with Sword/Torch in off-hand, or do you feel you lose too much passive evasion for the extra damage? I use dagger often just because it’s touted here but typically I’ve had better success with the torch in my off-hand, Balth runes, and Sun Spirit.
I’ve been running a similar build in WvW in full ascended berserker gear with power infusions and consumables. I mention that because the damage boost is very substantial compared to PvP. I have been using dual melee, but occasionally need to swap to LB to take out siege, and get caught in a 1v1 with it equipped.
I find longbow hits like a nice caress of silky panties unless you put more in to MM and/or skirmishing. I’m a huge fan of power LB builds, but I have trouble seeing this hurting anyone, especially in a PvP bunker meta.
Have you tried using something like S/A and GS?
It’s not survivable enough to me with that setup. And my experience with this build is that LB is actually the powerhouse that makes it work… so I’m not sure how to answer that. The procs from Sigil of Air and Fire typically add to that burst enough to be significant, and you’d be surprised how much the bleed damage supplements this. Though this really isn’t a tourney build, more for 1v1 in general, but if I were running it seriously in tPvP I would swap 10 points out of Wilderness Survival and put it into Marksmanship, taking Eagle Eye. This change is significant enough to get the damage output increase you’re looking for and is playable enough in most tPvP matches.
With Axe #4 and LB #4 and carrying a Wolf, and reflecting their CC with a carefully timed Axe #5, this is also one of the few Ranger builds I’ve run that can CC bunkers off the point.
But truthfully… though it takes a while to whittle them down depending on their skill level, this build packs a lot of punch from what I’ve experienced so far.
Again, it’s not going to change the meta, but it’s a build that incorporates Survival of the Fittest with a general “power” build, and it’s been working for me so I thought I would share.
Update: Due to some issues with the offensive capability of using the Greatsword, I found that, while it takes a little effort to use effectively, Sword/Axe actually worked better and provided everything GS provided and then some.
1) Sword auto-attack is better then GS auto-attack, especially with Quickening Zephyr.
2) Sword #2 can be used to cross large gaps of space for roaming the way GS #3 does, but it’s just a little harder to use since you need to “backflip” forward, turn around, then leap forward again.
3) GS counter isn’t missed as much with Axe #5 in that it reflects and also does damage back to opponent.
4) The limited CC from GS #4, again, no missed so much with Axe #4, except it seems bugged and doesn’t always work.
The amount of engage/disengage requires some work to time out right, but in 1v1 in open space, these two weapons seem to outplay GS overall with the exception of no stun. But how often was anyone hitting with GS #5 anyway? The range is so terrible.
Again, this is no tournament spec, but if you are playing mid-level tourneys or casual play, it’s a good 1v1 build. (Might want to take the trait to reduce CD on off-hand so you have your Axe moves for utility).
Rangers have some good 1v1 hybrid variants, but they tend to take a lot of build crafting to work out and a majority of players prefer stacking “all of something” playstyles.
If we’re talking about strictly 1v1 encounters, full condi ranger isn’t as superior as some here are making it sound.
My current 1v1 build is:
If you want a little more burst at the expense of survivability, take out 2 levels in Wilderness Survival and add it to Marksmanship and add “Eagle Eye”. Adjust as necessary but this one I found handles conditions well, burst well, and still have plenty of burst itself, but you really have to manage it.
You may want to tweak a trait or two to fit your playstyle. Lynx, Hawk, or Eagle all work just as well for main pet, Wolf is there for the fear alone pretty much, which can turn the table in a fight or stall holding a point.
Because as annoying as some other builds are, and how hard they are to beat, if I can see what the hell is going on, I can counter it, and if I don’t, at least it feels like it was on me, not just the luck of the fight. It’s not fun to swing at air for an entire fight and hope you’re hitting something, and the evade uptime on one particular build is just plain goofy.
Most thieves are not that hard to handle (as a class, player skill notwithstanding) if you know how, but it’s like swatting a gnat buzzing around your eyes… even if it was never a threat to you, but it still annoys you.
IMO, the only real disadvantage a Ranger has vs. a Thief is targeting. Several of the best Ranger builds have no real way to spam any attack to hit the thief while he is in stealth, because they require a target to hit.
Play any heavy conditions AoE build (trapper) with a ranger or utilize a build that gets use out of heavy Greatsword damage that you can spam with no target selected, and suddenly Thieves aren’t that big of a deal on an equal skill basis… the catch is, there are no builds that utilize those two things that are considered to be relevant at very high level PvP, so very few rangers use them.
http://gw2skills.net/editor/?fNAQJARTjEqUyaLL2sQ1aABhaVA0uGChl1dTkvf9BrK5A-TJBFwACuEA12foaZAAPBAA
This is a build for dueling/roaming style sPvP. Personally, I think it’s a mid to upper mid tier build if played in the right hands, but in higher level PvP it would probably peter out to better burst build options and better team play options.
I’ve found that for this build to work correctly, you must keep the traits in the Nature Magic and Marksmanship lines, but feel free to toy around with any traits in the Wilderness Survival line to make the build tankier or more attack minded.
Basic playstyle involves use of Swoop to aid in movement from node to node, Troll Unguent early during fights if you keep the tankier traits, and use of Sharpening Stone to spread bleed conditions (which are considerable when they line up with the cooldown on Keen Edge) and knowing when to use Quickening Zephyr to really lay on the hurt. This particular build is pretty survivable for a burst build, and I personally love the playstyle of Longbow/Greatsword so I’ve been determined to at least find one of the best builds I could to support that weapon set, and this is the best I’ve come up with so far.
Runes of the Pack makes up for your crit % loss with traits, and I use Air/Fire because this build consistently gets 1-1.5k hits when those abilities proc. If you prefer a kiting style of play, you may wish to take out one utility for Muddy Terrain and add use sigils that support bleed conditions.
This build is not good in close quarters, so try to stay mobile and in the open… save your Greatsword attacks for when the enemy is below half HP and attack aggressively with Hilt Bash/Quickening Zephyr/Maul to finish off an over aggressive melee.
Anyway… happy hunting. Hope some of you enjoy the build.
Age and anonymity.
/thread
Because, if you even bothered to use the search function, you would see this was actually discussed several times, even with a dev post.
QFT.
You don’t need to spam to get your point across.
I doubt he’s talking about “spam”, more so it’s just easier to type “mine” rather than coming up with 5 different ways to say “need help at the mine” it so you don’t get locked out of being able to communicate with simple quick words.
Was just sitting here thinking, it would be cool if, instead of just adjusting the animal spirit that does it’s little ditty above the flag after a finish, that in the future there might be actual “spiking” animation differences for custom finishes as a high glory item or even a cash shop item.
So long as the spike speed remains the same, it wouldn’t be a problem but I wonder if the tournament purity of allowing different animations for the finish would be against Anet’s vision of tPvP (though technically since Asura/Humans/Charr already have very different animations for their finishes it wouldn’t be that far fetched of an idea).
Any thoughts on this? I just keep thinking it would be awesome to see a little more actual flair on my character as they made the spike.
I think Anet originally wanted to take a different approach to PvP in general, and were apprehensive about implementing a punishment system in an attempt to create a different PvP environment. They wanted to make it less about rules and more about fun, but the players have proven that people, especially gamers, only respond positively in a gaming environment to punishment, and therefore (although late in the process) they are now implementing a system that will make players stay (read: suffer through) a match that isn’t going their way, or to not be AFK when a match starts.
Basically, they gave players the benefit of the doubt and were let down with the result, so now they’re going about implementing the system a little late in the process.
that’s interesting
but it’s more likely they simply didn’t have the resources to flesh out the game before launching. i heard in an interview about the last fight with zhaitan that it was so bad because they were so close to deadline and had to ship so they threw that together right fast. if they were scrambling to get the personal story finished, imagine how pvp must have been left behind
Soloqueue didn’t exist at launch, which is really the only place where this is a big issue.
That, and in an interview (I can’t recall if it was an early SOTG or otherwise) Jonathan spoke of how they were debating on if they wanted to use a punishment system at all or not, nothing was ever said nor does it make sense to me that a lack of resources would have anything to do with implementing what would be, relatively speaking, one of the easier programming fixes in the game.
(edited by aydenunited.5729)
I think Anet originally wanted to take a different approach to PvP in general, and were apprehensive about implementing a punishment system in an attempt to create a different PvP environment. They wanted to make it less about rules and more about fun, but the players have proven that people, especially gamers, only respond positively in a gaming environment to punishment, and therefore (although late in the process) they are now implementing a system that will make players stay (read: suffer through) a match that isn’t going their way, or to not be AFK when a match starts.
Basically, they gave players the benefit of the doubt and were let down with the result, so now they’re going about implementing the system a little late in the process.
It’s a shame that a game with such great combat mechanics has to be polluted by the huge amount of stealth and pve entites. Great engine, bad design pvp wise.
Pretty much this.
And stealth, especially stealth that doesn’t come at a price, has been a bad idea since pretty much ever. It just annoys experienced players, and flat out makes new players quit PvP before they even get started, and provides a tool for griefing for players that like to do that sort of thing.
Maybe the ability for us to customize the color of each boon icon so that we can more easily separate them in the heat of battle.
The general rule for PvP used to always be that single target skills did the most damage, AoEs were reduced damage because they affect multiple players and require no need for selective targeting if people are fighting close together. Pets/Minions/Clones/etc. have always been, in MMO PvP of games past, about supplementing the damage of the player, not the player supplementing the damage of the pet.
GW2 at this point has thrown both of these philosophies out of the window. A good fight should come down to a skillful dodge, or a well timed stun, or the right combo at the right time, not cluttering the screen with so much garbage that you ultimately just blow your CDs and hope for the best.
This is not the case in 1v1 encounters, mind you, but the problem is, in good tPvP, there are not very many 1v1 encounters, and furthermore, the good single target builds are neglected for tPvP because they serve no use… why take a single target nuke when you can do the same damage or better to an entire node?
AoE was mentioned long ago in a state of the game as needing a nerf by the Devs. It hasn’t happened yet, my guess is due to the reluctance to divide PvE/PvP, because it would unbalance the PvE side of things if they started adjusting the passive damage that has become the stable of it at this point.
+1 to anything helping to target actual players through clusterfug of AI things on the screen at once. It’s a real disappointment to have such a good PvP engine that gets watered down to just letting AI do the dirty work, and camera angles keeping you from zooming out far enough to make light of them. It almost feels as if it’s an intended game design to make part of PvP “find the player”.
Just throwing this out there in a sea of text because the current rampantness of conditions has been mentioned a few times.
If conditions are powerful, shouldn’t they be single target based? It’s seems odd to me that power skills are usually single target or something that hits a group right in front of you, yet conditions are more AoE, even when condition mitigation requires utility sacrifice and mitigating power can be done through blocks, dodges, toughness, high vit, etc.
Anyone else of the mindset that heavy condition cleave is supposed to be aimed at a single target to be a fair alternative to a power build?
Another emo sPvP post.
OP let it be known that thieves with that kind of damage go down just as fast as they can take you down, if not faster. I guarantee that all it would have taken to beat that thief was a few conditions (Hint Hint, You’re an Engi, use AoEs). The build he is using is quite common, its a D/D backstab build, meaning, you should literally watch your back. It’s extremely simple to counter if you know the mechanics of a thief, i suggest playing one for a bit in sPvP if they are that much of a problem for you.
By no means are thieves “OP”, that power comes with a cost….
I love hearing that thieves are OP from a bunch of Engis…. Prob one of the most OP classes in the game, whether you believe it or not.Oh, and i play both classes, so i believe i know what i’m talking about.
From a strictly PvP point of view, there are no OP professions in the game at the moment except marginally for Necros. It’s about as balanced as I’ve ever seen in a PvP game before, the main problem is viable build variety. But basically every profession now has a build that can counter any build of another profession, the only reason why Engies are starting to seem OP again is because of the way the meta has shifted around… and because it’s hard to know exactly what and Engie is going to do, they have some of the most unorthodox build setups of any profession, so you can’t ever be quite sure until well into the fight how they intend to damage you, unless you see them throwing grenades right from the start.
Dunno if trolling… u.u
I think people can look at post histories and tell for themselves who the trolls are.
I’ll state another unpopular opinion here:
Engies are better equipped than most professions to fight against Thieves, but it all depends on the two builds. There have even been tournaments to back up this notion.
And this whole notion of a “good thief will always beat and Engie”, to me, reads more like… a good player will always beat a player that isn’t as good as him. In other words, if he was that good with the Thief, he would probably be able to beat you even if he chose a different profession.
At the moment, the only thing that is truly over the top with Thieves is certain builds can pretty much always get away from you before they die, which means they always get to fight on their terms. Their burst damage, itself, it usually not the issue with these builds. The build shown in the pic above was most likely a glass backstab thief, and they are usually one of the easiest to kill now, assuming gear is comparable.
…for increased activity and response on the sPvP boards. I’ve been around since launch and this at least ‘feels’ like the most transitional time in PvP since then, and it feels like more focus is finally starting to be put into this aspect of the game.
Thank you for making your presence known, and here’s to hoping the communication only continues to grow from here.
FT 4… so pretty. I wonder what it does…
troll?
burning (increased FT#1 dmg 10%), area control (smart foes dont run through fire, but around it), area control (knocking foes through the fire), combo field: Area Might.
… in a nutshell.
incredibly useful ability.
What?
Its just 1 tick of Burning… Why would anyone go around it? In my condition damage build thats 700dmg (if i got Corruption stacked full). I doubt most builds that incorporate the Ft into it will be able to get even that.
On a 30sec cooldown. Hardy deters anything. Best use is to put it on someone who is downed, now they cant rez themselves anymore. Unless theyre a Thief/mesmer/ele/ranger and theyll just move out of it or have their pet heal them.
Its a bad ability, with an immense cooldown for such a limited use and minimal effect.
It’s a fire field that lasts 10 seconds… that’s pretty useful.
I’m not saying it’s the best utility in the kit, but if you can’t see the use in a 10 second fire combo field, you may want to look up some of the guides about how to get the most out of our combo finishers, it’s one of the areas in the game Engineers outshine most other professions.
It is quite powerfull if you use Coated Bullets and fire into a cluster of enemies, top it off with Static Discharge and you can burst down any players with minions or allies around them.
Eh… yes, if nobody pays you any attention, you can do a little damage in this build, but considering that we have many builds that do better damage with far less risk or reward, I wouldn’t defend this one. I mean, you can technically make any build “work” for you if nobody ever actually tries to kill you, but going power and p/p, you’re fighting an internal battle with your stats right from the start, and with no kit to take advantage of either. You’re basically fighting with one arm tied behind your back.
It doesn’t synergize well with most power builds, especially without a single kit. My vote is a pretty solid no.
Anet… custom loadouts please, so that I can switch to my build for this map, that map, bunker here, burst there, based on the map.
Will not make people stop resisting change and complaining, especially on a map where you can be punished so easily as this one, but it will at least ease the symptoms, and it’s a good tool to implement anyway in a game based around build tinkering. I have 3 toons at the moment that are nothing more than variations of builds I want to run, just so I don’t have to rebuild on the fly and risk missing the wrong amulet or trait, etc.
I’m only popping into this thread to say +infinity for build templates.
Complaining about bomb Engies? Now we’re just getting cute…
No wonder Anet doesn’t respond to the threads on these boards.
Survivability? Hmmm.. I actually think my mesmer is more surviveable even though he’s not running a tough brawler setup like necro.
…anything but cry when focused.
.
This statement is overused and quite deceptive. What profession, outside of a bunker guardian, does not cry when focused?
Thief, Mesmer, and Ele.
Personally for me, another problem seems to be that some of the most powerful or longest duration condition moves are also AoEs. Shouldn’t the strongest conditions be single target only?
I am a solo pvp player, I love pvp but I don’t have soo much time to play as I wish I had.
I started GW2 right when it began but because I have a job my rank in pvp is only 41.
I play mostly Hotjoin and from my experience I can tell you that surviving in that mess can make you learn your class and solo pvp better than with a team behind. In hotjoin you play mostly alone even if you have a team and in many times you will face 3-4 players at once.
I am a pvp player, not a pve player and I play hotjoin, I think I am pretty good at pvp and I am always looking to 1vs1 other players and I can tell you, most of the high ranks tpvp players run from 1vs1 and 90% of the fights I had with so called pro tpvp players ended in me winning, you know…the hotjoin pvp noob player.
Tpvp is basedd on team work as the capture point style, its not based on individual skill.
I wish we had more types of pvp like deathmatch or other type of pvp that don’t consist only on team work so players like me can enjoy more GW2. Runing from 1 point to the other and killing npc’s for points doesn’t mean pvp, at least not for me.
So before thinking that in hotjoin or in WvW are not good pvp players and that only in Tpvp you will find them, you should think twice.
People usually join hotjoin because of time, they dont have a team, don’t have time to find a team and mostly play after a hard work day at their job to relax.
^^
Hotjoin 5v5 is currently one of the only places in game to find some really enthralling, fair 1v1s that are still fair from a gear perspective, with builds that do not perform as well in tPvP because of the way the current meta has panned out. In tPvP (because of premade coordination) or 8v8 (because of sheer number of players zerging the map), you typically have about 10-20 seconds to finish a fight before you are outnumbered, and very few good 1v1s are done in under that amount of time.
So even though I dislike 8v8 and think it’s an abomination, my defense of hotjoin at the moment is that it’s the only place you’re seeing the actual build wars meta develop, because in tPvP, you can’t build for duelistic 1v1 play and be successful past a certain point with most professions, certain utilities and such demand that you tweak for build for better overall team play, or that you go with an entirely different build altogether.
(i.e. Engineers actually have several good power rifle builds, but absolutely zero are very good in tPvP against decent premades)
And they are all terrible.
what is all terrible?
I think I’ve been pretty clear.
I’ve never before played a game of such quality that literally handicaps any new player for how the actual game should be played quite as much as this game. It’s really astounding how awful 8v8 gameplay is, and then people wonder why tPvP is so terrible at entry level without a full team.
8v8 teaches incorrect sPvP techniques and encourages farming glory over actual sPvP experience.
tl; dr
8 vs 8 or 10 vs 10 “hot joins” is “casual” sPvP
team sPvP or tournament is “non casual” sPvP
both caters to a different group of players.you cannot force casual players to become not casual players.
did you forget that guild wars 2 is a casual online game?- Glory farming = zerging.
strength in numbers! working as intended!
- No one defends points (key aspect of the conquest gametype).
well, maybe true for most of the time, people sometimes people still do defend points.
then again maybe they realized glory comes in faster if they flip the point.
again, casual farming glory sPvP, working as intended.- No teamplay: general disregard for allies (doesn’t affect personal glory gain).
though i noticed that most people will not help allies, revive allies, still, sometimes i did experience a much needed revive etc.
then again, people zerging together can be considered working together and certainly is not “no teamplay” or “general disregard for allies” the way i see it.
- Random joining / leaving affects teamspirit and social motivation.
it is a casual form of sPvP, for people to have some fun fighting each other, killing each other, scoring points.
did you play counter strike, team fortress 2 before?
guild wars 2 sPvP 8 vs 8 / 10 vs 10 is the same thing.
casual team PvP.counter strike tournaments are 5 vs 5 though.
- Lack of educational aids <> initial learning curve of the gametype.
well, casual sPvP is different from tournament sPvP anyway.
- Varrying skilllevels makes it unenjoyable for both new and veteran players.
players need to train in tournament, for tournament sPvP.
hotjoins is casual sPvP, not for training purposes.- Autobalancing restricts playing with friends.
while this may be true to some extent, what is stopping you from getting 10 friends together and find an empty 10 players 5 vs 5 room?
- Gap between Hotjoin and Tournaments on multiple fronts.
hotjoin = casual
tournament = not casualthis is working as intended.
not everyone enjoys tournament or not casual type of sPvP.- Map rotation: no one likes Raid of the Capricorn.
not really. i like Raid of the Capricorn.
i am sure there are others who like it too.- 8v8 is an unplayable mess of AOE and spamming.
not playable for you perhaps, but i still see 8 vs 8 games going on every day.
And they are all terrible.
8 vs 8 or 10 vs 10 “hot join” is working as intended.
please dun fix what is not broken.
Then it’s intended to turn any would be PvPers completely off of actual PvP.
Fifa 13… you think 11 v 11 is a match? Try 30 v 30! It’s even BETTER!
If you think hockey is great as it is, you’ve haven’t seen 25 v 25 yet, it’s even better.
I could continue but the joke’s not funny. Neither is 8v8, it’s terrible.
Not sure what other players mean but AoE damage is a big problem to pet users.
You use a AoE attack, now all my pets are gone.
According to the argument here in this thread, it’s your pets fault for being around while AoE is happening.
That silly AI needs to L2P.
Those NPC’s in a Player vs Player. I usually play S/F ele. How do I get the full effect of my aoes? By dropping Dragons tooth on you and running at it so your pet gets hit, and you if you stay.
VS rangers I basically projectile destroy then refelct and get up nice and close to AOE their pets away. If you don’t move away from me, and continue to stay within aoe range of you and your pet then you need to stop just standing there kitten ing about.
So… just lose the point and therefore the match. Gotchya.
You’re basically saying “it’s your own fault for trying to stand on the node while I AoE the hell out of it”, and that’s fine, except that if you’re really trying to figure out how to make the game better from a strategic/skill standpoint, it seems to me at some point, the person who actually has to target something should receive a benefit over the player that just aims AoE circles over the node over and over.
I’ve played many tPvP matches where my team had a massive amount of glory over the opposing team, and very few deaths by playing it safe with the nodes, and they still won, because they controlled the points longer than we did, and managed the creature kills and such in the meantime. The complaints about AoE damage being too high are not meant to say AoE alone wins you the fight, it’s about trying to find a way to make team fights more skill based. And currently, between particle density and dozens of pets/minions/clones whatever running around, AoE is king, because you don’t have to target a thing to be successful with it.
Try the ele’s S/F, Dragons Tooth, Phoenix, Flamewall (bugged), Shatterstone (useless and affected by the same bug) and that’s about it. None of those abilities cover the whole point. Dragons tooth requires a target or goes off into the distance. Flamewall is bugged to buggery so is shatterstone and it is the crapest ability in the game. All other S/x skills require a target and do not work without one (unless you like looking into the sky to try and get water 1 or earth 1 to fire upwards). All other focus skills require a target or do not work (except the defensive ones.). If your ranger has problems walking through me to the other side of the point then you need to rectify that situation. Kite me and win.
The only ele weapon that puts out enough AOE you don’t have to worry about because no-one uses it in pvp. I’ve seen about 3 maybe 4 staff eles in pvp, myself (when trying it) my friend and a couple of other people. I have seen even less using the Focus. Myself and my friend when he was trying it. I have not come across another ele with the focus in pvp.
You respond awfully defensive, as if this entire AoE debate is somehow about your specific Ele tendencies, which it isn’t. It’s about AoE in general, and you are starting to come across as if you are only defending AoE so much because you happen to use a lot of AoE.
I’m just saying that’s how it’s starting to come across, I could be wrong.
Not sure what other players mean but AoE damage is a big problem to pet users.
You use a AoE attack, now all my pets are gone.
According to the argument here in this thread, it’s your pets fault for being around while AoE is happening.
That silly AI needs to L2P.
Those NPC’s in a Player vs Player. I usually play S/F ele. How do I get the full effect of my aoes? By dropping Dragons tooth on you and running at it so your pet gets hit, and you if you stay.
VS rangers I basically projectile destroy then refelct and get up nice and close to AOE their pets away. If you don’t move away from me, and continue to stay within aoe range of you and your pet then you need to stop just standing there kitten ing about.
So… just lose the point and therefore the match. Gotchya.
You’re basically saying “it’s your own fault for trying to stand on the node while I AoE the hell out of it”, and that’s fine, except that if you’re really trying to figure out how to make the game better from a strategic/skill standpoint, it seems to me at some point, the person who actually has to target something should receive a benefit over the player that just aims AoE circles over the node over and over.
I’ve played many tPvP matches where my team had a massive amount of glory over the opposing team, and very few deaths by playing it safe with the nodes, and they still won, because they controlled the points longer than we did, and managed the creature kills and such in the meantime. The complaints about AoE damage being too high are not meant to say AoE alone wins you the fight, it’s about trying to find a way to make team fights more skill based. And currently, between particle density and dozens of pets/minions/clones whatever running around, AoE is king, because you don’t have to target a thing to be successful with it.
Not sure what other players mean but AoE damage is a big problem to pet users.
You use a AoE attack, now all my pets are gone.
According to the argument here in this thread, it’s your pets fault for being around while AoE is happening.
I defend the devs a lot… there is a lot of silly QQ on these boards.
But the amount of bugs in the game this long after release is pathetic, it just seems to affect Engies the most because we have so many skills and utilities that use unique game mechanics that do not seem to be very consistently rendered.
The devs themselves have said that AoE damage is too high in sPvP. Just sayin’.
How does one not cluster on a point when winning the game is about standing on said point?
u dont need all your team on the point to prevent the cap, the problem is that as a meele player u have to be on the clusterkitten and u just die thats where all the whining is coming from, u do that or u are a ninja who picks of ppl with low hp / no cds.
but hey we all suck and we all should learn how to play becouse that guy is a “top” tpvp player if that still exist over here lol.
I can’t take anyone seriously who uses “u” instead of “you” every single time even when you’re clearly not saving any time, since you’re making an entire paragraph or two.
How does one not cluster on a point when winning the game is about standing on said point?
Generally top tier players are extremely biased to their respective roles/race/etc. Since the last good multi profession player is already working for Q&A, I don’t really expect them to do anything like this.
Precisely.
If you watch the state of games, when they asked about guardians the top end teams stated that they were balanced and needed no work. Yet you NEVER see any DPS guardians, they all run bunker builds and their zeal trait is so broken that it’s not even worth speccing 10 into Zeal for increased fire damage because you use the virtue of justice for blinds.
In all honestly, Guardians are pretty good single target DPS, the problem is, there’s no room for single target DPS in tPvP. AoE/Swiftness/Conditions + team coordination (outnumber first and overwhelm) is the only name of the game, sadly, past a certain point.
Short answer:
Balance the game around fighting/tPvP is about map control.
You can’t balance “completely” around the two. Add in a refusal to separate PvE from PvP on a greater scale the difference gets even bigger.
That said, even with all that, it’s still ten times more balanced than WoW ever was, which is saying something considering how long the two have been around respectively.
All I really want at this point is a farther back camera view to better see the 10+ pets/mionons/clones/etc. on my screen at any given time.
Currently, hotjoin is the only place where good fighting builds that aren’t necessarily viable for tPvP can still thrive. I would much rather see them cultivate their atrocious glory scoring system over removing the only mode that still promotes variety of build choice.
8v8 hotjoin, however, is an abomination and I would never argue against seeing it completely gone, there’s zero skill involved in zerg play, and while I know it’s good to ween some new players into the game, it actually ends up being counter productive, because any player that learns to play in 8v8 just has to learn how to play all over again once they try to play tPvP or sPvP 5v5.
I think at the end of the match, all weapons and skills should be replaced by a single “Slap” skill set, where all you can do is go around #1 Slap #2 Backslap (more damage on CD) and #3 Big Slap (knockback slap on CD).
A man can dream.
The most disturbing thing about the current meta is how closely it resembles exactly where the game was at in sPvP during the BETA weekends before launch and right after. It almost feels like we’ve taken a year to get back to exactly where we started, just a little less buggy.