Showing Posts For charchar.2149:
The enemy comp should remain hidden until the match starts to prevent counter comping.
Swap to Ele and support them duhhhhh?
DaggerWarhorn/staff lich form well power necro
D+D sage ele
Mesmer duelist, dueling domination illusions
Removal of Sigil of Accuracy is not ok.
Bad developer choices (latest, removing sigils)
Awful amulet stat system in sPvP ( horrid build diversity, boring meta builds)
PVP formats limited to Stronghold, Conquest 5v5 and WVW Zergfest
I keep seeing these proposals to radically simplify the game. That isn’t a good path.
Colin had the right idea when he extolled the game’s virtue of not being, “look I swung my sword, look I swung my sword again.”
(paraphrased as I don’t recall the exact quote )Do the work, fix the issues. Simply discarding things is a path to a spiral dive to destruction.
This.
Changing sigils is such a waste of time. Granted Air, Leaching, hit too hard, true.
This list is far better than V1 but you guys are spinning your wheels, and degrading the game by leaving out sigils like Accuracy, Transference, Water and whatever other good sigils that are getting flat out deleted.
OP so you want to see kittened up 4 thief games ok….
We heavily reduced the available options, removed random chance, balanced existing sigils, and added some new options. Let us know what you think!
Heavily reduced the available sigils ? Really? Delete what little PVP content we have? Reveal sigil? Look at the thief players raging. All because someone THINKS that TTK is too low? ESO morrowind is around the corner, For Honor is out. People are looking to other games because of dev decisions like these. There’s no regard for the players, no diplomacy. We have a couple classes doing too much damage, can’t you just fix some tool tip damages, IE Thief, Warrior, DH? Rev got a tool-tip damage reduction right?
Please address TTK another way. RNG has nothing to do with AIR Fire and Blood sigil. Essentially this change would reduce build diversity. Forcing stricter Metas.
Poll please.
These changes are very bad for PVP. If the devs think that time to kill is too low you need to consider time to kill on bunkers.
Please make a poll for this one?
WHY DOES MATCH READY HAVE TO TAKE OVER YOUR SCREEN ??
The Thief stole it from you.
War is screwed when the double endure pain, shield block, dodges are on recharge. Then it’s runaway time for the War, pray it doesn’t have a pocket healer.. That’s about 15 seconds of immunity you have to kite it or LOS it. It would be more fair if the War didn’t two shot you while you wait for their defenses to go down. That’s why I say tooltip is too high. Ele had tool tip reductions in the past, it seems like it’s War’s turn to me.
I actually agree with Mr. Godlike, Druid is a great counter. War was terrible without the defenses. All I’m saying is War needs minor tool tip asjustment to power damage. It won’t effect its counter the Druid. However it seems overtuned by a very small amount say 10-15 percent.
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Yeah Scepter/Focus and Scepter/Dagger both feel competent. I’m happy to see Ele having different builds to use. There are many Eles playing non Auramancer builds right now. Sage rune me is the new Cele amulet.
Evasive Acana is hard to hit with as it has a small radius and triggers at the end of a dodge. That means you have to dodge towards the target. I don’t know not a fan I guess. The endurance gain didnt seem game breaking. I feel better served by earth over Arcane because of the protection on auras and diamond skin still screws over some builds like burn guardians.
Good point! War is good but not like super OP. That’s why I think tool tip is a bit too high. I can crit necros with rifle for 10k plus. But hey.
PVP feels very fun an decently balanced. I’m loving all the maps but miss old Kyhlo. Warrior could use a small damage reduction and Rev could used a defense buff on the Ventari healing spec. I would rework the toughness trait for points of upkeep.
War damage is too high. The defense is fine.
I feel like sigils are solid at this point.
Ok finally found a good one. I’m going to say pretty lethal with the right traits and skills.
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560 precision
560 vit
560 condi
560 healing power
1050 power
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They could fix it in one foul swoop by getting rid of the amulet system for stats. Give us 3000 points to implement where we want to and you now have so much flexibility.
I tried D/D today and I was dispointed by the lack of projectile deflection.
Auramancer healer support mender soldier
No class stacking, here goes:
Power Necro axe/staff
Power warrior gs/mace
Condi Mesmer sword-shield/staff
Power Elementalist dagger/focus
Power Scrapper
I vouch both of these bugs, I’m not sure how I made two tablets and how my overload fire had a red ring around it on my screen.
Uh we know this would be a bad change I don’t know what you’re smoking. Anet has been dumbing down the game , making bugs, and sanding off polish since season four.
A good change would be to hide the enemies team comp before a match. Anet doesn’t see that I guess. It’s currently far to easy to switch to a class that will favor your team with the knowledge of the enemy team comp.
Many good changes have occurred in the past. However, several bad changes have been implemented as of late. Also, a bug in queuing has been introduced.
1. Kyhlo and Skyhammer were dumbed down
2. Queuing is currently broken and dishonor was removed
3. End of match statistics have been abbreviated although some different stats were introduced
4. Round scoring is gone
Trolls will troll. L2P I guess.
Unyielding Anguish is a decent mobility skill, it has freezing when it hits to help chase down kiters. It’s not too bad for moving between points and escaping.
If anything make it so you can’t see the opposing team comp, nothing else really needs to change
If anything make it so you can’t see the opposing team comp, nothing else really needs to change.
If anything make it so you can’t see the opposing team comp, nothing else really needs to change.
Oh yeah it uses Pulsating Persistence that was an error. I think you can ramp up a damage spike with Elders Force, Bolstered Anguish and Facet of Nature/ One with Nature. Also swapping to staff triggers Signet of leaching so you get 950 or so more damage on Surge of The Mists. The biggest fault of the build is the lack of stability perhaps.
Dishonor is off
Since the Rev nerf I’ve been tinkering with builds for sPvP. I found a malyx/herald build that works pretty well for solo queue sPvP.. It’s like the old build power build but it’s much more defensive. It’s condi immune vs warrior and condi shatter mes.
Any tips or feedback is welcome.
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This is a very bad change. 53% are voting yes with 46% voting no. You may get a majority win but you will make half of your player base mad. Perhaps the devs should consider not approving this change unless there is a super majority like 75% percent for and 25% against!!!!
Mesmer feels like a condi boss but when you meet condi immune classes you get rode like a one trick pony. If your team has a brain, portal Is rediculously strong in conquest. Double MOA is OP in team fights. I’d say Mesmer is a solid conquest contender with three viable flavors. This post isn’t really worth the bits imho.
Also, I want to see who got the highest points in the game per team….. like we use to be able to.
Am I the only one that misses the old SPVP end of match statistics such as damage taken, boons applied, ETC?
The new statistics are nowhere near as good.
Rifle / Sword + Shield should be a meta build at this point. Sword leap to shield stun to sword 3 ftw. You can crit for 14k plus using that combo. Its nice to finish runners off when you want to use the adrenaline signet elite to keep your stacks of signet mastery up.
Try turning off auto aim in game settings and dumping your target by left clicking the ground first. after dumping your target it should shoot in front of where you’re facing. You could also try action camera if you need to aim better, just set a hot key for action camera so you can toggle it.
Amulets need to go away and gear or selectable stats need to be implemented instead. I sort of remember that GW1 had pvp gear you could use that had top stats.
If amulets have to stay lets have custom amulets we can make ourselves.
There are builds that can use ferocity with no precision but the amulet system is way to constraining. The amulet system reduces the replayability of pvp, and generates too many hard counters which are poison to PVP. I guess it’s good in a way so I don’t play too much :/.
- sPVP Problem: Amulet Diversity Limits Build Variety….
I strongly suggest that many more amulets are added or a new system is developed where you are given 3000 stats that you can allocate anyway you want up to 1200, or some max value that can be dumped into one stat such as precision. Concentration and expertise will also need max integers.
TLDR explanation go:
The small quantity of available amulets that stop professions from having the necessary stats to create viable custom and interesting builds, is the number one problem with sPvP appeal and ballance. You are essentially forced to choose strong power damage, strong condition damage, or strong survivability. It’s extremely hard to make effective classes that can shine through player skill and have a chance to win 1vs1 against any other class dependent on player skill. Ballancing pvp through amulets has left scenario pvp play bland and unbalanced. Classes such as Druid have benefitted the most by the new amulets and the removed amulets. Classes such as Elementalist have suffered the most. Profession specializations and traits already designate survivability or damage but the current amulets contradict and don’t fully support the builds. WVW already has better build variety with the gear dependent system because you can mix and match items to get the supportive stats you want.
There are far too few amulets for captivating pvp variety. A new system where players can control their own custom builds to their playstyle would create a more interesting and balanced pvp environment. It would be balanced because if you don’t set up your attributes optimally and you character isn’t optimal it’s your own doing. That sub optimal build might just be what’s successful for someone’s playstyle however.
Anyone else feel stifled and bored playing and build crafting with the current Amulet system?
The most successful team rebounds are when you have 30 percent outgoing healing and it ends up giving your teammate a 5k heal. Problems with rebound are that its slow cast time, it’s clunky delay after the cast, and its low healing amount. Sigil of agility helps get spells off if you can remember when it procced last.
I feel like guardians are ballanced. If you want to kill Guardians do this:
http://gw2skills.net/editor/?vJAQNApeUjMdQdHWFCehAnIWUCMl32o7JckFCA1s3c7vN5C-TJRBwAPeCAAOFAkLDcd/BA
Yolo Max Damage Build lmao. I hit 23 kills and 900k damage.
http://gw2skills.net/editor/?vJAQNApeUjMdQdH23BehAnIWUCMl32o7J8mb/tJ3jsQAomB-TJRBwAPeCAX3fgcZAAnCAA
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There are so many variants you can do with it. You can do a minor condi major power build with mace shield and a little condi for the runners.
Or a boon duration build stacking might and instead of the berserker amulet use the new seekers amulet:
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I tried it and I died really fast haha however with that said it does kill noob DH absolutely the best. MES, Thief, Ranger kitten d me really bad using that build. The damage is incredible btw
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In spvp matches I do do better with my build BUT I did adopt the head but because its way better than the elite signet with my build. So I ran it like this: