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The key to beating a mesmer....

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Posted by: dcgregorya.5386

dcgregorya.5386

I’m shocked a thief needs to ask this. Just mark the Mesmer before he gets clones up. His clones also dont have off hand weapons or buff and debuff icons. Dodge or stealth if you see a phantasm animation. Then haste steal and spam pistol whip like every other thief.

Blink?

You won’t beat a skilled mesmer as a thief. I know, I play both, and I’m not dying to a thief as a mesmer (ever) unless he attacks me while I’m fighting 2 other people and all my stuff is on CD.

You’re best shot is if you take the dagger AOE elite but :

1) That means you get to fight a mesmer once every 3 minutes.
2) They can just run away/LOS and then you’re SOL.
3) They could always moa you and you’re screwed.

Mesmers have blinds, gap creators, dazes galore and can build tanky and still output plenty of damage. They have plenty of tools to deal with any thief.

(edited by dcgregorya.5386)

Downed in PvP, what I think needs to be done.

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Posted by: dcgregorya.5386

dcgregorya.5386

Stomping isn’t a function of your skill, it’s a function of how much access your profession has to blocking, stealthing or stability.

If there’s a class that doesn’t have access to any skill that can aid with stomping, I’d like to know about it.

Some are certainly better at it than others. With the amount of blocks I have on a guardian it’s a no-brainer to stomp. On a thief I really have to decide if it is worth using up one of my stealth abilities.

Downed in PvP, what I think needs to be done.

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Posted by: dcgregorya.5386

dcgregorya.5386

I think a few classes could stand to see buffs on their downed state (engi/ranger) but don’t think others need it nerfing or that the whole thing should be removed. Stopping the stomp and getting the revive in is one of the major differences between a good and bad player.

Guardians usually think this. Because they can stomp with aegis without getting knocked back/knocked down/etc.

Stomping isn’t a function of your skill, it’s a function of how much access your profession has to blocking, stealthing or stability.

And then you learn to dodge, a stop the QQ thread

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Posted by: dcgregorya.5386

dcgregorya.5386

“…and your very squishy”

Its only 4500 damage. It’s very, very easy to hit that hard against anyone – tanky or not – once they’re under 50%. Between crits + crit damage stacking and traits that give you +20% damage to people under 50% it’s not very hard to achieve those numbers without even having a glass cannon build.

My personal opinion: Heartseeker Ability Is Over the Top

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Posted by: dcgregorya.5386

dcgregorya.5386

I haven’t found HB or HS to be OP or gamebreaking unless I just sit there and take it right in the face. And that makes it my fault.

If you open on backstab with infiltrator signet, auto-attack for 3 seconds into steal/mug/backstab and HS spam you’re going to eat around 25k worth of damage unless the thief build is bad.

Need a Random Queue for Free Tourney

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Posted by: dcgregorya.5386

dcgregorya.5386

Honestly it’ll sort itself out when they finish the tournament system.

My personal opinion: Heartseeker Ability Is Over the Top

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Posted by: dcgregorya.5386

dcgregorya.5386

150% damage stacked on it is ridiculous and that’s the problem. When you get hit for a 12k heartseeker through 2k toughness its because they’re popping the 150% damage buff and hitting you when you’re under 30% damage with the +20% damage buff and might stacks.

There’s too much stacking/scaling. It should cap off.

And to the poster above, heartseeker doesn’t evade but lotus something or other (I forget the name offhand) is the #3 ability that applies AOE conditions and that does an evade (and costs a lot more than heartseeker). It doesn’t do much damage but I’ll often use it as a quick dodge if I see something nasty coming up.

My personal opinion: Heartseeker Ability Is Over the Top

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Posted by: dcgregorya.5386

dcgregorya.5386

Out of curiosity, am I the only person that gets screwed by this ability because it has evade frames?
I play a Warrior,so i imagine it is very much more noticable as melee versus thief.
When you roll,you are invulnerable.
However, when you heartseeker,the thief “blinks” to signify that he/she is evading.
So..you’re invincible to any attacks that hit you during your heartseeker animation.
THIS is what makes this ability really stupid imo.

You are thinking of a totally separate ability.

quickness hundred blades/pistol whip

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Posted by: dcgregorya.5386

dcgregorya.5386

Hi friends!

How do you counter these charge+hundred blades warriors or shadowstep/pistol whipping rogues with quickness? I mostly play ele/necro and I’ve tried the following:

-Die
-Roll a warrior/rogue myself

Other suggestions?

thanks!

Daze them, block or stun them. Then wreck them in the face.

add group queueing for structured PvP

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Posted by: dcgregorya.5386

dcgregorya.5386

Right click and “join friend in pvp” makes no difference, we still get put on opposite teams or get split up mid match.

You can voluntarily change teams mid match as soon as the teams become uneven. Just swap sides. Hit ‘B’ and click on the ‘+’ button by the other team – if they have less players than your team it will instantly transfer you.

add group queueing for structured PvP

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Posted by: dcgregorya.5386

dcgregorya.5386

…finding a solutions should be extremely simple..

The tournament system is the solution. If you want to run a premade you go against other premades. If you want to run solo queue you go against other random solo queues. Allowing premades into solo queue just makes solo queue a worse experience for people who aren’t playing with their friends.

My personal opinion: Heartseeker Ability Is Over the Top

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Posted by: dcgregorya.5386

dcgregorya.5386

Often it happens when you are crippled or chilled as it affects your leap range. Then you can just circle strafe the thief while even keeping melee range.

It must be this, which is an entirely different statement then “just backpedal”. You can definitely kite it with cripples/chills but that’s kinda obvious I’d think.

PvP damage is quite high

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Posted by: dcgregorya.5386

dcgregorya.5386

You need to use your blocks and aegis more.

My personal opinion: Heartseeker Ability Is Over the Top

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Posted by: dcgregorya.5386

dcgregorya.5386

Seriously if you just backpeddle without being crippled you can evade a heartseeker. Also, most people don’t realize how vital toughness is in PvP. If you don’t have it, you don’t survive.

Over 100 matches played on my thief, I’ve yet to see someone miraculously dodge heartseekers. Sometimes I use it too early (usually as a gap closer) and it doesn’t do much damage – but totally avoid it by backpedaling? Never happened.

To me, looking at the other skills that cost twice as much initiative to do less than half the damage, it seems fairly obvious that it’s broken. Nothing else is giving me 1.5k per initiative point spent consistently against tanky people.

Granted, with my build you get nailed with a 4 second immobilize when I attack you and you’re under 50% health – so maybe that’s part of it – but yeah its brokenly good. Not zealous defense sort of good but still broken.

(edited by dcgregorya.5386)

@Warriors

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Posted by: dcgregorya.5386

dcgregorya.5386

If you keep focused on them those adrenaline based nukes are easily evaded with right timing.

Justifications like these need some sort of Wiki page. If you gave me an attack that did 100,000 damage on a 60 second cool-down on any class, it’d be regarded as OP yet there would still be a handful of people saying “just dodge it”.

If we consider that this is a group vs group fighting game, you’d want to balance the damage as :

applied_damage = crit_chance_adjusted_damage – (crit_chance_adjusted_damage * likelihood_to_dodge)

And then weigh the applied_damage versus the trade-offs made to achieve that level of damage.

When it comes to superior battle sigil swapping warriors who can build 10+ stacks of might with a 70%+ critical hit chance there just isn’t a lot of “trade” made to have those kind of numbers – as other sigils just aren’t very good compared to superior battle unless you’re running a very particular type of warrior build.

Further, you achieve those numbers out of 100b, eviscerate and kill shot – of which eviscerate is undoubtedly the most imbalanced followed by kill shot followed by 100b thanks to the second part of that fake equation listed above (eviscerate being instant, whereas killshot is channeled and 100b is both channeled and melee ranged).

If you want a broken warrior just run a might stacking build with fast weapon swap, a gap closer if you’re melee and a method of attaining fury and you win, gg – you’ll put out more DPS than 90% of the rest of the builds in the game compared to power points you devoted to your spec.

PvP: y u no die?!

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Posted by: dcgregorya.5386

dcgregorya.5386

Until the player has respawned, you haven’t outplayed them. Period. If they are downed that means you are winning, but you still have to play well if you want to defeat them. Taking away some of their health isn’t a kill, it is an inconvenience. .

This would be true if two professions were exactly even in their downed state but that is not the case. If you consider a warrior downed state versus an elementalist, where the warrior alone has the ability to get back up and finish off the elementalist for a rally and continue on his merry way, it’s effectively a handicap system. If both professions are perfectly balanced, that means that the elementalist is better fighting than the warrior such that the warrior needs a better down state to compensate. In this case, it’s the exact opposite but either way it’s a pretty revolting idea that a profession is designed to be stronger while downed than another class. If all classes are balanced in combat than all should be likewise balanced in their down state – which means the only way to be better in your downed state would be to specifically build your character that way.

PvP: y u no die?!

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Posted by: dcgregorya.5386

dcgregorya.5386

Yeah, I agree with OP somewhat.

I don’t mind the downed mechanic, it should just be tweaked a bit because hot-join is way, way too zerg-tastic.

Here’s some thoughts:

1) Gain health when you down someone - or-

2) Gain health when you rally without having to talent for it (as most professions can’t, even if they wanted to).

3) Revive timer should be longer than the stomp timer. Stomp should generally only be a second or so, revive should be around 5 seconds. This does two things – it forces people to use their self heal (instead of attacking) and it means if your buddies aren’t immediately around to interrupt you won’t survive long – which means I don’t feel obligated to bring dedicated stomper builds into fights.

4) Even out the downed state skills. Warriors can get back up and continue fighting, and even rally at that point if spec’d and stay alive, wut? But an elementalist can…immobilize? With like a 12 second later mist transfer…I don’t understand that, it’s like saying warriors aren’t balanced enough in actual fights so they need to be better while dead…which is both not true and would be a horrible experience if it was. I don’t know about you but I’m not picking my profession because the downed state is good…