Showing Posts For dysp.1248:

tPvP: A possible fix of the "bunkerproblem" in the current Meta?

in PvP

Posted by: dysp.1248

dysp.1248

I really like the idea of changing up how capturing works. I’m not too experienced in tPVP yet, but what if having more players at a point will just neutralize it?

Consequently neither side could capture the point until the point was no longer contested. That way the single bunker does not gain points for his team by simply standing there and focusing on himself. Once a team is involved, the bunker can then carry out his/her role as tough-to-kill support resser and prevent node captures.

This wouldn’t be a hard counter to the bunker system, as it’s partly the same system. I would assume that one node would always be in conflict and neutralized.

But two things; if both teams decide to stay and fight at a single node, the game becomes a deathmatch as long as each team keeps a point, which I honestly don’t know if that would make for a faster or slower game, and secondly, as stated above, high-movement teams would maybe just dance around the slower team in a zerg-format. I don’t know at this point what would be the ideal or optimized path to winning in a system like this.

I am definitely in favor of something more dynamic though in terms of point capturing.

(edited by dysp.1248)

Grandmaster Traits

in Mesmer

Posted by: dysp.1248

dysp.1248

The ones you mentioned are great. Shattering is really good. You can get 6k mind wracks with a 4x stack of confusion aoe or 8x stack of confusion aoe with Cry. The inspiration shatter-condition-removal makes mesmer nearly immune to conditions coupled with the heal-condition-removal.

But I will agree, the rest are pretty lacklustre. As for changes, I’d like for more of them to not be mantra related, because I don’t use or like mantras (great reason, right?). Mesmer is a really agile and evasive class, and casting a mantra, even out of combat, feels cumbersome.

Retaliation needs some improvements

in PvP

Posted by: dysp.1248

dysp.1248

1) Great idea. Secondly, even seeing/looking for the Retaliation buff, I get it mixed up with fury. I know this is something I can just remember, but when I quickly look over the buffs, it’s easy to mistake one for the other. So, I’d like a drastically different looking buff icon for fury or retaliation.

2) Check.

3) I don’t like the idea of limiting durations, when you can get creative with specs or just have a solid indirect method of producing full uptime of boons. It’s a little different if you can get full uptime naturally with one cast, but then that’s just even more counter-able with boon stripping. Versus some builds, your build just won’t be able to handle well, is my logic on this particular issue.

Node Defending and points

in PvP

Posted by: dysp.1248

dysp.1248

The way the point system works, winning tactics aren’t really rewarded enough. In hotjoin, it seems far more beneficial, from a glory perspective, to roam and cap as a zerg, which usually prompts a loss for the zerging team. But, the zerging team usually has much more than +20% glory than the winning team. In tournament, as far as I’ve seen, defense is key. I’d really like to see winning tactics, such as defense, rewarded more through glory to curve hotjoin play and be a bit more in-depth.

I can see why the stand-on-cap glory accumulation may not have been included, as it can promote cap afking. But yeah, something needs to be added for the defensive character, other than the defense kill.