(edited by jimmyimo.2089)
Showing Posts For jimmyimo.2089:
Basically, if accurate Engineer ranged damage is nerfed, it will present a lot of problems when going up against Professions that simply stay at ranged and play really defensively: Shortbow Thieves and Mesmers (who already body block IP with clones).
You mean, you will finally have a weakness like every other spec in the game?
This trait is extremely problematic for the simple reason that you cannot out-skill it; you can dodge all you want, block all you want, the next 1-2 hit(s) will simply burn you.
Balthazar is not the problem as this was already a problem before that patch, it was always a problem.
The change could be as simple as the trait recharging when the hit that was dodged would have been critical. You could also consider it only proccing at the first hit after a kit swap ( every 10s ), so if you dodge that first, it will be recharging.
Putting the main source of [reliable] damage as passive trait that you cannot out-skill is an extremely bad idea.
(edited by jimmyimo.2089)
I haven’t logged on Guild Wars 2 for a while and when I logged on today I thought the game finally improved. Finally, ANet had implemented something that made it possible to properly target Asuras’ (“bubbleheads”) only to figure out that it was an April fools joke. Of course it is. ANet would never do any thing intelligent in a serious manner. Until we meet again, folks.
The day before yesterday ( or before that ) I logged on and lost a ridiculous amount of matches and went from rank 30 to about 170. These were not “normal” losses they were a complete newb-stomp festival and even two of me could not have carried these newbs. Of course, I am top 50 again by now but it made me wonder how the matchmaking truly works.
Correct me if I am wrong but I think that there is no good ( non-visual ) way to measure ones capabilities as there is absolutely no indicator of someones skills; he might be playing cheese and the amount of points you score per game is also not a good indicator as one spec/role is likely to score more than an other. In fact, you can score a lot of points by being awful.
This leaves one other option and that is w:l ratio, the more you play the more accurate it will be as good people are still more likely to win than others so they have a slightly higher w:l ratio and therefore people with a lower amount of games played will rank up and rank down faster as it is less accurate. This would explain why my friend ranked up 40 more ranks than I by the same game, same team ( I went from 112 to 84 and he went from 124 to 62 ).
I would like to hear how it truly works and also why I got newb-stomped so severely and ridiculously often in a row? They were obviously bad – with bad I mean – worse than hot join. Yesterday too, I log on play first Solo Q game and get in a team with rank 20s’ only after that it was fine.
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I’m wondering whether the score of the game influences your rating because if so it might motivate people to play even if they are losing. Less QQ more pew pew.
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Tier 1 (“OP”):
Mesmer
Elementalist
Thief
Warrior
Engineer
Necromancer
Guardian
Ranger
Goodjob ANet you finally implemented something I told you to implement a month after release. Dedicated healer, please?!
(edited by jimmyimo.2089)
At least they did not ninja patch it.
Is Tornado really meant to instantly revive you with 50% health if you die in it and follow with Vapor Form?
I understand why it happens; but I thought boon duration d/d elementalists are hard enough to kill already.
Unless, the reasoning behind it is to see if people are smart enough not to smack someone in Tornado if he has low health – making the skill far more useful for point neutralization.
(edited by jimmyimo.2089)
Greetings weapon bearer! How are you?
The Nintendo Generation is recruiting players that are serious about tournaments, are humble, friendly, non rage, vocal, and willing to change builds, and classes for the team.
We used to play an offensive strategy in NA, and would like to stick with that.
Thus, are not interested in Engineers, and Necromancers due to strategic reasons.
We do not have rank requirements – as the glory system has been broke since day 1.
It is however preferred that you have played some tournaments and/or hot-joins so you understand the basic idea of structured player vs player.
Do you have an offensive mindset, a microphone, and willing to play tournaments please let us know ( IGN: Fyi )!
Site – http://gw2qq.enjin.com/
Stop calling every thing overpowered/underpowered because you cannot beat them.
Every class has an other class that smacks them like a puppy, some classes are stronger in the water, some on the land, some in downstate. Instead of blaming the professions, you should be looking at yourself.
People are yelling that things are overpowered all the time, because they cannot tell the difference between a clone and a mesmer, etc.
That is not mesmers being overpowered, that is them not being able to tell the difference cause I can.
Yes jimmy, I do believe you. You can be sneaky, tactical and very mature – by capping the ruins and hodling them by yourself. You and the sharks can whack and smack any 1 or 2 opponents dumm enough to come nearby, while the “surface” zergs trade each others points – thus winning the game by holding 2 points.
Now I’ll slip the secret why this works:
Half the players don’t give a kitten (yes, I actually wrote a “kitten”) about wining – and they will get much more glory by zerging. More than half the players simply refuse to go underwater, because its pretty boring. And guys like you, keeping and holding the ruins for teh win are pretty rare, since u sadly end up with 50 or so honor.
I’m fully aware of that as stated in this post: https://forum-en.gw2archive.eu/forum/pvp/pvp/Point-system-is-broke/
Re-integration of capes would be nice.
I would like this map to stay in the rotation, the Ruins and Sharks add a lot to the game tactically speaking ( I have turned around entire games because of it ).
If the opponent has it captured, and they feel like defending it with 1-2 people the entire game long.. well, that is good news for you.
1-2 more people on the ground is a huge advantage, and should give you 2/3 points the majority of the time.