jo0 Binder
Wow, a big loss to the community. Sad to see you go, J Sharp! Best of luck to you in all your future endeavors.
jo0 Binder
Well said, Steb. This is a message that any community, be it online or ‘irl’, can benefit from.
Would have loved to have played y’all in the qualifiers this past weekend, would have been a fun and more even match to stream, watch, and play.
/facepalm “we”
Sad that you are incapable of acting like an adult for even this one, short moment. You, specifically, could take some serious advice from this thread. The NA scene honestly suffers from mentalities such as yours.
jo0 Binder
If you’re really intent on sticking to the theme of a spellblade you’ll probably find the most success in a dagger/dagger bruiser style ele (with fiery greatsword if you want a weapon summon — maaaaaybe you can fit frost bow on there).
Also, you could try out variations on DPS guardians — either meditations or (/shudder) spirit weapons.
The PvP in this game isn’t necessarily the kindest to ‘RP’ builds but those are the two that are most playable that fit the spellblade description
jo0 Binder
I was going to refrain from posting but definitely feel the need to offer a voice of reason.
The power ranger LB/GS build is totally viable. Apex? No. But absolutely viable and a force to be reckoned with in the right hands. For whatever reason, people so often look for the best meta comp — it’s so strange to me that people don’t consider multiple comps. There is no “best” comp. Sure, there are solid all-around classes and there are definitely comps that incorporate all of them to make a recipe for a very strong comp. But the idea of a 100% always best comp is absolutely ludicrous. Certain builds excel on certain maps, certain builds excel when their counter isn’t on the enemy team, etc.
So with this in consideration, LB/GS ranger is absolutely viable. Probably not the best choice for every situation (and definitely not a good choice for those of you who have no idea how to position yourselves — you all can keep crutching on your cheese :P) but it is downright silly to call the build useless or kitten. It has the best single target ranged damage at the longest range in the entire game. In the hands of an intelligent player who positions well (including getting in spots hard for melee to get to, standing in spots that thief ports can’t access), it’s quite a good build. Without a doubt, the build is totally ready and viable and even strong in solo queue. With enough practice and with a team comp that is somewhat complementary, as Eura pointed out, the build is totally fine for team queue as well.
It’s very rare to actually be at any point of gameplay where certain builds become impossible to use (like we’re talking there are maybe less than ten teams NA that can’t run certain builds due to viability — so an extreme majority of the playerbase will never even come across this issue), so it strikes me as just ridiculous that there is this blind mentality of accepting what someone has said to be the end all be all. It also is a sad state of affairs for the balance of this game for the question of “is it viable?” to be nearly synonymous with “do I have to pay attention to where I’m standing in a fight?”
jo0 Binder
File a support ticket :S
When exactly does the error show up? Like, does the launcher appear then let you enter your details then deliver an error message after you click login?
Exactly this. Launcher appears, enter info, click log in — error 42. Going to file a ticket, thanks.
jo0 Binder
An update — running into the same problem again. There doesn’t seem to be anything anywhere on DDOS attacks today, so I’m beginning to think that this is due to another issue.
Any suggestions?
jo0 Binder
Tried all of these as well earlier to no avail.
Oddly enough I just tried to log in again and randomly it worked totally fine. Anyone have any insight as to why this happened so I can avoid it in the future?
Thanks again for the quick replies guys.
jo0 Binder
Just tried your fix, still getting Error 42:0:9001:4347
Build is 36233, if that is at all pertinent.
I will try again later tonight on a friend’s network to confirm 100% it is not an issue on my network’s part (as AT&T can be… difficult).
Thanks though! Will keep this updated.
jo0 Binder
Hi all,
Since downloading the new Entanglement patch I’ve not been able to log in to the game, continually running into Error 42. I’ve googled everything imaginable but can only seem to find a command line fix for PC. Nothing has changed with my firewall, router, security, or general network settings — the only thing that has changed is the new build.
Any help would be super appreciated! Thanks in advance.
jo0 Binder
~Open your eyes, not your kitten
- Mahatma Gandhi
jo0 Binder
You just necro’d a year-old thread…
jo0 Binder
A little late to this party, but how difficult would it be to implement a tool similar to http://en.gw2skills.net/editor/ ? Simple but with all of the necessary information — and with pvp/wvw/pve formats.
It seems to me that is the simplest build template with all of the information necessary. A lot of the other things mentioned work better as separate and individual systems.
While I’m of the “RIGHT MEOW” camp, as we have been asking for this feature since launch, I also recognize the need to do the feature well and not half-heartedly. That being said, I think simplicity is the best course of action. No need to overcomplicate what should be an easy, quick, and user-friendly tool.
jo0 Binder
Hi there everyone. I didn’t see a topic addressing this issue so I figured I would start my own.
I have just spent the last 15 minutes trying my best to organize a Boss Blitz event, clearly to no avail. There was a small group of people on the map who wanted to go for gold/silver completion. It seemed that the average player simply didn’t care. One person even said in map chat “im just exploring this event…. lol this is a game, and im gonna have fun”, which, honestly, is a totally valid way to approach this event. Herein lies the problem.
I want to be paired up on the same megaservers as people who want to actually complete events well, or people who are slightly more competitive than the average bearbow or zerger. I have been trying to join my friend on the TTS map for a while. Are there not enough players who want to actually complete the event in less than 30 minutes to fill up a second map than TTS’s? Are there not enough players who understand what the goal of the event is? What can I do as a player to increase the understanding of other players? Spending 15m-half an hour in map chat explaining what to do is clearly getting us nowhere. This isn’t, by a long shot, a difficult event. Why is it so difficult to organize these players?
It seems to clear to me that with recent living story bosses and events, arenanet has been attempting to raise the skill level of the average player. Is it working? Would it be better to organize people of differing skill level by megaserver? I realize that would be kind of lame; to basically annex bad players from the good — but it’s equally lame to be unable to complete content.
Thoughts?
jo0 Binder
This thread contains links to a list of tricks for each profession :
http://www.reddit.com/r/Guildwars2/comments/25av1k/did_you_know_series/
jo0 Binder
… I’ve been learning to play warrior (last of 8!) all this time while on a giant, naked norn.
… I’ve been doing kind of well.
…
I can’t wait to put on some clothes!
jo0 Binder
In terms of the biggest offenders of class balance:
1. Elementalist
2. Warrior
3. Necromancer
In terms of class design (i.e. the design behind the class really needs to be reconsidered – for example, the ele is a generally well designed class even though it is underperforming)
1. Ranger
2. Warrior
3. Necromancer
As always, I hope the balancing team can get the high skill cap builds to be the apex predators, instead of the low-risk, high reward builds.
jo0 Binder
Hi all,
I recently moved to the EU (Paris, specifically) for a couple of months and am looking for a guild on any NA server that plays during EU primetime. Ideally, this guild would also be large enough to complete guild missions weekly, though my primary goal is to find a group of players with which to talk to and play with. I’ve been playing ever since pre-release, have 6 80s, and have competed in a number of the ‘official’ PvP tournaments — I’d love to join your guild and would be a helpful member!
Please either comment on this thread or message me in game if you have a guild that fits this description!
Thanks in advance,
Salphir
jo0 Binder
pve (what people like about pve):
- scripted AI provides more challenge
I lol’d
jo0 Binder
To be frank, this game has seen enough power creep as it is. I can’t imagine what would happen if anet continued to add new mechanics, abilities, etc haphazardly.
jo0 Binder
I played with Dragon’s Tooth a bit after reading this post. If you cancel-cast Dragon’s Tooth or get interrupted in any way while casting it, the animation for DT will still complete, but it will not actually do damage. The skill will be put on a 4s CD rather than 6s. This is working kind of like how rez banner (Battle Standard) worked for warriors previously. So, in essence, the skill is doing damage when it should, but the animation can be misleading if you didn’t actually get the full cast off.
I’ll write myself a note to bring it up on Monday. Thanks!
Had to test for myself. It turns out the Dragon’s Tooth > dodge was actually fixed at some point! Guess that fix was snuck in an update — it’s been too long since I’ve played my ele, clearly.
The animation change would actually be immensely appreciated, Josh. Thanks for posting in this thread!
P.S. I am actually still getting the 6 second cooldown, even when canceling/being interrupted, unsure why my cooldown recharge would work differently than yours…?
jo0 Binder
It’s been bugged like this forever, it’s awful. Even if you dodge roll after casting dragon’s tooth it will do no damage.
The game bug forums are typically a better place to get a response for this kind of thing, though. That being said, I’d be amazed if Anet wasn’t aware of the bug as it has been in the game… since the beginning?
jo0 Binder
You guys do realize that this was a giant, massive, huge buff to the skill? I don’t understand why so many people are complaining — if you wanted to play a class that didn’t require skill shots and tons of APMs the ele probably isn’t the best class for you anyway.
Besides, instant cast targeting is what everyone should aim for eventually, anyway.
jo0 Binder
What we really should be talking about is the OP ele movement on spirit watch. 600 range RTL every 40 seconds?!?! Who let that one out of internal testing amirite!?
Actually, when SW was out, ele movement skills was absolutely gamebreaking for this map. You can search old topics and read it by yourself. It was fixed later by various mechanic tweaks.
I was being sarcastic, I remember when Eles dominated that map. But then I also remember Anet’s severe nerfing of RTL, both on spirit watch and in general. It seems strange that they’d be so ready to cut the range of rtl in half on spirit watch but allow rangers, warriors, and thieves better mobility with the orb and guardians and warriors near invulnerability when carrying the orb.
I was pointing out that many of their ele nerfs were incredibly near-sighted, especially when considering the massive power creep that has plagued this game since. The current state of the ele certainly speaks volumes on that near-sightedness.
jo0 Binder
What we really should be talking about is the OP ele movement on spirit watch. 600 range RTL every 40 seconds?!?! Who let that one out of internal testing amirite!?
Until the developers finally admit that the orb should replace all player abilities with unique orb-only abilities, Spirit Watch will be unsuitable for competitive play.
The problem with this is that then classes will be chosen as orb carriers for their base stats or class mechanics (or potentially utilities, if they were accessible). This would actually compound the problem, rather than alleviate it, as warriors/guards/necros would be far and away the best choices to run the orb. Would you want to be yelled at every time you picked up the orb on your ranger?
jo0 Binder
The most fun I’ve had in this game’s team queue / general pvp has been —
1. “classic” 0/20/0/20/30 valkyrie’s ele pre-dhuumfire
2. d/p trickery thief in the past few months
3. ‘teldo’ (bomb/ft) engi, early in the game
All builds that are/were capable of having an immense presence on the flow of the game but are mediated by having an incredibly high skill cap and a medium skill floor. Can either have a huge effect or be shut down hard.
All of the balance in this game should aspire to this model and the generally balanced nature of the builds I named. I can only dream… :P
jo0 Binder
Just saying, thief d/p trickery is alive and well. I would say it’s probably the best and most viable burst build at the moment.
If we’re talking about soloq — if you’re a solid shatter mesmer or valkyrie ele player, you won’t be dragging your team down as long as you rotate/burst well. The level of play that they become unviable at is not really something you’ll run into in 9/10 soloq matches.
I would also suggest trying out either a static discharge engineer or a chaith/five gauge power build. Both very fun and reasonably viable.
Burst builds are still totally playable. Just don’t expect to win a battle of attrition against many of the meta condi (and some bunker) builds; know when to leave a lost battle and get your roam on.
jo0 Binder
You guys need to read more closely — they aren’t implementing everything on december 10th. You will likely have a long time to gain ranks before they are retired. Don’t stress!
jo0 Binder
And then you woke up and were in another soloQ?
jo0 Binder
Scroll through some of Supcutie’s videos here -http://www.youtube.com/user/SupcutieTheRed/videos . Some of the blink locations may be out of date but it is a really nice place to start!
jo0 Binder
I voted yes, it should be removed from tournament rotation. That being said, I think it could be a really solid, tournament-viable map if they made some key changes. It’s actually a relatively fun map when you remove scorpion wire, magnet pull, cheese builds etc.
jo0 Binder
I think the real take away is that people strongly believe (and apparently without much/any dissent) that matches are being decided by composition rather than individual player skill. That’s a definite thing to be concerned about (cough anet cough). I can’t even count how many times I’ve asked this before, but can we please just remove all of the high skill floor builds?
jo0 Binder
For ~90% of the PVP population (non leaderboard players) this new match making was good and made games more fun. Hopefully because they are enjoying it more the playerbase as a whole will expand…
However, in the meantime, for remaining veterans… games are cringe worthy. It’s like a basketball game with a mix of highschool and kindergarden players.
This. Sure games are closer, but that doesn’t mean the matchmaking is better or “funner”. For this remaining 10% of the population, every game seems like you are doing a lot (aka carrying), but yet the rest of your team seems to not pull their weight. Ultimately when you get that loss, it’s really, really, REALLY discouraging. I cannot emphasize how really discouraging it is.
Of course, I could just be really bad. But it really does seem like I have a huge weight dropped on to me that I have to tug alongside my own.THESE 2!!!
To me, winning or losing is not as important as HAVING FUN. as long as i get matched with people who have some logic and general idea of the game, i could care less about having a stacked team.
It’s very frustrating playing with teams who are always fighting off point, dying almost instantly on every fight. and have them be spawn camp unless you baby sit them. all because they have little to no idea to whats going on.
What I want:
- To be matched up with players who have a general idea of how to play the game (and to have some logic )
What I DON’T want:
- Matches to be decided by who has worst players
- To be expected to carry clueless people every game
For some it might feel like better match quality, but that’s just because they are being matched up with players who are winning the games for them, but the strain being put on those players back… is unimaginable.. and that back might very soon break.
Very much QFT!
Though to be frank I feel like a lot of this is due to the low population. I’m not sure any number of changes made to matchmaking can change the experience until there is a larger population. I really think focusing on reward revamp and new player experience is the most important thing to work on at the moment. It seems (hopefully) that anet believes this as well.
jo0 Binder
The real mystery…. why you have so many tabs open!?
jo0 Binder
We programmed him well, didn’t we?
Err, I mean…
I swung a sword. I swung a sword again. Hey! I swung it again, that’s great.
jo0 Binder
some people like it some other not…maybe you could make this an option to choose in the option panel?
This isn’t a ‘preference’ change. This is completely different than team color options. This inherently changes the level of communication and knowledge about the game that someone is expected to have when playing the game. I can see certain iterations of this feature as positive, such as in soloq where it is unexpected that players are voip’d. However, in competitive team play this change requires less communication between players. In essence, it lowers the skill cap and raises the skill floor of the game. Additionally, certain professions benefit more while others are punished more by having their precise placement known.
On the whole, this patch was positive (and it seems upcoming patches concerning PvP will be as well). However, this is the kind of feature that deserves some sort of developer communication; it is a big change to throw out without making clear its intentions.
All this being said, I think there are ways in which this can be positively implemented. I, for one, would love to hear a developer’s thoughts on the subject and if this is acting as they designed.
jo0 Binder
This change was not listed on the patch notes, so I’m going to assume for the moment it is a bug.
Please good god let it be a bug…
jo0 Binder
The Lesh Prince!
+1 for sure
jo0 Binder
Maybe this could be attempted in a number of locations? Beach gets really tired with its lack of objects to use as line of sight and relatively straightforward layout. So in that regard, I like the idea of using the bottom of temple. Maybe there are other locations that can be used for the 2v2s? You could possibly have the tournaments rotate maps from week to week or even between matches?
jo0 Binder
This is great! Thanks for putting these together.
jo0 Binder
Just throwing this out there — I don’t know why so many people on the forums say D/P is unviable. I know… a large number of high-tier thieves that prefer it to S/D currently and use it more successfully. I also play one on my team and it synergizes extremely well with multiple other meta builds (stun warrior/necro/etc). It’s almost as if the forums haven’t caught up to the actual meta and are just whining for the sake of whining….
Not saying, of course, that every build is balanced — it’s ridiculous to consider the difference in skill cap of a d/p thief next to, say, a spirit ranger — but it’s equally ridiculous to say the sword 2 change is the end of the thief.
jo0 Binder
First off, thanks so much for giving us a preview of your thoughts. Definitely appreciate the open communication. As for feedback —
Elementalist
Very happy with the decision to lower the base cooldown of attunement recharge. A rework of the arcana tree and its benefits has been needed for a long time. It will be interesting to see which builds can rise up out of that. That being said…
— Fire II / Burning Fire — I would love to see this become an active trait, rather than a passive one. Having some condi clear access in Fire is a great idea but making it passive defeats the purpose.
— Air XI / Tempest Defense — Waiting to see this in action before I can pass any judgment, should be a big change
— Diamond Skin — I personally like this trait; it’s not nearly as passive as everyone is suggesting. Power damage coming from condi builds should still easily pass the 90% threshold and will allow the ele to have some weird interplay w/ condi builds. Main concern I can think of at the moment is this trait coupled with Ether Renewal
— Water I / V — please reconsider moving water V. It is not really strong enough for a master tier trait and will give eles very few trait options for condi clear
— Arcana V / VI — similar as previous feedback. Moving both is overkill and will seriously damage current builds. Elemental Attunement is basically baseline for Eles at this point; frankly, it should be. Making it less accessible will not be so great for the class.
— Blasting Staff — Solid change.
Engineer
— Incendiary Powder — Slight nerf to straight grenade builds but was definitely too much for a 10 point investment.
— Accelerant Packed Turrets — inb4 really kittening annoying engi builds
— Speedy Kits — Probably the biggest nerf for engis in the patch. Can’t disagree with less vigor uptime in general, but worried about the implications of certain classes having big hits against others with little vigor
Thief
Overall the initiative gain reduction will probably be good for the longevity of the game. It’ll force thieves to time their skills better and not be able to be absurdly relentless. Again one of those changes I’d like to see in action before speaking either way.
— Shadow Return — this skill is certainly a culprit for a strong build but adding a cast time is going to have negative long term effects for thief sword builds — fear a thief with their stunbreak down after they use Infiltrator’s Strike = gg
— Infusion of Shadow — Sorry Cruuk
Warrior
— Unsuspecting Foe — Thank god.
The rest of the changes look generally good — happy with the shaving here.
Thanks again for giving us a preview and for considering our responses! Very ready for this meta to be shaken up.
jo0 Binder
Thanks to FML for hosting! Had some fun – there were some close matches!
jo0 Binder
Hi,
Using infiltrator’s signet while in the middle of the heartseeker animation is causing the heartseeker to leap the thief back towards the the original heartseeker leap destination. This has only occurred for me in WvW when the target is out of range (900) of infiltrator’s signet, though I have yet to test it in other situations. Obviously, this is not intended.
Thanks in advance!
jo0 Binder
Thanks for everything you’ve done, Allie! Best of luck to you in all future endeavors
jo0 Binder
We just have to cut down on one thing, Blu.
“Contestion”
It isn’t a word, hahaha.
I have a contestion with this statement.
jo0 Binder
Can’t help but agree with Ken.
I really liked your use of the line of scrimmage as well as other drawing you did on the map. It’s a difficult game to shoutcast. with so many different things happening at different places at the same time, but you managed to do it really well for this match!
PS, hope to play some more games with worlde num 1 shoutcasting guardian
jo0 Binder
Just noticed this with Steal, definitely a problem.
Post this on the bug report forums as well, it’s more likely it will be noticed there.
jo0 Binder
snip
Thanks for this post! People are jumping the gun a bit on this patch. There were a ton of changes to every profession and some QoL things (that, yes, should have probably been in the game for a while now — but still).
I would expect a few more apex builds to surface/be created in the coming weeks, some of which may easily take care of current builds. Also, interested in seeing how the sigil of para fix affects gameplay.
It seems like the balance team is choosing to make changes for the longevity of the game, rather than playing whack-a-mole, which I do appreciate.
@Jon — what QoL changes are you looking to make before making another large push for PvP population? i.e. what do you think about the game’s current playability or infrastructure needs to change before the PvP is in a state to market as an e-sports title? I think combat floaters/targeting/trait facts are fantastic for the game’s future. What are your thoughts?
jo0 Binder
Hi,
My group just encountered a bug where we after we killed Clockheart we couldn’t leave the boss room. Every time we tried to go out the door with Caithe we were ported back to the entrance to the boss room.
Considering we were grouped to get Above and Beyond, it was pretty frustrating.
In case it helps figure out what caused the bug, I was the only player still alive at the end of the kill (so we probably wouldn’t have gotten Above and Beyond, but.. :P), so possibly the game thought the rest of the group was still engaged in the boss fight?
Thanks in advance for any help.
jo0 Binder