Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
If you die to a player that you hard counter you need to realize you deserve everything said afterwards.
Unless they’re new to or not serious about the class, in which case you become a jerk.
Unless you’re also implying that all hard counters are faceroll easy.
dash wiggle is amazing.
leave it in pls.
I had a warrior.
I dolled up two alts: a thief and an engie.
unfortunately, due to waiting for a friend to join me, I did not level them past 15.
Guess how much I’m going to play them if I have to get my hand held through 40 levels.
In addition, for a rally to be effective,* both involved players must have stayed in combat* since the damage to each other was dealt. So, in a way, even if it is on the other side of the map, it is still the same team fight.
This. If they rallied, they were still in combat, which means their last fight was within reasonably close range or time span.
RIP warrior time to QQ about necros or eles now
This. So much this.
And Thieves.
And Engies.
Hello,
Im happy with the ‘nerf’. I like to play hybrd shiro/mallyx and the new stunbreak added to Mallyx helps a lot. My main damage sources are autoattack and banish enchantment. I use sword 2 to stop kitters and sw3 to evade. Better success and fun from the last patch, at least for my play style.Regards,
RurikPlaying shiro and mallyx is just gimping yourself and your team.
Not if he’s condi.
A good argument to bring up for dueling to happen is this: “So we can do Costume Brawls, but no Dueling?” Weird right?
Just a note, costume brawls both require you to have a gemstore item and accept on your own.
There are no duel prompts, the combat system uses a completely different ‘damage’ system, and you can only interact with people already in the mode. you can also leave the mode at any time.
I’m pretty sure this isn’t what you guys want.
The adrenaline changes are actually something that does nerf your garden variety “coward” warrior, which I think was a better way of going about it than hacking away at their mobility on two of their weapons.
…how? If anything, it’ll make the warriors he’s describing more likely to run away. Their ability to break combat and run is completely unaffected by the changes to adrenaline.
Again, he isnt talking about mere mobility. He’s talking about ridiculous gtfo-mobility coupled with apparently heavy condi mitigation.
I can understand that is annoying, but some people will do that. Just like incredibly crafty thieves that vanish completely at 30% and you never find them unless they want you to.
Can you define what you mean by “cheese build”, if you haven’t already?
Because by and large, whenever I hear that, the definition usually boils down to “Something that I lose against without changing my preferred build”.
It may be harsh to say, but I’ve found that several builds players tend to consider “cheesy” in pvp have very simple counters, be they [Sigil of Doom], [Retaliation] or [Not being a kitten].
Just want to make sure this problem is addressing builds that are, unequivocally excellent in PVP and cannot be beaten by any means, and not just qq over players not spoonfeeding you kills.
the kick needs to be evade frames.
This is a wonderful suggestion.
The exalted are spectral humans that volunteered to become spectral by a Forgotten ritual.
http://wiki.guildwars.com/wiki/Forgotten
They’re energy beings.
I suppose it’s feasible that some of them could have defected and become Mursaat, but lore says the Mursaat predate humanity, so it would be an anachronism if they were.
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Mfw a player comes to the thief forums post HoT like ‘countering thief’ requires strategy, foresight, or anything outside of general rotation
lmfao like, even warriors counter us with signet of might gunflame
so why complaining start sharing :P give others also the change to get something nice that they want.
No.
There needs to be a point to compel people to do the AP tasks, and those skins are a large part of it.
If people are diligent enough to play in a way that nets them that much AP, they should have something to show for it. It’s not fair or polite to ask that the prizes be straight buyout so you do not have to do the same work that those players did. You’re not more special than they are.
couple things.
Mantras have always been insta cast and people didn’t moan about them a year ago, therefore the insta cast isn’t the issue.
Poor argument.
Coming from a warrior that hates power lock, I’m not going to agree with the op. The mantra has a precast time of 2 and 3/4 seconds just to get access to power lock. in the midst of combat that’s practically impossible. difficult to achieve.
Plus it essentially has their character scream “IM GONNA STUN YOU I GOT IT”
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Diving is too harrrd~
See…
They don’t balance for themselves, they balance for the top 0.01% of players.
And since the top 0.01 don’t do anything but +1 and decap, thief is fine.
0.01 rerolled revs lol
So, it’s not a substantial amount of players re-rolling to care.
Thief thus needs more nerfs
If people in my team give me a hard time for being a thief, I annoy them even more by putting on stealth while they cap. I laugh coz they rage like they’re on ’roids.
HAHAHAHAHAHAHAHAHAHAHAHAHA
This is an example of a player just being bad in general and abusing class mechanics to hamper his team.
The thief class, as previously stated, is not inherently bad, it just requires a certain level of insight and skill that many players are either incapable of fulfilling, or unwilling to put out.
To OP, you’d do just as bad with stacked [insert clueless class here].\
Forming a team is like cheating. It’s an unfair advantage.
lmao
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The profession, when played well is in need of a nerf.
I’m against your desire to nerf a class based on the potential it has when people take the time to master it, especially when it is much easier to be successful on several of the other aforementioned classes, in comparison.
The end goal of mastering a class should be excellence, not capped mediocrity.
That’s like telling an accomplished artist to tone down his skill so other artists don’t feel embarrassed.
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I don’t understand how “Don’t join parties that want to speedrun without the right gear” is still a problem that requires so much discussion.
There’s no meta. you can play how you want to, but being courteous takes precedence. If a tired party just wants to speedrun TA or whatever dungeon or instance, don’t slow them down by carrying a build not focused on damaged. They’re experienced; theyll rev you if you down and will rarely down to begin with. Its just like being free to use an escalator but at the same time allowing people that want to walk up it to do so by keeping to the right side.
That’s not even a problem that needs to be addressed. Thats looking for an excuse to impede speedrunning parties.
What’s even more confusing is “force them to take longer” is the penultimate solution all these threads reach, when that would do little or nothing to change the armor sets of players who actually know what to avoid, when.
Can someone explain this plainly to me? Why is the “zerker meta” a problem? how is it impeding anyone running a dungeon?
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RF is essentially former eviscerate spam.
It was too hard for players to counter evisc, why should they be expected to counter a long range burst that can be used every 8 seconds, whether or not they have filled a meter?
No, adrenaline and burst skills were normalized by putting the skill on it’s full cooldown regardless of whether it lands or was missed, just like every other burst mechanic in the game.
You’re comparing apples to oranges with extreme bias, and imo people are wasting their time debating balance with you.
you seem to be misunderstanding the simplicity of my argument.
Nothing has changed for skill cooldown, regarding warriors. The difficulty of landing the skill has simply been increased a couple of times. My argument is merely “if evading a close range spike (tells notwithstanding) every 7 seconds was too difficult for players, why would it be expected that a long range spike every 8 seconds would be completely tolerable?”
I am not placing focus on mechanics here. obviously the skills both have very different prerequisites, but the majority of complaints focused on evisc was how quickly and how heavily it hit, with very little concern given to how much time it took to fill the adren bar.
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Please site one source where Anet claims that mobility is supposed to the the staple of the warrior class.
When others are trying to discuss balance, “L2P” is not a useful comment.
Challenge accepted.
lol at all people saying mobility is a staple of the warrior class, or to use soft cc’s. mobility is not a staple of a heavy. its bad design, just like giving all classes nearly equal damage but vastly different starting stats is bad design.
Warriors are masters of weaponry who rely on speed, strength, toughness, and heavy armor to survive in battle. Adrenaline fuels their offensive power—the longer warriors stay in a fight, the more dangerous they become.
— GuildWars2.com Warrior
rematch?
Sure.
Warriors are masters of weaponry who rely on speed, strength, toughness, and heavy armor to survive in battle. Adrenaline fuels their offensive power—the longer warriors stay in a fight, the more dangerous they become.
— GuildWars2.com Warrior
Good form.
But how about:
Warriors are masters of weaponry who rely on speed, strength, toughness, and heavy armor to survive in battle. Adrenaline fuels their offensive power—the longer warriors stay in a fight, the more dangerous they become.
— GuildWars2.com Warrior
We also fought:
A crazy pumpkin king
A crazy Sylvari
Provocatively-cast metal knights
A marionette
-snip-
In this instance (pun intended), I don’t think enough of the playerbase by percentage runs dungeons to justify an investment in them. I can’t think of many more reasons why they don’t do more dungeons as a priority.
The above could be easily explained by players completing the dungeon and obtaining the desired token rewards, then never doing it again.
It doesn’t mean they don’t -want- dungeons, just that they’ve grown tired of the old ones.
Your point makes sense, though. Just wanted to point that out.
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Right now, the only ways to make other builds “remotely viable”(as in, why not zerker) in PVE are:
etc. where “punch it in the face” is not the sole objective required to win.
(of course, this probably wont be received well. Any content that veers from “punch it in the face” is outright ignored in many cases. i.e. Ghost Eater Path)
As much as I wish that there would be a way to mitigate or change the mindset of “power is all you need”, it seems that people that actually think that way either have nothing alternative to challenge that claim or refuse to do anything that challenges that claim.
Or both.
Its a losing battle to overturn a meta. Play how you want. You’ll find people who play like they want. Let the Zerkers Zerk. You’d be surprised, many people who choose full zerker appreciate a bunker in their party that can stand in AOE circles and rev them when they down. Less vitality = faster rev.
Optimal is optimal, there’s nothing that can be said about that. punchitintheface is optimal.
Your objective is to have fun though.
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Check out these threads…..Ranger is OP, engineer is OP, necro is OP, guard is OP, mesmer is OP. Make up your mind, jeez.
Oh, no comment on Warr, Thief?
Good.
Man…some thieves will have you believe the class is unusable, yet every top team continues to run 1 as they have forever.
Note: Garbage argument.
Top teams run thieves because having a quick backcapper is useful, not because Thief at its core is a good skirmishing class.
lol at all people saying mobility is a staple of the warrior class, or to use soft cc’s. mobility is not a staple of a heavy. its bad design, just like giving all classes nearly equal damage but vastly different starting stats is bad design.
Warriors are masters of weaponry who rely on speed, strength, toughness, and heavy armor to survive in battle. Adrenaline fuels their offensive power—the longer warriors stay in a fight, the more dangerous they become.
— GuildWars2.com Warrior
Sup. It makes sense that a person trained specifically to carry heavy armor and multiple weapons would be able to sprint at short intervals with it, rather than someone who has conditioned the mind for spells, etc.
meanwhile you can hack away at an elementalist in a skirt all day and not do a kitten thing.
As a warrior I would fight you all day like a rockhead if I had the sustain to do it. that seemed like it was the forte of my class. Now, since I need to use my head a bit more, I’m going to shamelessly retreat if the battle is not going my way, just like everyone else would. That’s not cowardice, that’s strategy.
A wise old guy with a cool mustache once said: "He will win who knows when to fight and when not to fight”.
Winning for me is not losing my bloodlust. If I cannot stomp you, Lol, reset.
It’s like people are implying "Wow, warriors sure need to use their brain once in a while, but if they’re clever or reasonable and decide to run away because they’re going to lose, they’re op! "
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id like to say that this is only partly true. players such as myself use full offensive gear because we feel fun when being efficient, we feel its fun when content punishes us as hard as possible when we do a mistake, and we feel its fun to become better players.
This is noted too. There are zerkers that feel it’s fun to churn out as much DPS as they can and still stay alive. All power to them. Personally though, I see way too many people down and get mowed on silly bosses for me to just keep hacking at the boss if it isnt close to death, so I traited to keep them alive. at the cost of a fraction of my DPS. (not much, armored attack and bloodlust keeps dps reasonable.)
Bleeding heart, I guess? Idk.
Once you get into the space where these playstyles can coexist (Namely, open world, anywhere that isnt a “letsfinishthisquick” dungeon group, S’all good.
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RE: Above.
Oh boy I wish I could play some phoenix wright music at the moment.
I figured someone would chime in about “The wiki is player maintained!”, so before this I did some digging with the wayback machine. The original intent of the class, as seen on the official site, is as follows, and I quote:
“A master of stealth and surprise, the thief is deadly in single combat—particularly when catching enemies off guard. Thieves compensate for their relatively low armor and health by being quick and evasive. They can move through the shadows, vanish into thin air, or steal items from their opponents and use them as weapons. Enemies should watch their backs, or the thief will watch it for them.”
Heres source.
https://web.archive.org/web/20110919124952/http://www.guildwars2.com/en/the-game/professions/thief/
So uh.
Yeah.
Deadly in single combat.
Erasculio is on the money more than you might think.
That does bring to the forefront a rather interesting question though.
Why did that snippet of being good at 1v1 vanish from the official site? 
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