Phaatonn, London UK
Oh and love how condi Ele is a thing now with these runes.. That thread I made was part troll, not gonna lie.
Still not rocking the shamans staff though…
Phaatonn, London UK
(edited by Phaeton.9582)
Idk how u even concider puting those runes to pvp , as a necro i already know that every necro gonna use it , it will be way to OP to not use it. Fear now will be interupt , DS fear 17s cd (traited) + reapers mark 40s cd + wail of doom 30s cd , potentialy 3 interupts , now when we will have more control over dhumfire necro will be killing machine.
Just think again about it , it will be realy not fun to have those runes for next 6 months till next patch.
Don’t forget the lyssa nerf too
#terrormetaroundtwo
Phaatonn, London UK
So I just put this in the spvp forums, but may actually be worth suggesting properly.
As a warrior defector a long while now (but 7k games zerk warrior in the first year – ouch I know!) these are the sorts of things that would bring me back to the class.
Defense GM – rousing resilience rework gain 1000 toughness while not attacking
(Allows players a higher skill ceiling with stow weapon, also adds some resilience to burst whilst still having lots of counterplay)
Berserker GM – Quickness is100% more effective whilst in berserk mode
(Basically brings back a mechanic that every warrior at launch will tell you was great for the class – 100% quickness)
These are the sort of things that would get me to dust off the old warrior. Also cookies will be in the post.
Phaatonn, London UK
(edited by Phaeton.9582)
I am SO happy the vigilant/crusader meta is out of the game!
Honestly this change shows how little thought is being put into this.
I’m done discussing balance here. But frankly there are glaring design issues with the new skills.
Raise the cooldowns on them by 30%. This is what is pushing your game in the wrong direction.
Phaatonn, London UK
All is vain?
Phaatonn, London UK
when there’s new information you could animate the character on the select screen to go
tadaaa!
Phaatonn, London UK
+1 for #cashmoney!
Phaatonn, London UK
Gonna put down some ideas if anyone wants to contribute. Basically was thinking about how GW2 would fit into a MOBA like game-mode; and the mechanics behind progression could be the glue which holds it together.
To me, there are two things that progression needs to address (that would otherwise cause issues in a gw2 MOBA game type).
- Absence of specific roles in builds (at least from a MOBA perspective)
- Specific classes/builds being OP (thieves could be insane)
Here’s some casual suggestions
- choose a stat path at the start of the game, where stats are gained on level up. Deliberately make the celestial path grant an even higher stat coefficient on level than it would now (making specific ‘balanced’ builds; ele turret engi etc OP in the later game, and weaker at the start due to their reliance on stats for sustain/damage output).
- Give a key role to thieves/Mesmer/dps guard to manage certain mobs (akin to a jungler). A zerker stat allocation should make them good at this role, but worse at the carry due to lack celestial builds suitable for this role.
- Make the ‘strategy’ of progression mid match be trait (or even weapon) specific, rather than stat specific. i.e rather than running more armor to counter a high level direct dmg player, you might have to forgo some condi removal in your trait selection (for stability, dd mitigation, more dps etc), or swap to a weapon setup which is best suited for dealing with them.
Just some ideas anyway, worth discussing thisss
edt: ppl need to start with 6 trait points IMO however; most builds need this much to be ‘playable’.
Phaatonn, London UK
(edited by Phaeton.9582)
offhand axe is not viable, period
some people use it in solo settings for the fury from #4 (they drop fgj for another signet) but other than that offhand axe is the worst offhand weapon that warriors have.
also, if you’re talking about pure axe vs pure GS the DPS from pure axe is much better.
I can beat top players fairly consistently with an off hand axe, but it’s real strength is in its versatile (evasive!) cleave.
Phaatonn, London UK
Proof that forum feedback works I guess!
Phaatonn, London UK
Lol at this necro post
Jebro alone sat on 3.6k all the games I saw this evening.
Could be 5 figures next season if things keep growing.. The dream is real!
Phaatonn, London UK
Kill sun spirit = no dps
Kill stone spirit = no protection
If anything the ranger is being rewarded for your passive play, hope this is helpful.
Phaatonn, London UK
I think 10 players in the whole community, belonging to the best team (willing to compete) in their region deserve a legendary weapon.
Our community isn’t THAT small rofl
Phaatonn, London UK
Cool thanks
Phaatonn, London UK
>community spends two years suggesting a zerker dps meta is the most fun for spvp
>Anet makes steps to implement this
>players complain their ‘sustain’ builds can’t hold up to zerker builds.
Does this mean the bunker meta is over and people can start playing this game properly again?
Phaatonn, London UK
Think you just made my condi engi esports again. Christmas came early I guess.
Phaatonn, London UK
Think the OP just needs to learn how to duel warriors rofl…
Phaatonn, London UK
Well … at least I’m starting to understand why Arenanet is failing so hard at their game balance. They are obviously catering to the massive amounts of stupidity out there / here on the forums, and thus, the downfall of this could-be great game due to ridiculously stupid changes probably inspired by the idiots who dwell these forums.
Invisible lightning hammer
Phaatonn, London UK
Well, that’s just like, your opinion, man.
Phaatonn, London UK
@Nettle,Silver: You’ve explained well the importance of attracting new players.
Specifically for the high-level players it sounds like balance is by far the most important feature to keep you going, which is no surprise. I can’t speak much to that as I program sPvP features and don’t deal with balance first-hand However, the balance patch is coming, so that will definitely be affecting top-tier players. Apart from that, giving feedback on the Ladder CDI would be most beneficial.
I understand the balance team is in an unusual place with the sigil/rune overhaul. However what I was writing about (and showing it to anyone in balance would be awesome), is a change in approach to balance going forward.
Simply put, large drawn out balance patches don’t work in a competitive environment. It’s been the biggest weakness of spvp since launch, misconstrued as players simply clamouring for new content (which is certainly the case in other areas).
The phrase “The game isn’t fun in this meta” was actually something polyphi said to me, shortly before 55 hpm got fully underway. For some reason it stuck, probably because it best highlights how competitive players have felt this last year.
Ty Evan anyway; I’ll check out the CDI tomorrow..
Phaatonn, London UK
Maybe if you won 100 tournaments with the armor equipped you unlocked the skin for pve..?
Or an item that allowed you to convert a pvp skin you’ve played enough matches with?
Alternatively the conversion item could only work for rank gear and not tournament gear, as that’s considerably easier to get given the appearance etc. Would pve exclusives complain though? I don’t have much grasp of that side of the game sadly.
Phaatonn, London UK
(edited by Phaeton.9582)
Game modes. It’s a tricky one. From the various s CDIs I’ve read, there was a lot of shoulder shrugging. People want some old gw1 game modes. That’s cool. People (including devs) described the possibility of a MOBA. Again a cool idea.
But that got me thinking about MOBAs, and how games inherit other game modes. I’m not a DOTA player. I do however remember it from its Warcraft III incarnation ten years ago. Back then I spent a lot of time on player created game modes, of which DOTA was only one.
There was another that stood out to me though from those days. I did some research, and remember it roughly as ‘Angel Arena X’, one of several versions of a Warcraft III MOBA-esque arena.
It had some similarities to MOBA games – control of a single character capable of levelling up through player/npc kills. The premise was simple – a player starts off at level 1 in either safe zones A or B (allocated to each team). From there he has access to stat/gear upgrades in exchange for gold/exp acquired by venturing out into the contested PvE zone. By contested, I mean both teams have access to it and are capable of player killing/stealing mobs for exp.
Periodically (say every 2 minutes in a game like ours) contested PvE play is paused and players are ported to an ‘arena’ not too dissimilar from WoW arenas. In this game a player from each team was picked randomly for a 1v1, although of course this idea could be scaled for 3v3 5v5 etc, as well as simultaneous 1v1s if game time was an issue.
Attached at the bottom is a very simple version of the map. Of course the contested area could be as complicated and multifaceted as you’d like, but it is in essence a single area.
I seem to remember a team won by killing a specific mob. It would however be cool to have this as an alternative route to victory such as that found in Legacy of the Foefire, and make it possible to win from the accumulation of XvX victories in the arena. The contested PvE zone is still vital for this as players will only level up there.
Some comps may be stronger in the early game, and so play aggressively during arena interims to prevent the other team progressing. Conversely, I could see glassy teams burning through content in order to maximise their stats versus the inevitably tougher matchups of more sustain orientated teams in the arena.
If arena matchups were scored on a point system (best of 6), the matchup could be as follows..
- 1v1 / 2v2 l 1 point
- 1v1 / 2v2 l 1 point
- 5v5 / 3v3 l 2 points
- 1v1 / 2v2 l 1 point
- 1v1 / 2v2 l 1 point
Where above just shows a couple of different matchup combinations that could be implemented.
There could be a tiebreaker if points were even at the end. For spectating purposes the matchups would need to be sequential, although possibly simultaneous if game duration was an issue (quickmatch option). Games would take longer if matchups were even.
Pros:
- 4v5 teams less of a problem.
- Development of character freezing (pausing)/deathmatch arenas have good applications in other game modes.
- Bridges PvE, WvW and sPvP
- Could make full use of sPvPs streamlined but expansive build customisation
- An original game mode (i.e. not just gw2’s version on DOTA)
Cons:
- Would require substantial development of the contested PvE zone to encourage positional play and ‘plays’, as well as content which more hardcore teams could hone their skills on (i.e. a fair but challenging and expansive ‘flow’ to PvE combat).
- Interface for mid-match progression would need to be worked on, although mechanically a (skills/traits etc) system is readily available from PvE/sPvP update.
- A properly new and original game mode is a development risk that would require substantial player backing.
Phaatonn, London UK
(edited by Phaeton.9582)
I wouldn’t mind if it was literally ‘power’ being overtuned, but it’s not
It’s lower CD creep
It’s unpredictable, random condi cleanse creep (plus the ability to easily spec nigh immunity)
It’s massive sustain from one trait in one tree creepThese are not things that vanilla specs need to be ‘brought in line’ with, because it’s not straightforward power creep. These things lower the fundamental reward factor when playing pvp – and their issues are centred around design, not balance.
Power Creep is a not meant to mean “power”, Its describing a generally increase in “strength” of a the class, be it power, condi. CD reduction, passives etc.
Thanks for clearing that one up..
Oh wait no, you don’t get it.
To be honest I think a lot of people don’t. Not Hugh though. Hugh is a babe.
Edit: that was a bit mean. I’m aware of this Spartacus, what I’m pointing out is HOW it is overtuned matters more than anything else. Reducing cooldowns for instance reduces their significance when landed in an exchange, reducing the importance of active mitigation (both as a defender and aggressor).
It risks any matchup turning into a spammathon!
Phaatonn, London UK
(edited by Phaeton.9582)
I’ll just leave this here…
https://forum-en.gw2archive.eu/forum/game/pvp/sPvP-needs-its-own-business-model
Phaatonn, London UK
This is the part of the reasoning behind locking profession. The other is to avoid Build Wars 2 and lower the amount secret knowledge that only experienced players know.
Build wars 2. I get the stigma behind this. There have been periods where builds have shut entire classes out of the meta. Hard counters are bad, however soft counters can limit class abuse, although high level balance, and the community, has never reached that level of sophistication.
The truth is this however. The meta has been ‘the strongest 1v1 class with incremental sustain mechanics’ since launch. The attitude of restricting counter builds/comps only further entrenches the meta here, because the above approach to team comp requires very specific builds to ‘counter’ what it deems ‘best’ 1v1 bunker. These builds run a much, much higher risk of being countered themselves…
My question is this; why are you punishing multiclass players; people with the capability and desire to run outlying, higher-risk comps.
If class countering is unintended (and punishable by hard loss), why do class counters exist? I could put together 10 changes inside 15 minutes that would fix it if it really isn’t intentional……. but I always assumed it was…..
Phaatonn, London UK
(edited by Phaeton.9582)
Well if you want the PvP legendary wings, you gotta do a lot of PvP unfortunately. It sounds like sPvP isn’t your favorite mode, so maybe you might enjoy the game more if you aimed for content in other areas, like the fractal legendary.
The Fractal wings are even worse, but even if that weren’t the case, they are two different wings. It’s not like “either/or,”it’s not like “the PvP wings aren’t your thing, so go for the Fractal Wings instead,” If someone wants the PvP wings, then they _want the PvP Wings," there’s no alternative available.
Now what would be a valid alternative is if you could earn Ascension Backpiece via other activity tracks that don’t involve the PvP Leagues, but that is not currently on the table, so instead I now have to spend a great deal of my time in game HATING what I am doing. GG ANet.
PvE logic. Deal with it.
If I _wanted fractal wings I’d have to spend weeks crafting time gated gear and auto attacking colorful scripted bad guys. But that wouldn’t be fun to me, and my wants in life aren’t overshadowed by a desire for virtual backpacks.
Phaatonn, London UK
(edited by Phaeton.9582)
Why did I read this as Alpha.
I can dream…
Phaatonn, London UK
I will give 15g to anyone who can make a viable build out of the diamond skin trait.
Phaatonn, London UK
It’ll affect condi survivability/soldiers dps
Not losing much sleep over this TBH
Maybe some Mesmer condition damage too…
Phaatonn, London UK
But ken they do have alpha testers, so it’s kinda half way there on that one
Phaatonn, London UK
thank you for written
Phaatonn, London UK
This is all rubbish.. Balance is irrelevant when Elite specs are simply too easy to play and have lowered the skill cap by an insane amount.
Name one class that isn’t 1000% easier to play after the expansion. Theif is the only contender and even that’s a ton easier unless you’re going outside of the meta.
who are you talking to? i mean.. yes we can agree the elite specs are OP compared to base classes but if eveyone played elite specs it would still be fair and balanced
I’m not talking about balance. Balance discussions are for people who are unable to reroll. I’m saying the mechanics underpinning the elite specs make the game less rewarding to put any amount of time into in terms of pvp.
Phaatonn, London UK
Thief complains about lack of counterplay vs mes
Priceless
Phaatonn, London UK
I’ll come back to this post when I’m stoned
Phaatonn, London UK
+1
Don’t want to jinx it though
Phaatonn, London UK
Unranked needs to remain unrestricted however..
Phaatonn, London UK
Thought I’d add to the pile of wild speculations in this forum, while informing ANet of unfiltered swear words some UK players may find offensive.
Raid on Capricorn.. Remember that? It’s the one that was unplayable outside hot join because underwater combat is unbalanced to the point of being uncompetitive.
Here’s an idea; why not stick the mid capture point on the sodding ship, and put it into tpvp?
Hell, if any of you tossers are worried about it being too quick to access then put it below decks or on the bleeding roof.
Hugs and kisses
P
Phaatonn, London UK
A agree we should nerf everything :>
Phaatonn, London UK
I’m a big fan of blu and the team, but for this Thursday please don’t
-state how glassy a build is and how you will spectate it
- miss the one shots
Luckily you’ll have no choice but to spectate the glass this week trololololol
Phaatonn, London UK
in pvp we have no wealth and we eat our stale bread and wash it down with a puddle of water.
puddle water OP tho
Meanwhile they sit in their ivory towers gorging on omnomberries.. Viva La Revelution!
Phaatonn, London UK
(edited by Phaeton.9582)
Flanking Strike – Initiative cost of Flanking Strike and Larcenous Strike have had their initiatives costs changed. Flanking cost gone up from 3 to 4 initiative while Larcenous Strike gone down from 2 to 1 initiative cost. Flanking Strike now requires a hit to turn into Larcenous Strike. This means that you can evade multiple times but it will cost you a bit more initiative.
Phaeton – 1
EU thieves – 0
EDIT : also the buff to the GS burst skill/brawlers recovery means (the bestest) GS builds will be buffed substantially by the patch.
basically; condition removal that doesn’t require longbow is great for GS warriors. I probably made a post about it a while back about aoe on arcing slice XD
that said the change to burst skills means dodging warrior attacks could adversely effect their offensive pressure/defensive sustain
crazy!
Phaatonn, London UK
(edited by Phaeton.9582)
Can we talk about runes? It’s probably the most opaque bit of the balance pass.
Are you scaling runes up to the level of lyssa (like with sigil changes) or toning outperforming rune sets down?
My personal view on runes is that they should be more like lyssa; people fight a player and think “oh, he’s running X!” As oppose to generic power/condition runes etc, which quickly gets old.
Plus I’m slightly fearful of a certain classes condition coverage without being able to run lyssa, but I trust you guyz.. It may be OP, but so is some of the stuff it deals with.
One suggestion could be to have several types of runes, each with a condi clear on elite, but offering different combinations of boons (a bit like the shouts work on guards apart from SyS)
Phaatonn, London UK
Well played grouchnet, well played.
The next level would be to have guild-wide rewards for ‘guild teams’ winning tournaments at various levels too.
And Korean groupies. Such esports.
Phaatonn, London UK
Skyhammer is only an example of a map that some people have vocalized that they like less than others. There will always be maps that people like more and less than others. What I’m trying to get from you guys is to think of how a map voting system could work with regards to all player preferences. How could we ensure that players can always get chances to play their favorite maps?
Evan if more than 50% of people don’t want to play a map every time it comes up, they shouldn’t be forced to play it. It’s more unfair than preventing a minority from playing it competitively.
From those of us that play solo regularly, only a small portion would say it doesn’t ruin their experience. I used to like it too, but the lack of balance/repetitive mechanics/over dependence on key roles in solo q turns almost everyone off it eventually.
Maybe make it a periodic weekend queue, with its own ranking or end of weekend title?
Phaatonn, London UK
The gameplay from Elite specs is just really bad.
The skill ceiling has been lowered unilaterally in sPvP since HoT.
This games pvp has regressed to just rotating through ‘utility’ based HoT skills.
Seasons may be appealing to carrot-on-a-stick MMO fans, but frankly it’s irrelevant for those that came here for the combat system.
Phaatonn, London UK
Has ANet given up on capture point PvP?
Yeah once they’ve released the new game type they’ll delete the old one
No, not necessarily. In the future, we could do a combination of game types, in the same way that Call of Duty does multiple game types, or counter strike does multiple (escort or disarm).
We’ll have to see how that pans out, based on fan feedback.
@John: Erm I was being sarcastic there, why would you halt an existing game mode which we are all clearly still playing? ^^
@Chris+John: Also check out this thread, discussing a possible change to the way the orb is handled on spirit watch. One of the more significant innovations to MMO game type design in the last few years..
https://forum-en.gw2archive.eu/forum/pvp/pvp/Can-we-take-anything-from-SWTOR
Phaatonn, London UK
(edited by Phaeton.9582)
Spent yesterday trying to prevent my teams getting trolled by Hiba in soloq. Esportz.
At this end of the day its all down to matchups. What can’t be denied is celestial engi is a very versatile class with and against the majority of comps.
Phaatonn, London UK
It’s strange because IG every thief I’ve spoken too says it’s OP for the rewards it grants, also describing the build as ‘dumb’ or ‘virgin’.
I think the point is it’s a bit more powerful than other builds, it face rolls instantly anything without damage mitigation (which sucks for ele), and it’s stupendously easy to play, which irritates committed players.
Phaatonn, London UK
I want spoilers RIGHT NEOW
Phaatonn, London UK