Heya guys, tetro here.
I guess everyone here noticed that anet tries to make interrupts more viable in this game. While I still think they aren’t, it’s a huge topic nevertheless that we should talk about and maybe give the developers some useful feedback and suggestions to get this in the right direction.
So let’s start with a list of our potential interrupts in this game:
- Diversion (F3) – Daze
- Illusionary Wave (GS 5) – Knockdown
- Chaos Storm (Staff 5) – Daze
- Counter Blade (Sword 4) – Daze
- Into the Void (Focus 4) – Knockdown
- Magic Bullet (Pistol 5) – Stun/Daze
Utilities:
- Mantra of Distraction – Daze
- Signet of Domination – Stun
Traits that directly affect the Interrupt mechanic:
Domination:
- Minor Adept: Inflict 3 stacks of vulnerability on interrupt
- Halting Strike: Direct damage on interrupt
- Minor Master: Dazing enemy applies 5 stacks of vulnerability
Chaos:
- Bountiful Interruption: Gain might + X on interrupt
- Chaotic Interruption: Immobilize and apply blind/cripple/chill on interrupt
Illusions:
- Illusionary Persona: Turn yourself into an interrupt (F3)
- Imbued Diversion: Diversion hits up to 5 targets in a large area. (Anybody knows the radius on this?)
If I forgot anything, please let me know.
So here are (in my opinion) the biggest flaws that make interrupts horrbile in this game:
Cast times.
It’s simply horrible to interrupt skills that have such a low cast time. Most of the time when you notice the animation of your foe (later more on that topic), it’s often too late for the interrupt to land. Now there are two options here to make skills more vulnerable to interrupts. First one of course is extending cast times, which isn’t really an option. The second one is: Make interrupts faster (if not instant). We’ve seen that already in the recent patch which made the Counter Blade projectile move faster.
Our main interrupt however (Diversion) still is the most unreliable way of interrupting someone. It’s like spinning a wheel of fortune, because most of the time your illusions are distributed all over the place (and running around because of LoS), and they need to run to the enmy first.
My suggestion: Diversion leaps clones towards the enemy. Running is fine for Mindwrack and Cry of Frustration. Interrupts need to be faster! Maybe this one should be a new trait, cause I know that some people love to daze over time by placing clones in a different distance to the enemy.
Casting animations.
In my opinion, still a huge issue. While recent patches also tend towards making them more obvious, in the heat of a battle it’s still nearly impossible to figure out what the enemy is doing. Small characters and AoE effects are intensifying this problem, especially in PvP where everything is focused on a small circle.
My suggestion (probably won’t ever happen, but anyways): Cast bars. Like we had them in GW1. In my opinion, they are essential for an interrupt mechanic to work. All the more because this game is much faster than its predecessor.
Make interrupts more rewarding!
There is absolutely no reason to go for interrupts at the moment, simply because everything you get from interrupt traits, there’s a better one instead. Damage on interrupt? Why take a risky trait that may not cause any damage at all when you have +20% more damage on MW or 15% more damage for Phantasms (or others). These are reliably sources of damage that don’t suffer from the 2 issues mentioned above. Why gain might on interrupt when you have might on shatter and can go full pew pew.
All these interrupt traits HAVE to be significantly stronger than their counterparts, due to the huge risk of doing nothing at all.
Other ideas
Give us a trait to reset or lower the CD of interrupt skills if the interrupt was successful. For instance, if Counter Blade successfully interrupts the enemy, the skill is off CD (maybe not completely, but significantly lowered due to possible spamming issues). Another example: If Mantra of Distraction interrupts the enemy, regain one charge for that Mantra. And so on.
This would make interrupting also much more rewarding.
That’s all for now, I’ll maybe add some more thoughts later on.
Please, feel free to add your ideas and thoughts on interrupts.
Arenanet wants us to be the same pain in the kitten as we were in GW1, so let’s help them a bit.
tetro
(edited by tetrodoxin.2134)
I see so much complaining, some legitimate (sync q), others just very predictable ones IMO. Just wanted to state that despite what the topic page in pvp forum may look like, a lot of us are actually having fun right now in Solo Arena, I just had some exciting matches and match making is already getting better.
Anyone else feeling the same? I don’t want ArenaNet to get the wrong message, I’m thinking a lot of us are actually in-game playing right now when others are filling the forum with complaints that could have been easily foreseen (matchmaking needs to get better, leavers, leaderboard concerns, hotjoin invaders, random maps etc).
didnt find any matchupthread for this
here our video of yesterdays event “Asura ONLY” Funevent
Hello there,
is there any way to keep track of your overall kills after you beat the 2000 kills slayer achievement?
And if the answer is no, could this be somehow implented to the statistic tab when you open the PvP menu?
I know that our lives do not depend on something as trivial as that and that it’s by no means an indicator of how well a person plays, but I kind of like tracking my overall progress on a game, so I’d be a happy cat if there was an option to check on that kinda stuff.
As the Solo Queue system is coming closer the GW2 community will need some kind of communication system during a tournament game if they won’t be able to use TS or any other VoIP software.
Apart from pinging and drawing on the map you cannot really determine the number of incoming/leaving/moving targets and the only way to do it is to write in chat but “ain’t everybody got time for that”.
So we could just start to use a system what is already used but a slightly different way in every MOBA styled game.
The easiest way and most logical way is to call points/nodes as “close, mid, far” since it can be used at every map without causing confusion.
We could just substitute these then with a simply character and assign a number to it to tell how many ppl we saw there or we actually fighting with or incoming.
like:
c = close
f = far
m = mid
c2 = fighting with 2 ppl at close point
c2 inc = 2 ppl incoming to close
c0 = free cap
c1 leave = 1 person leaving the close point
f2 help= fighting wiht 2 ppl at far point and help needed
etc. straight forward i think
We could even tell what class we fighting with or about to face without confusion.
t = thief
ele = elementalist
me = mesmer
g = guardian
w = warrior
eng = engineer
r = ranger
n = necro
ofc these could be fine tuned but i am sure all of you got the idea of it
feel free to brainstorm here and share some ideas but these main commands could be definitely used in Solo Queue to avoid oversending ppl/zerging and running around without any logic
Legend of the Arena – Top 5# Qualifying Points
Elementalist – (Chieftain Ninjas [CN] )
(edited by RADOM.9634)
Yes, they will also drop them in WvW.
And legendary mobs will indeed also get champion loot rewards.
The actual stream starts at 12:30 PST!
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
I’d imagine I’m not alone that when it comes to the more competitive side of sPvP, it is definitely all about team tactics and working together. One thing that helps that teamwork is being able to learn from your mistakes, or learn strategies from better teams out there. If there is no ability to watch replays of matches, I have a hard time understanding how you can really call Guild Wars 2 an ESport. I love the idea that it’s trying to be one, and support it all the way, but in my opinion not being able to watch replays is the big turnoff that makes me wonder.
I have tried to watch MistLeague games and follow a certain character, but it is incredibly difficult to try to figure out who is where just by looking at that minimap in the corner of the screen, or figure out what they’re doing there. I honestly believe the ability to watch replays and follow who you want would be a great addition.
Anyone else think replays would be a nice addition?
The roster will be hidden in Solo Q so this doesn’t happen.
Skills and Balance/PvP Team Principal QA
Former active member of Team PZ
Few tips from me!
Basic Tips:
- Defend the capture points you have!
- Use the map ping and drawing feature to better communicate with your team
- Type out in /team when you have incoming and if you might need help
Advanced Tips:
- Do not push far point if an enemy is contesting it unless it is something you can beat or quickly neutralize.
- Try to be quick to rezzing teammates who get downed, being fast at that makes a significant impact in the likelihood that player will be revived.
- Don’t reinforce fights your team has no chance of winning, communicate and regroup!
Good luck, and try to work together!
Skills and Balance/PvP Team Principal QA
Former active member of Team PZ
They should definetely add this feature like trait ones. Maybe a special npc or a regular one.
They should be giving resets when adding new skills. Based on their current behavior, will probably sell wvw reset stone in gem store instead.
Solo Arena, map randomization and the leaver penalty are all coming at the same time.
With less than a week left till voting closes out on Aug 5th, we would really appreciate if you can add a live vote counter.
If a live vote counter is not possible to be added in-game, Please update this thread with the latest vote count at the very least, once every 24 hrs.
(We) the players would like to know how many more tokens we might have to farm/buy in order to put our candidate in office.
Last Vote Count:
July 26 – Total Votes: 2,402,278, Ellen: 1,249,184 (52%), Evon: 1,115,093 (48%)
Evon is losing by 134,091 votes
Source: facebook/GuildWars2
Current Vote Count: ??
Bumping
(edited by ZilentNight.5089)
Hey guy!
I’ve setup an IRC channel for everything related to Guild Wars 2 PvP. Feel free to join the channel to discuss, ask questions etc. about PvP.
IRC server: irc.quakenet.org
Channel: #gw2esports
http://eslgaming.com
July 23 Content Release Notes
LIVING WORLD
Cutthroat Politics
The Bazaar of the Four Winds is in full swing in the Labyrinthine Cliffs, but no one has forgotten the assassination that created a vacancy on the Captain’s Council of Lion’s Arch. War hero Ellen Kiel and prominent merchant Evon Gnashblade both want that empty seat! If one of them can secure a trade agreement for Lion’s Arch with the people of the Zephyr Sanctum, the Captain’s Council will deem it lucrative enough to secure their seat.
And now, after weeks of getting to know Kiel and Gnashblade, the Zephyrites are ready to work a deal. There’s just one catch: they’ll sign the agreement with whomever the people of Tyria support! So the stakes are raised—Kiel and Gnashblade are making promises and providing entertainment to try to garner support. But they need the players’ help. Play their games, support a candidate, and influence the future of Tyria!
The Labyrinthine Cliffs
- To secure a spot on the Captain’s Council of Lion’s Arch, Evon Gnashblade and Ellen Kiel are trying to work out a trade agreement with the Zephyr Sanctum. Players can drop their support tokens in the containers on the Zephyr Sanctum to help Ellen or Evon in their bid to secure the trade agreement.
- Each support token turned in will award a support button for the chosen candidate. Using a support button will grant one hour of support to the chosen candidate and allow limited-time achievements to be completed by the player.
- Players can choose to help Evon or Ellen, alone or with a group, in the Candidate Trials. Players can test their battle skills by facing off against waves of Aetherblade pirates and holding out for as long as they can to earn support tokens and loot, including a rare chance at an Aetherized weapon.
- To help garner support, Evon is hosting a daring game of Southsun Survival. Players can scheme, kill, and scavenge their way to the top in this new competitive activity. Armed with only a bow and whatever supplies they can find, up to 20 players will face off in a battle to be the last one standing. Players can earn karma and coins for each round played, plus a rare chance at an exclusive back-slot item.
- Not to be outdone, Ellen is hosting a competitive game in the Aspect Arena. Pick one of the Aspects of Sun, Wind, or Lightning, and face off in teams to collect crystals. Each Aspect will grant players different skills with which to maneuver and fight. Players can earn karma and coins for each round played, plus a rare chance at an exclusive back-slot item.
- Players can enter the story instance “Audience with the Master” on the Zephyr Sanctum.
- Players can still participate in Belcher’s Bluff, a new and permanent activity where players drink omnomberry juice competitively and can seek out masters around the world to learn their signature skills. Players can also still challenge other players in a PvP version that can be purchased from bartenders around the world.
- The fortune scrap vendor is still trading fortune scraps for unique Zephyrite items. Fortune scraps can be found in kite fortunes, which have a chance to drop from all creatures in the game, or can be purchased in the Gem Store.
- The scavenger hunt in the Labyrinthine Cliffs continues, allowing players to use their mastery of Wind, Sun, and Lightning movement skills to activate Sky Crystals.
- The bazaar is still in full swing in the Labyrinthine Cliffs. Merchants still have bulk orders of cooking ingredients from all over Tyria.
- The Zephyrites are still looking to trade various resources (such as ore, wood, candy, and more) for Zephyr Sanctum supply boxes.
- The Sanctum Sprint continues! Players can still use cunning, agility, and some special skills to navigate this dizzying obstacle course.
Open World
- Zephyrites are still launching kite baskets into multiple explorable areas in Tyria. The kite baskets contain a chance at quartz (a new resource used for crafting), armor and weapon recipes for the new stat combination, and kite fortunes.
- Players can still locate a handful of kite baskets at the top of several jumping puzzles throughout Tyria and open them for achievement points.
- Zephyr Sanctum will be leaving when the Bazaar of the Four Winds ends on August 6.
- Support tokens for Evon Gnashblade and Ellen Kiel will no longer be accepted at Zephyr Sanctum after 11 a.m. PST on August 5.
Achievements
- New achievements have been added to the Living World, Support Ellen Kiel, and Support Evon Gnashblade categories that involve participating in Candidate Trials, Aspect Arena, Southsun Survival and showing support while participating in other content.
- Completing the Gnashblade Supporter meta-achievement awards the player a Mini Evon Gnashblade. Completion of this meta-achievement requires players to complete 6 of the Support Evon Gnashblade achievements.
- Completing the Kiel Supporter meta-achievement awards the player a Mini Ellen Kiel. Completion of this meta-achievement requires players to complete 6 of the Support Ellen Kiel achievements.
NEW FEATURES AND CONTENT
General
- A Player Instrument Volume slider has been added to the Sound Options panel.
World vs. World
- Catapult Mastery has been added to the Ranks and Abilities tab.
- Increases damage done to walls.
- Gravel Shot now does bleed on hit.
- Increases radius on all skills.
- Increases damage on all catapult skills.
- New skill: Siege Bubble
- Creates a shield that destroys all projectiles around a catapult.
BALANCE, BUG-FIXING, POLISH
Items
- Rune of Melandru: Fear duration is now only reduced once by this rune set. The negative stun duration bonus no longer reduces incoming fear duration. This is also true for food consumables that offer a negative stun duration bonus.
- Rune of the Centaur: Fixed a bug that caused the swiftness internal cooldown to be 15 seconds instead of 10.
- Flute: This item has been updated to allow players to manually stop a note that is currently playing.
- Marriner’s Horn: This item has been updated to prevent two notes playing simultaneously.
- Unbreakable Choir Bell: This item has been updated to prevent combat sounds from triggering during use.
Profession Skills
Elementalist:
- Magnetic Wave: Added a skill fact for the cripple effect of this skill.
- Cleansing Fire: Removed the hidden stun-break functionality from this skill.
- Flame Wall: Fixed the damage skill fact to display the proper damage done per tick.
- Glyph of Renewal: Reduced the cast time from 4.25-seconds to 3.25 seconds.
Engineer:
- Launch Ice Mortar: Equipping the Elite Supplies trait will now correctly increase this skill’s recharge.
- Magnetic Inversion: Added a radius skill fact.
- Elixir X: This skill now uses the updated version of Rampage.
Guardian:
- Virtue of Courage: Updated the aegis skill fact to display the proper duration.
- Tome of Courage/Wrath: Using these elite skills will now drop the player’s currently equipped bundle instead of destroying it.
- Leap of Faith: Fixed a bug that caused a longer than intended blind when hitting multiple targets.
- Sword of Justice—Command: Removed the range indicator for this skill, as it was unnecessary.
- Monk’s Focus: This trait now scales 40% with healing power, up from 10%.
- Merciful Intervention: This skill’s recharge has been lowered from 80 seconds to 50 seconds. Base healing for this skill has been increased by 48%. Scaling with healing power has been increased to 60% effectiveness, up from 20%.
- Symbol of Judgment: Increased the spell effect and AoE rings to match the actual radius of this skill for both the base and when traited with Writ of Exaltation.
- Symbol of Wrath: When traited with Writ of Exaltation, this skill now applies retaliation to the correct radius. Increased the spell effect and AoE rings to match the actual radius of this skill for both the base and when traited with Writ of Exaltation.
- Symbol of Protection: Increased the spell effect and AoE rings to match the actual radius of this skill for both the base and when traited with Writ of Exaltation.
- Symbol of Faith: Fixed a bug that caused this skill to hit 3 targets instead of 5 when traited with Writ of Exaltation. Increased the base radius to 180 and a 240 radius when traited with Writ of Exaltation. Increased the spell effect and AoE rings to match the actual radius of this skill for both the base and when traited with Writ of Exaltation.
- Symbol of Swiftness: Increased the base radius to 180 and a 240 radius when traited with Writ of Exaltation. Increased the spell effect and AoE rings to match the actual radius of this skill for both the base and when traited with Writ of Exaltation.
- Writ of the Merciful: Fixed a bug so that the healing area provided from this trait will correctly scale its radius with the Writ of Exaltation trait.
Mesmer:
- Null Field: Reduced the recharge to 40 seconds.
- Signet of Domination: Increased the stun duration to 3 seconds.
Necromancer:
- Damage taken while in death shroud will now overflow to the necromancer’s health pool if the damage taken is greater than the remaining life force.
- Fixed a bug that caused the necromancer to take increased damage from direct attacks while in death shroud.
- Necromancer—Dark Path: Fixed an issue that caused this skill to strike enemies further than 1200 distance away.
- Shadow Fiend—Haunt: When this attack hits an enemy, it will grant the necromancer 10% of their life force.
- Ghastly Claws: The total life force granted from this skill has been increased from 10% to 12%.
- Spectral Armor: Incoming hits now grant 8% life force; has a 1-second internal cooldown.
- Spectral Walk: Incoming hits now grant 2% life force; has a 1-second internal cooldown. This spectral skill now grants life force while Spectral Armor is active.
- Spectral Grasp: This skill now grants 15% life force (up from 10%).
- Mark of Blood: The base radius of this skill has been increased from 120 to 180.
- Chillblains: The base radius of this skill has been increased from 120 to 180.
- Putrid Mark: The base radius of this skill has been increased from 120 to 180.
- Reaper’s Mark: The base radius of this skill has been increased from 120 to 180.
- Greater Marks: This trait has been moved to the Master tier.
- Spiteful Vigor: This trait has been moved to the Adept tier.
- Terror: Reduced the damage by 17%. Fixed a bug so this trait now checks for the torment condition as well.
Ranger:
- Entangle: Updated the damage and bleeding skill facts to properly display their actual effects.
- Rapid Fire: This skill now applies vulnerability on each hit.
- Hunter’s Shot: This skill no longer applies vulnerability on each hit, but now grantss the ranger stealth for 3 seconds.
- Point Blank Shot: Increased the range from 600 to 900.
- Maul: This skill now applies vulnerability instead of bleeding.
- Counterattack—Crippling Throw: This skill can now be used while moving. Increased the cripple duration to 5 seconds.
- Whirling Defense: This skill now grants 4 seconds of retaliation for the duration of the skill.
- Call of the Wild: This skill is now a blast finisher.
- Remorseless: This trait now reapplies Opening Strike when the ranger gains stealth or kills an enemy.
Thief:
- Poison Tip Strike: Fixed the skill fact for poison so that it displays the correct duration.
- Tripwire: This skill no longer indicates that it has a range.
- Thieves Guild: This skill now displays a duration skill fact.
- Tow Line: Increased the skill-fact range to 900 to match the actual skill range.
- Tactical Strike: Fixed the damage skill fact to display the proper amount of damage done.
- Shadow Strike: This skill now applies 2 stacks of torment for 5 seconds.
Warrior:
- Rampage: This elite skill now also provides 20 seconds of swiftness.
- Smash: This skill now causes a 2-second cripple. Increased the maximum number of targets to 3.
- Bash: This skill no longer causes cripple. It now causes 5 stacks of vulnerability for 5 seconds. Increased the maximum number of targets to 3. Fixed a bug so that this skill properly displays in the attack chain.
- Uppercut: This skill no longer causes vulnerability; it now dazes the target for half a second. Increased the maximum number of targets to 3. Fixed a bug so that this skill is properly displayed in the attack chain.
- Dash: This skill no longer knocks back the player’s target. Reduced the recharge to 6 seconds. Increased the damage by 100%. Cleaned up the animation so that it will hit the target more quickly when used at close range.
- Throw Boulder: This skill now causes a 2-second stun. Increased the damage by 65%. Increased the projectile velocity by 50%.
- Seismic Leap: This skill has replaced Stomp. It is now a ground-targeted, 2-second AoE knockdown with a 600-unit range.
- Bull’s Charge: Cleaned up the animation so it will hit the target more quickly when used at close range.
- Staggering Blow: Fixed an issue that caused players to stop in place after using this skill.
- Signet of Might: The activated unblockable buff now lasts for 5 strikes.
- Impale: This skill now applies torment instead of bleeding. Two stacks of torment are now applied upon the sword’s impact.
- Mending: Reduced the recharge to 20 seconds. Decreased the base heal by 6%. Scaling with healing power has been decreased by 20%. This skill now removes 3 conditions.
- Healing Signet (Passive): Reworked the formula that this passive heal uses. At level 80, this skill goes from 392 healing per 3 seconds to 467 healing per 3 seconds with 1500 healing power.
- Healing Surge (Stage 0 Heal): Increased the base heal by 12%. Scaling with healing power has been decreased by 10%.
- Healing Surge (Stage 1 Heal): Increased the base heal by 11%.
- Healing Surge (Stage 2 Heal): Increased the base heal by 19%. Scaling with healing power has been increased by 25%.
- Healing Surge (Stage 3 Heal): Increased the base heal by 16.5%. Scaling with healing power has been increased by 50%.
- Rush: Cleaned up the animation so that this skill will have a smoother transition when approaching the target.
- Heightened Focus: This trait now applies the appropriate crit chance per adrenaline level.
- Berserker’s Power: This trait now applies the appropriate damage increase per adrenaline level.
BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions
- The Black Lion Chest now has a common chance to drop Black Lion Ticket Scraps and a rare chance to drop Black Lion Claim Tickets, which can be redeemed for Aetherblade weapon skins. Players can visit a Black Lion Weapon Specialist to preview Aetherblade weapon skins. Black Lion Chest Keys can be purchased in the Consumable category for 125 gems each or 5 for 450 gems.
- Collect ten ticket scraps and turn them in for a whole ticket.
- Aetherblade weapon skins* have been added to the Black Lion Weapon Specialist. For two weeks only, Aetherblade weapon skins cost only one Black Lion Claim Ticket! After August 5, Aetherblade weapon skins will cost their regular price of 5 Black Lion Claim Tickets. All Aetherblade weapon skins *are soulbound on use and can be traded until used.
- Election Support Bundles can be used to help players support Evon Gnashblade or Ellen Kiel in their campaign to be elected to the Captain’s Council. Each support bundle contains a buff that will double the players’ votes cast for 30 minutes and display five banners that can be placed to visually show the players’ support in the world. Support bundles are available in the Consumable category for 125 gems each or 5 packs for 500 gems.
Improvements
- Black Lion Chest Keys are now a rare drop from the Black Lion Chest. Most key drops have been replaced by Black Lion Ticket Scraps. This guarantees progress toward a reward rather than a simple retry.
- Tickets and ticket scraps will continue to drop from the Black Lion Chest and can be used for select future weapon sets.
- New weapon skins purchased with a Black Lion Claim Ticket are now tradable until used.
(edited by Moderator)
I agree with Xeph’s post. The tournament gameplay has downgraded to something that is near hotjoin / soloqueue level.
In regards of stealth counterplay the best thing I could come up with would be allowing people to reveal enemies by just hitting them while they are in stealth, but this only works if someone is stealthed for longer than 3 seconds.
This would allow people who rely on stealths to get away still to use it as an escape.
At the same time this would make a counterplay possible to whole teams stealthing trying to instagib someone. With a change like that people would still be able to use stealth to surprise their enemy, but it will require some thought process behind it and people won’t be able to just mindlessly run around in stealth with 4 people oneshotting guardians anymore.
www.twitch.tv/teldoo
www.youtube.com/teldo
The current state of the meta has never been worse than it is now, I have been having a very big problem getting a grasp on what Arena Net was thinking when this patch went live. I have been a very big advocate of Arena Net, but I can’t hold my tongue any longer when I see balancing taken into such a direction.
I however do understand the thought process behind what Arena Net is trying to do, I just believe they are taking things into a very bad direction.
Let us discuss what this game has come to.
Firstly I would like to talk about Necro, I do understand that this subject has been discussed a lot on the forums, but it still blows my mind that after stating many many times before that Arena Net doesn’t wish to do knee jerk balancing they decide to make Necros into a moving nuclear reactor of conditions.
There has been a lot of feedback on the forums regarding how Necro should be balanced and what they were missing, and that was survival and ability to disengage; a lot of necro players felt that this is what they needed, but instead of taking that approach Arena Net just threw more damage at them, effectively giving them every condition in the game and in abundance although they already had their own unique condition “Terror”.
The problem doesn’t only stop their but coupled with the improvements made to “Weakness” and “Blind”, this elevated Necro into being an unstoppable force.
Had Arena Net buffed blind, given Necro more ways to gain death shroud or a disengage it would have been perfectly fine, I think that most Necros would agree to that.
Instead Necro was given, Burn on crit, Torment on a new death shroud ability that also immobilizes the target as an aoe and with the new “Weakness” and “Blind”, it just made no sense, in fact if anything it just blew my mind, how a balancing team thought that this would be in anyway balanced.
If you thought that not giving them a disengage and increased survival, but piling on more damage would solve the problem, then your sorely mistaken, but because that sort of approach to balancing has made this game close to unplayable.
Let’s look at another example, thieves, previously thieves main issue was being able to sustain themselves in a fight, and remaining effective through out of the fight; instead of being one shot wonders that fell off after their combo was down.
Take a look at thieves in the current meta, s/d thieves have access to an astounding amount of evades and teleports, that the class its self has become mindless there is no repercussions for diving and little regard to coordination because they can port back at any time, if the thief is very well played it is extremely difficult to punish it.
It just doesn’t promote good play, when you know that you always have an out at the click of a button, and that it takes your opponent ten times more effort to take you down, then it did you just recklessly doing what you want.
Stealth, is another issue in this game and plays right into the same category, it’s just so difficult to punish, and there is no real other counter for stealth than another stealth, there is no intelligent play behind; it’s just a free “do what I want” card.
If there was a reveal mechanic or a way to counter it, then you would see a lot more intelligent play and thought process put behind stealthing, but at the current state of the game there just isn’t.
The current meta is for lack of better words complete and utter crap, the game has never been more un-enjoyable to play then it has been in the past 3 weeks .
Supporting team mates and actual intelligent play has been completely thrown out the window, and things have been degraded down to a condi spam meta, that doesn’t promote any sort of skill or team play.
Damage is so out of control currently, that by supporting a team mate you kitten yourself because regardless of your support, damage is so high he is going to go down anyway.
I miss the days when there was a thought process behind what you had to do, instead now it is a stealth insta gib condition infested meta, that is both un-enjoyable to play as it is to watch.
I hope that Arena Net listens to its players and looks at the current thread and remedies the current problems, because if it keeps going like this, I doubt there will be anyone left playing this game after Pax, because honestly I find no reason to continue playing a game that is meant to be a five vs five game, that promotes no kind of team play or team support.
I understand that a lot of people might disagree with what I have said here, but this is strictly how I view the problems in the game, I have personally discussed this with a lot of players and they feel the same way, I just hope that we can get some input regarding this matter from Arena Net, because this game has been on the decline.
Thank you.
Xeph.
(edited by Xeph.4513)
While I do try and take time out to respond to posts in our forums, it is also the case that time spent on the forums is time not spent getting something else done. Right now, we have a lot of balls in the air, so it’s less possible for us to post frequently.
When you look at the raw quantity of achievements that give displayable titles to yourself, you will notice when comparing the different realms of the game: PvE/WvW/SPvP, SPvP is greatly lacking in this area.
WvW: achievements give titles for…what?… maybe EVERY achievement?… not looking… just a iirc….
PvE: has sooooo many different sub-categories that titles, though far between, add up to quite a few when you list them all.
SPvP: There is couple achievement titles each for rank pt’s total, players killed, and maybe tournament won??? In addition iirc tournaments won as each profession. Not only does that not add up to nil of the other area’s of the game’s titles, but in order to even open up like more than 1/5 of the titles you need to fill all your toon slots with different professions and be fully experienced, or atleast moderately, in each. This is very spread out compared to the WvW and PvE; yes there are profession/race specific titles but they make up such a small % of the total titles that each potentially allocates.
MORE TITLES ARE NEEDED We are very very very proud of our SPvP achievements, and we would like to show it.
Thank You,
RogueTigeR
Sooner than you might think, but not nearly as soon as we would like. That’s as much as I can say.
We also agree that we need more PvP achievements. I can’t give any details (I’m sorry I have to say that so much), but this is something we’re seriously looking at internally.
Also some great suggestions in this thread, thanks for keeping it positive and brainstorming ways to improve this system!!!
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
From here:
http://wiki.guildwars2.com/wiki/Achievement
Total Count = 481 (including daily, monthly)
PvE = 428/481 = 88.98%
PvP = 37/481 = 7.69%
WvW = 16/481 = 3.33%
Only got 29 types of PvP achievements in here:
http://wiki.guildwars2.com/wiki/PvP_Conqueror
Do you want more PvP achievements?
P/S: I will throw in some examples of new PvP achievements if people are interested.
And, thanks Jonathan Sharp!
We also agree that we need more PvP achievements. I can’t give any details (I’m sorry I have to say that so much), but this is something we’re seriously looking at internally.
Also some great suggestions in this thread, thanks for keeping it positive and brainstorming ways to improve this system!!!
link here:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Survey-Do-you-want-more-PvP-achievements/2425206
(edited by Deimos Tel Arin.7391)
Elona Reach worst server ever… zero respect for small scale roamers … such a shame.
Keep spamming your auto attack and pls more of backpaddeling/keyboardturning and clicking you are all awesome.
Cheers
Complaining about respect for smallscale roamers – insults the whole Server.
Seems legit.
R.I.P Kodash Allianz
Good luck all! Another little big step for gw2 on e-sport!
Keep it up!
Often there are complaints about BL being boring – also the crafting stuff there is to low level. Upgrade it to Mithril-level(with 1 or 2 rare Ori / and same tier materials for other crafting stuff).
Also maybe add a few quarz nodes. Would be nice. There is still tons of quarz at the market and even once the event is over because of the home instance and maybe not everyone getting celestial gear there will be supply.
But a few more nodes… something special for WvW. That would be nice(most wouldn’t go only there to farm them cause it is just easier to TP buy them so it is only a nice addition for people already playing WvW).
50/50 in HoM and GWAMM title here.
While I was personally pleased to get 500 extra free points, I don’t see the logic behind it. It was a separate game from this one. I already got my achievement points, exclusive armor and weapon skins, mini pets, ranger pets and titles. Why the need to suddenly give me 500 more points?
The only thing I can think of is that it’s part of a restructuring to reward certain area more points for work done, such as PvP and WvW. In that case though, why not do it as one patch instead of annoying people who didn’t play Guild Wars 1.
And no, it is not realistic to tell Guild Wars 2 players to buy and play Guild Wars 1 in order to get these points. They were hard enough to get when there were lots of other players. Getting the points now would be much harder, for example, when you can’t buy minis, alcohol and sweets from other players as easily because they are no longer there. Much less the number of people available for groups is gone too.
It ruins the fun for some people because they think those 500 points are the reason why they can’t feel superior to those who have them.
I already said so, what about people who started playing GW2 recently and can never catch up in AP to you, or never get a Fused weapon?
People who have HoM points or GWAMM title are being rewarded for considerable effort in a game that is linked to this one. This was announced years ago, long before GW2 started. And unlike temporary content in this game anyone can still get achievements in GW1.
But i think some people will just not get it and scream “unfair” if it’s something they do not have but others do.
But hey, people can always go back and look at their WoW achievements which they did while others played GW1.