Solution:
Attune to fire/Earth/air.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Sorry guys. but Grindy—- no.. not compaired to a lot of mmo out there.
Try harvesting ore and gaining the skills to fly a Super Carrier NyX in EvE – or grind fraction in WoW version 1 (max lvl 60 back then).
You are working on a skin… that from creation was set to highest vanity item in game. Its not needed. It does not even come with any special abilities other than change of stats and a night/day indicator on one item.-
Hours used in game for it? rather low compared to most items players in other games grind for.- the only thing that ofsets it is the RNG of the precurser… but you can just grind money and buy that.— its not a “bind on pickup” with 0.004% drop rate…. Ive been there.
i fail to see how anyone can consider dhuumfire problematic and yet be okay with how anet leaves incen powder completely alone and then goes on to make it even stronger with balthazaar runes.
It could be because you also fail to realize that a necromancer =/= engineer. The engi always had good access to burning you know since launch. The necromancer always had better access to bleeds you know since launch. The necromancer also has fear, terror, can corrupt your boons turn them into conditions, better chill uptime, transfer your conditions back to you so even if you have +300% burning duration the necro had no burning he could give it back to you.
I could go on but the point is that simply a engineer =/= necromancer. Sure if you just started playing the gamer AFTEr necro’s received burning you might think differently but engineers always had access to it. People just started complaining about burning across the game once Necro’s had access to it. Then magically burning became OP and everything that deals with burning should be nerfed, including a class that always had access to it prior but nobody complained about that until Necro’s received burning.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
>>Not enough specifics it’s just alot of condition builds “are spammy”. The fight isn’t even the same against all the condition builds just like it isn’t for direct damage. It makes no sense to throw out the whole class it’s mechanics label it condi-spam then present your argument.
Added to that all builds work very differently and are more or less effective dependent on the number of persons in ones party.
1 V 1 encounters are very rare. A build used for 1 v 1 changes when it becomes 3 v 3 or 10 v 10 or 5 vs 10 or 50 vs 50. One can not take single 1 v 1 challenges and infer that “conditions are out of control”.
Just as an example. An immobilize cast on a single opponent where they 4 others to take advantage of that immobilize can be far more effective then 25 stacks of bleed.
I’d be all for making GS more worth using in combat, at the cost of reducing its mobility.
The Problems
So what is wrong with Conditions?
- 1. Spam.
Due to the way almost all conditions stack in either duration or intensity, in conjunction with Guild Wars 2 lacking almost any kind of resource mechanic, with the solo exceptions to Fear and Blind (maybe also Chill), there is never any reason not to use you conditions at every available opportunity.
This makes conditions very spammy and mindless. You never have to think about when or how to use your conditions, rather you simply spam spam spam spam spam them until your blue in the face. For counter play to exist, there have to be situations you do not want to use them, where it is advantageous to save them for when you need them. Rarely is this ever the case.
This a problem for both power and conditions build the only difference is that every that with conditions it is a bit more visual.
- 2. Lack of Counter play.
Partially for the reasons above, but also in addition the way conditions are removed in a very dime a dozen fashion, you don’t have to think about how to deal with conditions. One party applies them, the other removes them, end of transaction.
Your only options for dealing with most conditions in either to wait and take the damage/effect, or remove them. A few professions such as the Necromancer also have the option to transfer them, or convert into boons (which is functionally identical to removal), however these tend to be the exception rather then the rule.
It’s a very binary system, either they are on, or they are off, with little in the way of a middle ground such as mitigation.
So you can’t dodge, block, evade, … conditions anymore?
- 3. Unclear Damage Potential/UI.
Due to the way Condition Damage works, in conjunction with stacking, it is very difficult at a glance to tell just how much damage you a liable to take from conditions.
7500 of sudden direct damage would get you back off and reevaluate if you have your wits about you, but 7500 of condition damage, how on earth do you evaluate that?
And as such many players react poorly to thou situations and cry foul, calling conditions over powered. Where the problem is actually that they had an uniformed choice, and an uninformed choice is not a real choice.
In order for counter play to exist you need to know your options in addition to having them. And as such you need to be able to decern your situation at a glance.
I admit that there is a problem on that part but I believe there is no good UI model for that. Showing all the damage a condition would do is useless since the duration is an important factor (take as an example blood is power, who fears two stacks of bleed).
- 4. Lack of Class Distinction/Differences in Kind.
Given the spammy nature of condition, and most professions tend to have most conditions, in a very general sense. As a result there is seldom any difference between condition builds between professions, they all tend to function almost identically.
While this is more of a minor complaint, part of the reason you have different classes in the first places is because of how they differ from others. And currently there is not much in the way of clear differences between profession when it comes to conditions.
I think that this is more important to power builds I mean damage is damage right. In condition they can come in different forms. But after that every class has different ways of application both power and conditions.
- 5. PvE Bosses.
Again, due to stacking conditions on bosses very very rapidly hit their cap when multiple players are involves, which greatly reduces the amount of damage condition based players can do to players in PvE. It’s a very common complaint, justifiably so.
Nothing to deny here.
Speaking from a power ranger’s perspective, I can easily deal with conditions. In a single build I run:
18k HP
EB
SoR
Healing Spring
Melandru Runes
LemongrassAs you have alluded to however, the problem with this is that I don’t have enough damage to kill all other classes. In my case it is Guardians and Warriors. Every other class is fine but I don’t have the raw damage to beat the heavies. Obviously condition classes don’t have this problem.
I don’t see this as a problem with conditions necessarily, its a problem with power builds.
I see this actually as evidence of balance. You specced a bit more into dealing with conditions, so you have to lose out somewhere. In your case, it was damage that suffered. You still do all right against everyone else, but high armor targets are a weakness for you.
Every build has, and should have, weaknesses (though some have more than others).
Buff Condi
Nerf Power
nuff said
The degree is arbitrary. The definition’s blurred.
If I’m to choose between one evil and another, I’d rather not choose at all.
They haven’t released all of their patch notes. So far none of the bug fixes were mentioned so I imagine some of the other changes were left out to.
break. I feel like they should be back by now..”
Nope. Nope nope.
i hate mounts i dont want mounts
Its not so much about the range and number of leaps that warriors have (although that is a part of it), but more about Dogged March and Mobile Strikes. Other classes can move fast too.. even a GS + S+WH ranger is hard to catch.. but the kicker is if they are caught in immobilise its a big problem for them. Warriors, on the other hand, and very very hard to slow down, even if you try to coutnerplay them correctly.
Gunnar’s Hold
This game will never be balance why? Because what I see is X player got killed by Y player then X player will go to the forum and l2p, qq ask for nerf equal no balance.
Toughness gives you armor. Armor is intended to ward off direct damage. In other words, the damage you take from direct hits is reduced. But conditions are intended to get around this armor. That is the purpose of conditions, to melt armored foes. If they didn’t, you would have no way to counter high armor builds. Unlike GW1, GW2 does not have a cracked armor condition. http://wiki.guildwars.com/wiki/Cracked_armor
(GW2 does have vulnerability, but it works differently)
Vitality is intended to give you lots of hitpoints. It is an effective counter against condition damage. The more hitpoints you have, the longer you can hold out against conditions. But you were never meant to last long when being struck by conditions. You either remove them, or kill the source of the conditions, before he kills you. If you do not invest anything in vitality, no amount of armor in the world will protect you from all the condition damage that’s coming your way….
And that is how it should be. If you changed it, you would break one of the few coherent game design rules in the game’s combat system.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
Since I crafted my Celestial armor set with Traveler Runes I haven’t looked back. Was running full Zerker but since our grenades and bombs dish out so many conditions anyway, I find Celestial to be better in terms of pressure and survivability.
[TTBH] [HATE], Yak’s Bend(NA)
1) There is no cheese.
2) There are balance issues.
3) “Cheese” is the favored term in the GW2 community used by Scrubs.
4) “Scrubs” are those people who play games by their own made up set of rules, and who definitely are not playing to win.
Retal affects attacks that apply conditions the same as it affects direct damage attacks.
[KoM] Krewe of Misfits
[IB]Inglorious Basterdz
in WvW roaming, because people run their standard Zerk tank build, which gets eaten by condition builds.
In zerg fights, there is too much condi cleanse, to deal damage as a condi build. And direct damage burst is more powerfull, because you kill the enemies faster.
I disagree with the offered opinion that condition damage is unbalanced when compared to direct damage. I play against both styles and with both styles. I think far too many people argue based upon the style THEY prefer to play and the fact they might have been killed by a person playing the other style.
This argument not much different then the old ones about backstabs, Eviscerates and kill shots being “overpowered”.
One of the problems is that while the damage from conditions and direct damage goes UP as people refine their builds to inflict the maximum damage that is possible , the vitality pool has remained relatively flat along with healing power being unable to keep up with that escalation.
This is made evident by all the concern over the Warrior and healing signet along with their other heals. They can better keep up with this damage escalation so become seen as overpowered.
Cutting Vigor and thus dodges available to all classes makes it even worse as while that same damage keeps going up , defenses against the same are not. Death comes faster and people immediately blame it on conditions being too strong when it more a matter of there too much damage of EVERY type versus defenses and heals available. (See the talk on CCs and AOE damage as well)
I do think the suggestion that a player being able to tell how much damage a set of conditions on them will do if not cleansed would be helpful. I do think part of the issue as has been pointed out from others is that if I take a 10k hit in one strike I get the heck out of there and know right away I am in trouble. If it conditions slowly bleeding me away, the same sense of urgency and concern is not there.
Just an anecdote from the game and while it most certainly a l2p issue on the target it does speak to the false comfort so many take when dealing with a condition build.
I stand on a rock plunking away at a warrior with a pistol. This stacks bleeds on him but his heals keep him at full health. He can not get at me with his melee weapons so decides to dance and laugh as the damage shrugged off. I build the bleed stacks up. I load poison. I jump down and lay down torment. I dodge his attacks. I steal to him , switch weapons and chill with a hydromancy and then death blossom twice. He now in big trouble and starts to run. A heartseeker and he dead.
I did not use stealth once or a backstab once but I suggest had i started with the same and was a direct damage build, that warrior would have responded much more quickly to the threat even were he a relatively inexperienced opponent.
People are much more complacent when it comes to conditions.
Try dodging all the conditions that Engineers throw.
What makes you think you should be able to dodge all conditions someone throws at you?
A condition has the same check as direct-damage before it lands. Dodge, block, miss, immune, range. If you could evade all of the conditions that means you can effectively avoid getting hit by anything. And you would litterally be unkillable by any means.
I honestly believe that conditions are not the problem at all; and they are no more powerful in WvW than direct damage. Instead I contend that most players are leaving themselves obscenely vulnerable to it, and getting annoyed when their weakness is exploited. I know I’ve ticked a few people off, but please hear… read me out.
Trying to find a proper armor set for a build everyone tries to min/max to simply get the most out of their build, and though defense is definitely needed in WvW, far more than in PvE, offense is still the primary focus of nearly all hard-core gamers, simply because the ability to kill quickly is often far more important than living forever… So most people pick armor that has 2 offensive stats (power/ precision/ critical damage/ condition damage) that have good synergy together (and to their build), then take a third stat that is defensive (healing/ toughness/ vitality). If you do that, 99% of the time, you will end up extremely susceptible to conditions. Why? After reviewing the armor sets, there’s actually a very good reason… You have no added vitality at all.
All min-max-able armor sets that have Vitality as a stat (thus ignoring Celestial completely), are either defensive (2 defensive stats, 1 offensive) or the 2 offensive stats do not have good Synergy in the vast majority of builds. Don’t believe me? Here is a complete list…
Soldier’s – Power/ Vitality/ Toughness – 2 defensive stats.
Valkyrie’s – Power/ Vitality/ Critical Damage – Unless you split armor set Critical Hit Chance is 4% making the Critical Damage virtually useless.
Sentinel’s – Vitality/ Power/ Toughness – 2 defensive stats (and crazy expensive).
Shaman’s – Vitality/ Condition Damage/ Healing – 2 defensive stats.
of the Shaman – Vitality/ Power/ Healing – 2 defensive stats.
Carrion – Condition Damage/ Power/ Vitality – no Synergy. Both Condition Damage primary and Power primary builds would rather have Precision for sigils or damage.
Dire – Condition Damage/ Vitality/ Toughness – 2 defensive stats.
Magi’s – Healing/ Precision/ Vitality – 2 defensive stats (and virtually worthless).
Toughness doesn’t have that issue, thanks to Rabid and two versions of Knights stats, but toughness does nothing against conditions. So what it comes down to is you are FORCED to choose, the ideal offense with a huge weakness to conditions, OR the ideal all around defense but mediocre offense at best.
I would not be surprised if that was an intentional move by ANet to force mixed armor, but it’s a choice that you must make. The only truly balanced armor set is celestial, but few builds can make that work as it’s so scattered. Most people, when given the choice, take a weakness to conditions even without realizing it. What it comes down to is all true min-maxers are forced into the same weakness – conditions.
So in the end, people are going on and on about ‘broken conditions’ in WvW, but in all reality, to a conditions opponent, they’re nothing more than a glass cannon begging to be shattered.
Forgive me if I’d typed that out as if I was targeting you specifically, as I meant it more in a general sense. But my point was that regardless of whether or not it was originally intentional for celestial to have higher crit damage, the developers have clearly made intentions to change that, so any sort of argument about whether or not celestial was INTENDED by the devs to have higher crit dmg is irrelevant.
100% agreed. This is why Carighan.6758’s original comment was pointless and offensive.
I don’t believe most of us are complaining about the changes in celestial gear. Most of all we just want the opportunity to reselect the stats so our effort in crafting the set is not wasted. I believe the same goes for any crit dam gears.
This is the same situation as the Flamekissed Light Armor Skin. When the devs change the looks of it, it offered a refund to the players who does not like the new look. i don’t see how the stats change would be any different.
We are extremely specific about what is being released regarding PvP in John’s blog.
To quote from it, we say the following regarding this:
- “This post is to let you know that glory will no longer be awarded as of a maintenance build that is currently planned for March 18.”
- Given that we have been calling the next phase of PvP the feature build, I’m surprised it wasn’t assumed that maintenance != feature here. Regardless, the next quote fully addresses that.
- “The glory vendor that was introduced in the December 10 build will remain until the new reward system is released in a later update "
- “Because these rewards are being removed in preparation for the next phase of the PvP reward updates”
In nearly every paragraph of this blog post, we discuss either what exactly is happening in this build, or mention that it is not a part of the next phase of rewards.
This is why I am confused as to where the misconception came from.
Yes, it is clear in the text of that post.
However, many people are/were hoping features were coming with it. Guild Wars (1 and 2) has some of the most robust deployment systems I’ve seen in online gaming. You don’t have massive downtime. Living story updates flow into the game. Unfortunately, this update does the opposite for pvp. Not only is pvp still not getting an update; we’re losing all rewards except rank points. Meanwhile, no recompense for rank point “inflation” has been given. It has been mentioned that the rank point requirement for 90 is being re-evaluated. So, the only reason (from a rewards perspective) to pvp is to get rank points that will probably be easier to get in the future.
From my point of view, the horrid deployment methodology for pvp changes is so backwards that I still don’t believe the article. Glory boosters “phasing” is horrendous; especially given the incentive to play arena which still give them! Luck from pvp is so stupidly broken that I legitimately wonder if anyone did any math at all. PvP gear phase out is broken. I still struggle to believe any of it is real because of how horribly this reward system is being deployed.
(edited by Dosvidaniya.3260)
On to armor. Armor is in my opinion doing alright, but 300ish stat difference is still a bit out there. Let’s look at some quick numbers.
Heavy: 1211/1271 (exotic/ascended)
Medium: 1064/1118
Light: 920/967
Where do these stats go? Well, I’m not sure anyone can say anymore. This decision went down a while ago and there have been numerous changes since. What I do happen to know is that the classes with lower armor are not necessarily better in offense, and sometimes even worse in defense at the same time. It could be balanced in theory, but the vast expansion of different parameters only serve to hinder the process. At a certain point decisions in the name of “variety” become unnecessary complication. Base stats are static differences that enforce play styles on classes without adding to the unique character of a class.
An example before we move on, currently an elementalist has the lowest armor and health (I use the lowest because that is where the differences are most striking). They are almost forced to take defensive stats/abilities to shore up holes in their defenses. The game does not let you play as a full glass elementalist, focusing on offense, because you are already quite glassy before you make any choices. You are not compensated with enough baked in abilities to span that 1k stat point gap, not even if you consider your damage output.
How to fix this issue?
All fixes assume heavy balancing post fix
Base Health
Equalize Base Health between the professions
This is my personal preference. Let classes show their uniqueness and strengths and weaknesses through their abilities, not by static stats.
Balance with endurance
“I agree with the attack boost, but I’d do it slightly different:
Higher base Toughness <—> Higher base endurance regeneration.
Higher base Vitality <—> Higher base endurance pool.”
-Carighan.6758
Personally, while I think this is very interesting idea, I disagree namely because I’m not sure how you can quantify a dodge, which basically negates damage as a reward to high skill level, and would probably result in a migration to lighter classes based on player skill growth. It might be doable though.
Reduce the range of Base Health
While this might make more build choice available to underdog classes, it does not fix the root of the issue. Would this justify the effort/cost though?
Armor
Attack/Armor, change the skill modifier
My original idea when posting this thread. Armor and attack are in their own function, are in principle complete opposites. For a lore point of view, the lighter the armor, the less restricted your attacks! Heavy is so restricted, no bonus. Light you sacrifice a chunk of your defense to attack fluently, 291/304 power bonus ; medium gets the middle as always.
The wrench in this plan would be the skill modifier, if this is already balanced with the toughness (or base health). However, why not use this as an opportunity to balance skills by making the modifier on related to the effects and cooldown of the skill? Just like the crit damage -> ferocity change., this would be a transparency addition. This would simplify the process of adding new skills as well. No more adding junk skills due to the fear of creating something OP, you know beforehand roughly where the skill is at because the skill modifier can be a function of what the skill does, taking into account the cooldown, effects, etc and balancing skills across the board using well defined parameters, and thus bringing those parameters into control as well.
However:
“Again from a balance point of view you are right, this will be balanced. But from a diversity point of view your treading into dangerous waters: you are moving the classes closer towards each other… Let’s take as an example stances vs elixer s vs distortion . Stances are long duration, one specific type of attacks (direct, condi or cc) and allows attacking. Elixer s is medium duration, all types of damage but doesn’t allow attacking. Distortion is short-medium (depending on how much you sacrifice) duration, all types of damage and allows attacking. You can see that by modifying in the way you suggested you will move those three closer to each other and you lose diversity between classes.
Also keep in mind that I now only took simple, small scale examples, but in large scales those diversity issues will make this even more complex.”
-Tim.6450
I think that because of the sheer amount of other variables present, this option may still be viable. But there could be a much better option out there, if anyone thinks of it, let us know!
I would include more, but I ran out of room. To find out the cool ideas others have thought of, you’ll just have to browse the thread Feel free to ignore all my other posts after this point, they are just replies to the real good stuff, which is what others have said!
(edited by Snow.2048)
Hi all =)
Tl;dr Passive = Passive; Active = active. Don’t balance to achieve active = active while passive =/= passive. Base stats are a relic from different game modes that unnecessarily complicate balance.
“What the OP wants is that Passive abilities should be balanced by other passive abilities while actives balance out other actives.
Translation:
1) the warrior should not have 500 – 1100 more stat points than other characters, he can have 500 more vitatity that’s ok, but other classes get 500 somewhere else.
2) The warriors actives on the other hand should be as powerful (but different) than stealth/ clones/ etc.”
-Shadowfall.6543
What is the issue?
There is a vast difference in base stats between classes, which might even be considered by some to be a relic from the holy trinity. These differences need to be taken into account with every balancing choice, but this is difficult and complicated. Therefore, I say that the difference in base stats currently cost build transparency and ease of balancing, which results in loss of build variety and player choices on some classes as well as weakening the balance as a whole.
“…lack of the holy trinity. They said we’re not going to have tanks/healers/dps etc….but we are going to have heavy armour and higher hps for some classes.”
-phaeris.7604
Why is this an issue?
I think we can all agree that the game has balancing problems right now. If we take a moment to stop pointing fingers at certain classes, but look at the class system as a whole, we notice something. The base of the classes, before you make any personal choices, are unequal. And not just slightly unequal, but the entire class balance is built on the edge of a cliff qua stats alone. Then on top of the stats, everything is layered in an attempt to bring the end result even. In other words, base stats need to be balanced with inherent defenses, inherent damage, optional defenses, optional offenses… The parameters in the equation are numerous. Too numerous.
But where to start adjusting? The current movement points to the upper layers primarily, traits and skills that a player chooses to take. This approach ignores the lower layers at times, and changes can have far reaching effects. Balancing passive with active actions seems to me to be a dangerous proposition. Why not simplify things by balancing actives with actives and passives with passives? It seems like a daunting task, requiring the unweaving of the current web of profession balance, however it is a one time task that should enable future changes and additions to be more predictable. There are so many active defenses, why complicate that problem with passive stats?
“There is an unsolvable problem by balancing passives by active abilities, in the fact that active abilities depend on player skill whereas passives do not. Due to that fact the class with actives is either OP when played by good players and good for normal players, or good in the hands of great players and UP for average players”
-terminatorkobold.6031
Is this really an issue?
To begin, let’s look at the numbers of base health and armor differences, starting with Health.
A warrior/necromancer has +9,212 base health or 921 vitality bonus equivalent
A engineer/ranger/mesmer has +5,922 base health or 592 vitality bonus equivalent
A guardian/thief/elementalist has +1,645 base health or 164 vitality bonus equivalent
To make these numbers actually mean something, let’s look at the max stats. In pvp, the major stat, not including runes, is 798 + 125. Minor is 569 + 75. Let’s assume you take full traits for those stats (300) and take runes specific for that stat +165. The maximum is 1388 then.
In pve /wvw (ascended) 56 + 91 + 91 + 103 + 103 + 126 (trinkets) + 35 + 35 + 35 + 47 + 106 + 71 (armor) + 165 (rune) + 300 (traits) + 188 (weapon) = 1552 max in 1 stat not counting the trait boosts and food. (If someone really wants to take food/%bonus into account, I would love to see it, just remember to take the % from a fully minor stat [can’t boost a major with itself])
Why is there a difference between some classes 757 of a CORE stat, or 54.5% of the maximum stat you can add to your character in the “competitive” area and 48,8% top tier everywhere else? Why do some classes have to use stat points to break even? This is a balancing nightmare. I can’t give an elementalist a flat 757 bonus to power/c.damage above warrior without all hell rising, so why is that much vitality thrown around not the first priority in the path to balance? [Ok, ok vitality =/= damage stats, but I think you get the point. Even a 300/400 stat boost is unimaginable]. If a skill does say 5k damage, then its balance is dependent on the target. A tanky target should be able to accept it as a rough hit, and a glass should start to crack from it. Now a glass of some classes can take it almost as well as a tanky of other classes.
(edited by Snow.2048)
Engineers are the strongest PvP profession.
That’s balanced through how anything else is broken for engineers atm ^^
Every class is broken according to these forums…
This is a really bad idea.
Condition applying abilities generally have low upfront damage, followed by a damage-over-time component. These abilities would get utterly kittened over by Retalition.
And this by no means limits itself to condition builds. Direct-damage builds also have some conditions in the mix. As a result, retaliation would inflict more damage then the actual condition deals to the person with retaliation.
I’d hit you for a 1400crit with my Rifle and trigger a 3sec Bleed, in a power build thats less then 250dmg. Such traits, often minor, would instantly become a great liability as i take much more damage because Retaliation now trigger 4x instead of 1×.
Your idea is not anti-spam, you want to empower a brainless boon that passively inflicts damage even further. Not to mention buffing the already absurd bunkers with more damage, which is the thing they were suppose to sacrifice for their high survivability.
(edited by Terrahero.9358)
I’ve come to the conclusion that arena-net just doesn’t give a kitten anymore. There isn’t any excuse. Something should have been done over a month ago. Instead we have red posts talking about buffing the active on healing signet before nerfing the passive. There are so many reasons why heal sig is the best heal in the game by far and there’s talk of a buff before a nerf can happen?
Guys, your game is dying. Players are quitting left and right. People are kittening sick of this and you need to get it through your head that we’ve been dealing with healing signet and it’s meta-destroying effects for months. Further inactivity only makes us lose more faith in this game.
I’m at my wits end
No. whats happening is people got used to warrior being a giant pinata that they nuked from 1200-1500 range or loaded up with conditions to get a player kill and win easy matches. Now you have to DRUM ROLL PLEASE!!! – PLAY AND USE ALL OF YOUR SKILLS AND UTILITIES TO WIN AGAINST SOME ONE!!!
Sadly this is true.
The forums are overrun with people who’ve realized that if they cry long and hard enough about something they’ll probably get their way.