Showing Posts For Abimes.9726:

[PvP] The state of Necromancers in PvP

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

@Sorrow

You can look for me for ages in leaderboards i stopped to play this game last year … which doesn’t mean i forgot everything about the game , it neither don’t mean i’m not looking streams , and talking to Top players and making my own point of view.

“Car Crash always ran a necro”

Just ask posi what he think about necro ftm , and you will be fixed.

Anyway like most ppl say thérocrafting is nice and i see you enjoy it , so keep it on.

(edited by Abimes.9726)

[SPVP] Balance , Competitive GW2

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

Verry nice post coglin :

Like i told my english ain’t that good and there are misunderstandings .

1) “The hard hitting skills are still the hard hitting skills”

This is normal , and it have to be like that (what would be the point of burst classes if they don’t burst), but what’s not normal is runes / sigils are highly increasing the damage and making a burst doing to big amounts of damage , i agree if some one hit’s you for 70% of your life with a burst and for some reason you couldn’t dodge it , block , etc …your are going to be in trouble but you still got 30% life left to do something against it (getting in a safer rez position , healing with long Cast time heals (thinking of necro) , escaping , or landing your damage, etc..) on the other hand (with might sigils and runes for exemple) if you’r left at 10% Hp you got 20% less counter play time and you can be shut down before getting in good rez spot , or you may not have the time to respond with your burst , etc … it’s not really about how much it hurst, it’s about the “time laps” you get to make a counter move.

But It’s not only about direct damage burst , it about conditions to… but i’ll answer to that part tomorrow.

2) “I mean which is it, do you want passive damage you cannot avoid at all, or players stacking might to boost over all damage?”

NOT AT ALL ! Actualy i wan’t good animations high burst (but reasonable taking of 90% is to much; 70% is way better and force ppl to time their burst to make a kill, these numbers are not realistic they are exemples, not facts.) with less overall damage on “white hits” . When i say : “Sigil of energy tends to be replaced by Air/fire” i also could have said sigil of energy tends to be replaced by sigil of might (they take might or Air/fire instead of energy … and both are passive, while energy is an active sigil).

3) “But you just explained previously how those sigils are the minority, in trade for sigils that are more defensive. Am I misunderstanding what you are saying here?”

Yeah it’s the opposite , ppl leave defensive active sigils to get passive offensive , cause they are more effective and let less defensive moves left to the ones your facing. (This ain’t true in all situations , it’s just a generalization … )

4) “Well, test server availability might be nice, but your limitation of “for some teams” is a terrible terrible idea. Everyone needs access to the test server or no one should have it.”

Your right on that point , it’s a bit to elitist not allowing every one. I was wrong there !

The other replies will comme tomorrow i’m tired right now, but i’m glad you made a constructive reply. (I’ll talk about the condition thing which will take a bit time )

Cheers Abimes !

(edited by Abimes.9726)

[SPVP] Balance , Competitive GW2

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

Double post : The only – , even if any good engi ftm plays with kits it’s for non kit engineers , that’s a little issue to what it would improve to the whole game play.

i don’t know if it’s a good idea but they could be lesser effects on some sigils which applies once you CCed some one with higher CD on them … rewarding the CC dodges and allowing some + once you catch some one in your CC. (remember it’s only ok if the classes are rebalanced in first place , adding this now could make balance even worse)

@ Atse :
No you can’t dodge something random … it’s like knowing if you roll a dice when it’s going to fall on 6 … you just can’t you have 1 chance on 6 …

And honestly … I just think ppl consider constructive answers being better than your kind of answer : “Low pvp player STOP QQ” which grants me a favorable opinion on my comments … ty for that.

Cheers Abimes !

(edited by Abimes.9726)

[SPVP] Balance , Competitive GW2

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

+1 again for blackMoa

@ steren :

Even with the fast hands traits , he would be stuck with the 9 sec CD on the sigils , and yeah foex if you take Air/ boon removal / condo transfer and it activates on swap it have to be 100% on next hit to really control your burst … and on the other hand it can be counter played, cause you see the AIR/debuff/ etc .. buff on the player and you know the next hit will trigger it.

They also could think improving them a bit as it going to trigger less than with on hit 60% chances … but i think sigils and runes shouldn’t determine your whole build , but be a + , and like I said i think it’s time to nerf things they already over buffed to much things.

(edited by Abimes.9726)

[PvP] The state of Necromancers in PvP

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

@ sternen

It’s true , but i think reducing overall condition application and cleanse is a more effective way of doing that .

And even if your idea is all right (it have to be tested) , i think it’s difficult to code they’ll have to recode condition cleaning and conditions themselves and that’s a reason it might never happen at all in the game. =) but i like the idea of you can cleanse some kind of conditions it at least make more skilled gameplay … but again you have to bring some skills to to cleanse soft cc and then some to cleanse damaging conditions which may lead to having 2 skills to do one thing right now and remember our skill bar is not infinite ^^

[PvP] The state of Necromancers in PvP

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

@swim

“it’s hard to synergize with the rest of the team and roam/tank”

True , still you agree there is some issue with or mobility or with sustain … definately lacking something. ( i don’t wan’t to see necro become some no brain condi burst class like with dumhfire , don’t get me wrong … we just want some reliable way to be in team … if ppl wan’t necro to sustain through DS , being able to get heal in DS and having a bit more Life force regen in % of how much ppl you are fighting (so 1v1 situations don’t become lame) could be a solution or other way give us some reliable escape mechs and bit more roaming power)

My point about damage is they should all be reduced (they buffed everything to the roof now) , conditions should be less spamy and there should be less condition removal , so conditions have to be played in a wiser way without spamming them that would be a good start for ex.

[SPVP] Balance , Competitive GW2

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

FAIL :

“Engi Decap 0/0/2/6/6 "

we don’t QQ about high burst we complain about randomness (by definition things you can’t dodges) and overall to much damage (condition , passives procs , ease of might access , burst , etc ) EVEN IF YOU MOVE AROUND.

Ty for your opinion

Cheers abimes !

(edited by Abimes.9726)

[SPVP] Balance , Competitive GW2

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

Ty for posting your opinion , i’d actually like more regular updates and bug fixes but on some coherent stuff , not just doing something and see how it’s going to be … test servers Would really be good in that situation .

And i Totaly Agree with the random thing , these are totally skill less mechanics with no possible conter play. Making them apply on switch would be good , at least for the boon and condition removal … for Air/fire , etc if it does the same than now not sure it’s a good idea … but it still would be better than now ( burst control , but forced to switch on bow after using them for thief can bring him in trouble in some situations.. a’m i wrong? )

[PvP] The state of Necromancers in PvP

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

@Swim

“I don’t think people understand that every class has a specific way of negating damage. For Necros it’s the various conditions at ease in order to keep people at bay and not even reach them at all.”

That’s only true when there is no MASSIVE CONDI REMOVAL which every class have access to ftm (+ you can miss a weakness (dodged) but you can’t miss a invuln) … why can you massively negate de defensive moves of necro … why you can’t remove a invuln or a tp or a block ? does that look fair ?

+ Plus all ppl setting theory craft on the table … juts watch TOL and look how the few necroes played are having hard time … and look the best teams , and ask your self why they don’t run necroes … thise are facts so plz don’t reply with some theoricraft thing , ty.

Or i’ll begin debating on engi and i’ll prove you that with theory craft he is virtually unkillable… which is far from reality !

[SPVP] Balance , Competitive GW2

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

I’m glad you like it , i hope it will get more attention to … even if it’s to give a négative opinion , the important thing is to talk about it .

Cheers Abimes !

[PvP] The state of Necromancers in PvP

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

+1 forsaker

He compares incomparable things … just skip it i’m donne with it to … and if we continue like this the thread is going to get closed.

(Last thing sorry about the 600 u ticks on fire … 547 makes such a difference compared to Mob specced on a condition class which is the main source of damage and does 440 if you can stack it before it get removed… this is really making all the difference !!! You are right , they only should allow necro to have MOB on the staff all the other marks are so OP, remove them plz !)

(edited by Abimes.9726)

[Necro] dude you CANNOT get away from.

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

Just linking a post about global balance for pvp , there are some nice ideas i have seen around , in this chat room

https://forum-en.gw2archive.eu/forum/professions/balance/SPVP-Balance-Competitive-GW2/first#post3995121

deal or no deal ?

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

NO DEAL FOR ALL !

Anet did WHAT?!

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

Conditions are killing the fun.

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

Indeed conditions are breaking the fun , but it have to do with global balance , this post talks about it , TY .

https://forum-en.gw2archive.eu/forum/professions/balance/SPVP-Balance-Competitive-GW2/first#post3995121

put stability on locust signet..

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

I think honestly the first things to focus on are Global balance , after wards looking for some balance polish :

https://forum-en.gw2archive.eu/forum/professions/balance/SPVP-Balance-Competitive-GW2/first#post3995121

Current State of the Game?

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

[PvP] The state of Necromancers in PvP

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

This is a fact, Necro can’t dodge everything in team fights (kind of normal) , it have 2-3 dodges + 1 stunt breaker (or 2 in some rare situations) , dodge wars skills you’ll get hit by burst or some other CC and LF can’t temporise as much than any block or invulnerability or a teleport and if it does it let you with no possibility to respond the damage.

“About large fights, you are not supposed to stay on a node but to stay as far as possible dealing damage on the node.”

Fact, I think any competitive players know that , but if you wan’t to land your burst at one moment or another you’ll have to land your dark path or at least get into 600u range to land your burst.

Fact, And actually the bow ticks are more around 600 than 500 in team fights due to the other might source … and yeah the MoB + Chillbains = like 500 …

DON’T FORGET THE RULES :

Discuss, don’t argue.* If you think a change may cause issues, say why and give examples. Try not to argue with others – make your point and then accept that other people may have different points of view.

(edited by Abimes.9726)

[PvP] The state of Necromancers in PvP

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

@sorrow

Even if you consider necro damage being ok , you can’t compare it to the new meta war might stacking which is insanely bigger … and if it’s not, it’s insanely more tanky with soldier gear … and sustainable (thinking of the Soldier evicerate war which was played in TOL).

Now i’d really like to see how you are going do defend the lack of sustain of necro who don’t wan’t to lose most of his burst damage … (see previous post)

And how you can out rotate à team with a necro in it , and don’t tell me necro is going to roam fast enough between 2 points vs à high mob team and you just have to keep your points … by doing that each fight will finish out numbered.

You’r just bringing back the same thing over and over comparing the effectiveness of some skills … but in team fights you don’t have 200 dodges to dodge pin down , A Arrow , and all the other stuff going around… And in that case Short CD’s are bether than high CD’s cause at one moment you’ll be able to land them … even if it’s one the second try ( which is still faster than à 45 sec CD)

Necro Is ok in small scales fights 1v1 , 2v2 cause he can evade the damage by stunt breaking / dodging , like any class … but on large scale you have 0 access to vigor , low dodges if you wan’t to get proc of energy sigil you have to switch on staff for exemple ( staff is awesome , just the auto , sucks a bit ) but staff is very situational and you don’t wan’t to get stuck 10 sec with it , you have no way to negate the damage , unless you sacrifice a full DS bar which leave you with near 0 burst ability ( and don’t tell me pls the 8 easy dispellable bleeds stacks you proc with some AOE is gonna push a lot of damage it’s near war’s burn with it’s AOE and some stacks of might)

Anyway like i said previously it’s not all about necro , it’s about the whole balance (check the link in my previous post)

(edited by Abimes.9726)

[PvP] The state of Necromancers in PvP

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

Hold the phone.

People are actually complaining about Necros in PvP?
The condibombers in condi meta, oneshotsignet, two lives Necros?

No wonder PvP is in the state it is atm.

You do realize Necromancers are heavily falling out of the meta, right? We’re not debating hotjoin heroes here, this is about high tier viability, and as of right now it just doesn’t really exist.

I think he doesn’t …

[PvP] The state of Necromancers in PvP

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

1) Some ppl always talk about Necro with his full LF pool , but we only start with 30% of it and in the first team fights you don’t really have the time to chill and make your LF get to 100% …

2)Ppl saying necro’s life force is it’s sustain … OK … go for that idea … but in team fights if you “sustain” with your LF , tell me how you are supposed to use it to do your damage … great i used my 46% Ds to temp some thief / war burst … but i can’t put my burst in the game now cause i have to recharge the LF bar … so you got invulns which allow you to do damage while using it, on war (exemple), BUT remember necro is ping pong balling while caught in CC and have 0 way to deal damage , and to do some damage once the ping pong game is done you have to wait like 10 sec to charge up some LF …. GREAT !

I could go on like this forever , making counter exemples to the super ideas flying around … some time i ask my self if we really play the same game.

You really wan’t to know what i think about global balance right now go check : https://forum-en.gw2archive.eu/forum/professions/balance/Balance-Competitive-GW2/first#post3995121

(edited by Abimes.9726)

[sPVP] Dealing with the 'Might' meta

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

Double post : i really wonder if some ppl are playing the same game …

https://forum-en.gw2archive.eu/forum/professions/balance/Balance-Competitive-GW2/first#post3995121

(edited by Abimes.9726)

[sPVP] Dealing with the 'Might' meta

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

Deimos is right Warrior with soldier gear doing 9k damage on Evicerate in TOL and wining 1v2 sizer and rom with 19 stacks of might … it have to remain like it is …. actually it should have the permanent 25stack just with the runes and be able to bring Fire/air sigils without needing any strength sigil … He should have à up time on his zerkerstance seriously … 8 sec conditions immunity it should last 12 cause he can’t kill conditions based classe before it ends , Condies are so OP … that’s why they where not played in TOL cause to strong … Next patch every class have à 100% damage débuff when they face our poor warriors, which are so weak with this meta….

[SPVP] Balance , Competitive GW2

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

Glad to see some constructive answers.

@sternenstaub :

“The PvP community is half dead anyway and never brought much money”

Well this is only true cause pvp never realy was focused on … High End pvp games bring in a lot of money .

(edited by Abimes.9726)

[SPVP] Balance , Competitive GW2

in Profession Balance

Posted by: Abimes.9726

Abimes.9726

The balance Right now is , lets say it , bad … they kept scaling up damage , buffing everything to the roof (except some classe like necromancers which got nerfed , and are now unviable in competitive Tpvp.)

I’m going to list the main issues (according to me) the balance right now have :

1) To much damage on everything … making dodges loses their effectiveness in team fights (Sigil of energy tends to be replaced by Air/fire) , and disabling possibilities of counter play , this doesn’t lead to healthy and skill full gaming.

2) Conditions are “Out of meta” at High level Pvp , but on the other hand they are still a pain in low lvl Pvp . The balance led to this with MASSIVE condition removal on nearly every class ( which ,when well played ,makes conditions less useful in high end pvp) , but on the other hand conditions became incredibly spamy , with broken mechanics like fear/imob stacking (+ condition coverage from non-condition builds) ( which is hard to deal with for new players).

3) Builds Tend to get less and less skill cap … this is one of the consequence of the 1) and the trait “balancing” and sigil “balancing” … i can’t explain this fully or it would takes ages but let’s take one exemple : Fire/Air sigils … they proc passively on critical hits (auto , skills, etc …) and do high damage when they proc with no possibility for the player to know when it will trigger and when he will have to dodge it .

4) Toxicity , 3) is leading to this … it’s frustrating for players to lose trades cause of random procs , to high damage burst , condition spam AND it’s not rewarding when you kill some one . It’s truly rotten the community from the inside … look at what is going on in the mist right now ( “go back pve … Sc** Bag” , “Noob Faceroll class” , etc, etc, etc, etc)

What should be donne ?!

It’s hard to say, but i think some Balance test servers for teams would be nice.
Doing a reset and bring the game back to the May 2012 meta and buffing the things that needed a buff ( Necro / war / thief) without over buffing them … and then maybe polish the balance and try to develop traits around new builds.

Ty for your attention , sorry for the mediocre english it’s not my mother language.

Note of the End :
They are shattering the dream of a competitive gw2 of any pvp player.
(And many players already lost their faith in the game.)

(edited by Abimes.9726)