Giving them unique animations would solve the problem. But giving them air time would be pretty ridiculous. Now if you buffed all the effects on marks so they’re on par with grenades, then we can give them air time.
Putrid mark is a separate issue that needs to be rebalanced, though.
Some answers to questions posted above:
Prize pool would be 100% of all entry fees + donations.
Splits are yet to be decided.
The tournament would most likely be held in March.
(edited by Moderator)
As examples, can you go x/x/x/30/30 as a support shatter build with illusionary persona? Nope, no Deceptive Evasion. Can you go 30/x/x/x/30 confounding suggestions with imbued diversion? Nope, no Deceptive Evasion.
kitten man… If only mesmers had other ways of conjuring illusions than Deceptive Evasion…
While you’re at it, lets just give Mind Wrack the Skyhammer effect, as well.
Thanks for these responses so far.
Keep in mind if this tournament does see the light of day I will also be looking for good casters!
Elementalist with a 0/0/0/0/0 build. Naked. Happy New Year!
with the good ol’ dagger/fist
thiefs certainly don’t need a buff whatsoever
This ^
Why do people on the forums keep saying thieves are bad? Thieves are very powerful right now.
I think you got double trolled…
If you can guarantee a high production value tournament then people will be willing to pay.
But this is what most tournaments fail at:
- Clear rules and code of conduct;
- Good information flow for the participants;
- A time schedule far in advance so teams can prepare;
- High quality stream with good commentators (please no solo commentating);
- Good price-pool;
- Hype.
Prolly more, but these are the main things I’d expect of a tournament if I’d be paying to participate.
I understand your concerns and I guarantee they will be addressed if this plan sees any fruition. The sole purpose of this thread is for me to see if this type of tournament (buy-in) is a viable course of action, so that I may invest time into it to make it very successful.
I’d appreciate it if you could follow the format of reply so I can have some more concrete numbers to work with.
Thanks!
not to mention most of them are pretty trash in spvp
Gauging interest here,
I am currently pondering organizing a tournament with a cash buy-in.
Details:
- Buy-in: $5-10/person ($25-50/team) depending on interest.
- Method of payment: PayPal
- Style: 8-team, double elimination. Maybe more teams if there is a lot of interest.
As mentioned, this is simply a thread to gauge interest from the community and teams.
I want to know if at least 8 teams would be interested in this type of tournament.
Please reply with the following information:
- Would you be willing to participate (y/n)?
- If yes, how much would you be willing to pay to enter (5/10)?
- If no, please elaborate.
- Do you have a team (y/n)?
- If yes, would the rest of your team be willing to pay the same entrance fee (y/n)?
- If no, would such an event create incentive for you to find a team to compete with (y/n)?
- What region do you play on (NA/EU)?
Thank you for reading and I look forward to hearing from all of you,
Ac
(edited by Moderator)
well kitten. somebody better call the mmr police!!!
All Med Kit Items — Now are immediately picked up if dropped near an ally. Previously, the player had to move to pick up the item, even if it had been dropped or thrown close to them.
Or you could just trait Med Kit.
Elixir R — Now instant cast and breaks stun. The cooldown was increased to 45 seconds, up from 30 seconds.
If you’re going to make this skill a stunbreak (again) it can’t refill endurance. That’s saying: “yo break stuns and have 2s of i-frames.” I think Elixir R is fine as it is.
Analyse — This toolbelt skill has been redesigned. It now called “Deploy Detector”.
Deploy Detector
Deploy a detector that applies vulnerability and reveals stealthed enemies within the area.
Casting Time: 0.5 seconds
Recharge: 60 seconds
Range: 900
Radius: 300
Duration: 5 seconds
Revealed: 4 seconds
Vulnerability(5): 8 seconds
I’m very much against implementing such a mechanic in the current state of the game. Maybe once all the appropriate balances have been made we can look at ways to counter Stealth and how annoying it is that Wakkey always gets decapped by thieves.
Supply Crate — Now drops a Rifle Turret instead of a Net Turret. The stun duration was lowered to 1s from 2s, and the cooldown was reduced to 150 seconds from 180 seconds.
I agree with it dropping a Rifle Turrent instead of Net, since if you get hit by the initial stun, most of the time you were pretty much stunned and immobed. But reducing the stun duration of a skill on a 3 minute CD, with one of the most obvious animations in the game seems silly. It’s not that hard to dodge/blind/block this animation.
Automated Response — Now reduces incoming condition duration by 100%, rather than granting complete immunity.
Believe it or not this trait isn’t that useful and it needs a redesign. Again, traits of this nature should just disappear form the game.
Bane Signet — Lowered the casting time to 0.5 seconds from 0.75 seconds, and increased the knockdown to 3 seconds from 2 seconds.
Again, decreasing cast times of no travel CC is bad and it discourages coordination to ensure CC lands. Also, 2s is perfectly fine.
Signet of Wrath — Lowered the casting time to 0.5 seconds from 0.75 seconds.
Same as above. This can remain untouched.
Purging Flames — The casting time was reduced to 0.25 seconds, down from 0.75 seconds. The radius was increased to 300, up from 240.
This would be a good change, but I don’t think I would take it with its current functionality. If instead of reducing condition duration it reduced the damage you take from conditions then it’d be useful. Right now, there’s no point in reducing duration of conditions when they’re so spammable.
Zealous Blade — The healing has been increased to 50 (0.03), up from 25 (0.02).
This trait is strong enough as it is. Doesn’t need another buff.
Kindled Zeal — This trait has been redesigned, and renamed “Zealous Strikes”. It reads, “Deal 10% more damage when under 50% health, and heal yourself for the same amount as the extra damage dealt.”
I agree the current Kindled Zeal suxdix but what you’re proposing would put Guardian healing over the top. Current DPS builds already have excellent sustain I don’t know why you want to overbuff their sustain.
Much like Bear, a lot of these suggestions seem really biased and wanting to buff a class that doesn’t need buffs. o_O
I’m only gonna quote the ones I disagree with.
The 6-set bonus of Superior Runes of Lyssa has been changed:
(6) When you use an elite skill, lose 3 conditions and gain 3 random boons for 5 seconds (not including Stability). (CD: 45 seconds)
I don’t think RNG helps anyone, if anything the 3 boons should be conversion from the condis removed or something. To be used efficiently, the way cleanses currently prioritize would have to be reworked, though. Overall, this proposition pretty much neuters all Lyssa users instead of just the classes that can abuse it. The easiest way (not necessarily the most efficient) to balance the (6) bonus would be to just increase the ICD to 75s.
Lightning Strike — Added a 0.25 second casting time.
The problem with Fresh Air is that there is no tell to when they got a proc (unless you’re keeping track of every single crit they get). If Fresh Air had an animation, like a bright glow when it procs, then that would add sufficient counterplay. Flat out nerfing Lightning Strike, won’t really solve any issues, and it’ll just create more when Fresh Air does get rebalanced.
Comet — The casting time has been reduced to 0.5 seconds, down from 0.75 seconds. It now uses ground targeting.
I think reducing the cast time of this is fine (because it has air time), but making it ground targetted is not. A ground targetted, fast activation, unblocakble Daze seems too strong. It’s already fairly simple to hit this skill with the appropriate setup.
Gale — The casting time has been reduced to 0.5 seconds, down from 0.75 seconds.
I don’t think we should be reducing the cast times of any CC without travel time. It dumbs down the game to the point where you wouldn’t need coordination to land CC.
Ride the Lightning — This ability now has a 25 second cooldown regardless of if it hits a target or not. Previously, it had a 20 second cooldown if a target was hit, or a 40 second cooldown if no target was hit.
The reason this skill got changed was because Eles could just go in an out of a fight very quickly and very often. I actually like the [ideal] current functionality of RTL, but the problem is that it’s too easy to just put the skill on a 40s CD if you block/dodge/blind the animation. So, what could possibly be done is reduce the CD when it does hit from 40 to 30s, since this skill pretty much never hits anything.
Lightning Flash — Now breaks stuns. Its cooldown was increased to 45 seconds, up from 40 seconds.
Nope. In fact, I don’t think this skill should be castable while stunned/dazed. If you’re looking for better stunbreaks out of an Ele, we should reduce the CD of Armor of Earth and Arcane Shield.
Diamond Skin — This trait has been redesigned. It now reduces the duration of incoming conditions by 100% for 2 seconds after switching to Earth Attunement.
I don’t think this would be a healthy change at all. Attunement swapping is already on a low enough CD, that adding this would make Eles immune to 15-20% of incoming conditions. The current functionality of this trait is pretty bad too, since all it accomplishes is making Eles HARD counter full condition classes. The entire trait should just be deleted.
Added Mark of Blood.
So far I see two suggestions I like:
- Make chilled stack intensity (3 max) so each stack adds 22% movement speed reduction and 22% decrease cooldown recharge rate.
- Make chilled affect initiative gain. This would obviously have to be something not as severe as 66% to not completely shut down thieves, but it needs to be something so that thieves aren’t just immune to the primary effects of Chilled.
A better question that I have posed in the past is why do thieves get an inherent passive immunity to one aspect of chilled (cooldowns on 1-5 skills)
That’s a really good point, if anything it should decrease initiative regeneration by some amount.
IMO Chilled is currently too strong.
66% Increased CD recharge rate is really devastating.
66% Decreased movement speed is also devastating to most classes.
With the existence of Cripple and Immobilize it seems a little too much that there are 3 movement-impairing conditions out there.
Maybe the movement speed decrease should be removed?
/discuss
I don’t know how hard it is to do, but this game needs a seperate free to play PvP client. It would help grow the PvP playerbase. I have friends who want to try the PvP but don’t want to buy a full game.
This wouldn’t help at all. Just look at SC2, SC, or even GW. Plenty of people would be willing to buy the game if it’s good.
Ken,
I’m going to open my notebook shortly and respond to your post.
kitten just got real.
a little poll i started a while ago… gonna leave it here again. Feel free to put it up in the OP.
Thinking about it, if the game randomly chose 2 maps instead of 1 every pop it would be the ideal situation for all people since everyone has different likes and dislikes.
Also, I know it would take more than 5m, but I think the majority of the community would love for this to happen.
Evan, since we all know devs will never take out skyhammer out of rotation can you take 5 minutes to code either one of these things?
- Add a checkbox next to solo queue button “Please not skyhammer”
- When a queue pops instead of randomly choosing 1 map, choose 2 and 10 players vote which one to play.
I believe in you <3
Hybrid guardian is best guardian.
Discuss.
30/30/0/0/0
Leave 10 out because you are a man.
make teams max 5 people
and make team can represent a guildso there can be team leaderbaord seasons and there can be guild leaderboard where guilds can have more than 1 team
but plz let this ZERGvZERG thingie in wvw
Your max has to be 10 for subs, if you limit to 5 it will be really bad and unpopular.
IIRC banner regen has 1500 radius when traited. Also it’s permanent regen ticking for ~300/s if you’re running clerics (which you should) so in the 20s that your empower is on CD you’ve healed for more than twice as much from almost three times the distance… Not really a solid comparison.
600 base radius, 900 traited.
i guess it got nerfed, cause that kitten used to be HUGE
We’d like to incorporate guilds into the ladder/season system when we come out with it next year, but nothing is very concrete yet. Personally, I think it would be awesome to look at the ladders and see guilds listed rather than individual players. That said, this could pose issues for more casual players who like to ‘team hop’ or pug about.
I’m probably opening myself up to some interesting suggestions, but imagine you’re in-charge of creating the ladder/season system.
- How would you design it?
- How would you incentivize teams to stay together?
- Would you penalize them for splitting?
- What types of rewards would you include for each ‘division’ on the ladder?
Note: I’m talking about futures seasons/ladders, not the current system.
My personal suggestions are the following:
- How would you design it? I would create separate rosters known as Teams. Each team can have 5-10 people (maybe 2-10 later on as 2v2 and 3v3 are added). Each player can be part of 5 different teams. Team Ladders can track each team and its roster. Team MMR or TMMR is calculated per team (has nothing to do with individual stats) so you’re only tracking a team’s progress no matter who is in it.
- How would you incentivize teams to stay together? With seasonal rewards. Basically design the system so each member of the roster only gets the seasonal reward(s) the team achieved if he/she has played at least 10 (this number can be different) games with the team.
- Would you penalize them for splitting? Yes, but not directly. If any player is kicked or leaves a team, he would lose all seasonal rewards he achieved with that team.
- What types of reward would you include for each ‘division’ on the ladder? The simplest thing would be to add capes for both ladders at the end of each season. For example, pretend there will be bronze, silver, and gold divisions for both Team and Solo(/Duo please add duo queue. PLEASE) ladders. Add gold, silver, and bronze capes and make the ones you earn from Team Ladders have a gilded border. These capes should be unique and only obtainable through seasonal rewards in SPvP (WvW and PvE can have their own design). Picture for clarity: http://imgur.com/xUZ5DpR. You could also add a number to represent what season it was acquired in or something, you can figure it out.
Let me know what you think!
(edited by Acandis.3250)
IIRC banner regen has 1500 radius when traited. Also it’s permanent regen ticking for ~300/s if you’re running clerics (which you should) so in the 20s that your empower is on CD you’ve healed for more than twice as much from almost three times the distance… Not really a solid comparison.
Why nerf this? For some builds, this is basically the only access to stability and condition removal they have.
This . . . i don’t use them but it will destroy several builds.
Just buff or create new powerful runes . . . there are too many bad runes =P.
For the third time, this suggestion doesn’t hurt the condition removal aspect of this runeset, it buffs it.
The goal is to nerf the access to all boons after already having done a full condition cleanse. I don’t think any class should have access to that, just from a runeset, period.
it’s not about the better rewards. it’s about no skyhammer, that alone is a better reward
believe it or not, the 1v1 matchups are fairly balanced in that no one class will always beat every other class 100% of the time.
Warriors however tend to have a much easier time in a fight given their strong regen, solid CC cleanse, and strong AoE damage.
In higher level of play you’ll see mesmers and thieves do well against warriors, so that makes people think that mesmers/thieves are the best at 1v1s. But both mesmers/and thieves can also die to condis easily.
So it really just comes down to personal skill and preference. Pick a class you like, and get good at it
The point of this isn’t to nerf the condi clear, since we all know condis are really strong right now. In fact this rebalance suggestion would buff the condi clear they get.
The point is to get rid of:
- reliable stability gain from an already good runeset
- not always get all boons
Why nerf this? For some builds, this is basically the only access to stability and condition removal they have.
the condition removal stays. and the builds that use this for stability will benefit a lot more from its counters not getting free aegis and stability than getting it themselves
The point of this isn’t to take away condi cleanse, it’s to take away the stability gain from it and to always give 5s of awesomeness right after at a very low cost.
I don’t think any runeset should give Stability, the way Lyssa currently works it’s like a get out of jail free card.
So, Kensuda and I had this idea in the Bear Document, but I don’t want it to get buried in there, because I actually think this will be a good idea.
Change the (4) and (6) bonuses to the following:
(4): Convert a condition into a boon (LIFO queue)
(6): Convert all conditions into boons (same conversion table as Pure of Voice – http://wiki.guildwars2.com/wiki/Pure_of_Voice)
What this does is the following:
- It will remove RNG from the (4) bonus and serve with a bit more condi cleanse.
- It will remove any Stability that people currently get from this rune set.
- It will add a huge risk/reward factor to utilizing these runes; if you use your elite before you have any condis on you, you won’t get any boons.
/discuss
Signet of Mercy – cast time decreased to 2.5 seconds, recharge at 120 seconds
I think this is a model for how res utilities should work in this game. Single target and long CD. I do think the cast time needs to be decreased, but not to 2.5s, 3s would be fine.
Renewed Focus – increased duration to 3 seconds
I think RF is fine as it is. I think what needs a buff is Elite Focus (Virtues VII).
Tomes: recharge reduced to 150 seconds
Tome of Wrath: Judgment – cast time decreased to 4 seconds
Conflagrate – base damage increased to 500 damage
Tomes need to be reworked entirely. Both of them suck major donkeydix. The only reason they work in low elo and WvW is because people aren’t too bright.
Kindled Zeal – moved to master tier
Zealous Blade – moved to GM tier, increase damage of GS attacks by 10%
Nah, both of these traits (along with half the traits in the Guardian tree need to be reworked. These 2 changes won’t do jack).
Valorous Defense – cooldown reduced to 60 seconds
I like Kensuda’s suggestion of this trait giving protection instead of Aegis. Of course, I still think the ICD needs to be reduced to 60s, since 90s is just absurd, especially for how weak a random Aegis can be.
Glacial Heart – chance on critical hit increased to 100%
Meh, this is another one of those traits that just needs to be reworked. And I’ll mention again, this type of passive play trait needs to go away.
Warrior-tentative reduce base health at level 80 by 1k
Not necessary. I don’t think we should be messing with the stats of any class.
Healing Signet – Passive tick reduced to 200hps with healing power scaling coefficient of 0.175
I’ve already talked about this in Page 4 of this thread. I think it needs to be rebalanced. Much less passive healing and the active needs to be reworked.
Berserker Stance – reduces condition duration by 95% for the duration of the stance
This stance would be fine if we reduced the duration to 4s base (5s traited) and reduced the CD to kitten .
Combustive Shot – radius at 3 levels of adrenaline reduced to 300, 220 at 2, and 140 at 1
This skill is annoying, but I think it’s fine as it is. Burning in condition builds is what needs to be looked at, but that’s a separate matter entirely.
Traits
Adrenal Health – moved to minor master trait in strength lineBuilding Momentum – moved to minor master trait in defense line
Nopeeeeeee. I think Adrenal Health needs to be a 25 minor in defense line and have a healing power scale of 7.5% down from 15%.
Last Stand – stability and swiftness provided are reduced to 8 seconds
Defy Pain – increased to a 90 seconds recharge
Yes
Since I haven’t yet chimed in to all of the suggestions, I’ll go ahead and do so now.
With AoE rebalancing – AoE target cap increased to 8 targets – the aim is to slowly decrease the power and effectiveness of AoE skills to a point of balance relative to single target skills and abilities and a hedge against AI clutter
I agree with this only if AoE is toned down significantly.
Introduction of skill/charge shots – increase the depth of game play for some skills and classes, allows for deeper sense of counter play and more inter-combat options
Normally this would be an interesting mechanic, but seeing as the game wasn’t designed with it, a major overhaul would have to be implemented for this to go in place, so I’m against this. We need to be thinking small but effective changes that will positively change the meta. This would add an unnecessary level of depth that the developers are not ready to handle.
Blocking priority system that has aegis as the last block to be used up and with multiple blocks up, only one used per attack – so that some traits and abilities become worthy options
I’m for this. It isn’t just a buff to guardians, but to 6 other classes as well. Every class (except thief and necro) has at least 1 block mechanic built into 1 of their weapon sets.
Repair both conditions and boons to be first in, last out – this is to replace the condition and boon block-style priority system currently implemented, allows for increased depth of combat by being able to cover boons and condis
The current condition system is really wonky and it seems that the people that designed it originally forgot to tell everyone else at ANet because a large majority of them operate under the assumption that condition cleanses work LIFO which isn’t the case, though it should be that way.
As for boons, I agree with what Chaith said, though it would be really nice if the boonrip tables were made available to us.
Immobilization Stacking eliminated
z-axis and ai/players getting stuck
Yes please.
Portal no longer transports repair kit
I think this can be left as it currently works, it’s not too hard to bait out a mesmer’s portal.
Putrid Mark – transfers 3 conditions from the caster to foes on trigger. Additionally, transfers 1 condition from allies (cap of 5) to enemies within 900 range.
I don’t think this mark should transfer any of the necros conditions if he’s not standing in the mark. It has no tell, and it’s too easily triggered. If it were to receive a unique animation (like every mark should) then that’d be a different matter, until then I don’t agree with letting putrid mark cleanse the player without having to be inside the AoE.
Grasping Dead – reduced physical damage by 12%
Disagree, I think you should reduce the scale with Power, not the base damage.
Feast of Corruption – reduced damage per condition to 5%
Agree.
Signet of Spite – reduced condition durations by 50%
50% is a lot, and it would make this signet pretty garbo if you just flat out nerfed it like that. It does need to be toned down, but not just like that. If you reduced durations by 50% and reduced the CD by 15s then it would be fine.
Lich Form – Deathly Claws – 10% decrease in base damage
Agree.
Siphoned Power – health threshold to 65% for trigger
Disagree, necros have a sufficiently large health pool to be able to utilize this trait.
Training of the Master – decreased damage increase to 25%
Agree.
Withering Precision – moved to master tier, recharge increased to 25 seconds
Terror – moved to grandmaster tier
I’m against the existence of all these sorts of traits and I think they should be reworked. But in the interest of nerfing Terror, I agree.
Gluttony – reduced to 5%
No. I think we should be looking at the amout of Life Force certain skills give, rather than nerfing this.
Guardian – base health increased by 1.5k at level 80 to increase build diversity
Nope. Guardian is one of those classes that can very easily get away with a low health pool with all the access to blocks and blinds it has.
Banish – is now a chargeable skill – holding the skill for longer will increase both the distance launched and damage of the hit; can also be executed instantly for a diminished effect – max charge: launch 750 range, base damage 450; instant charge 300 range, base damage of 375; max charge time, 1 second
Again, no.
Scepter – auto attack orb travel speed increased by 12.5% and damage is decreased 5%
Decrease the scale with power, not the base damage.
How can they not understand what a kick in the teeth seeing Skyhammer is for any honest player? All of us that played tourney’s while cheaters exploited Skyhammer to gain what took us a year in a little over a month? Guild wars 1 team would of removed skyhammer from all play until they had a fix and punished the exploiters. This team kept the map in rotation letting the exploiters have their cake and eat it too.
I quit before the changes to rewards and personally I dont see any reason to come back when the team developing the game I thought I would love makes decisions like this. How am I supposed to trust that they will ever make changes with the honest pvp’r in mind?
This is a very good point. How can we trust that an organization that’s let such a buggy and abuseable map available and randomly selected in a ranked queue, make further decisions about the wellbeing of the game. We can’t.
Simply put, I think you guys have only kept the map in rotation out of pity for the designers with no regard for the people that actually have to play this atrocity of a map every day.
Once again you are unhealthily catering to the smallest minority and flicking off the rest of us.
I refuse to play a map that might cause either team to lose because any of the number of bugs in this map might prevent any player from actually playing the match.
You are delusional if you think such a map should be in rotation for a RANKED GAMETYPE. Why do we have to lose ranking because a bugged map can randomly give any team an irreversible advantage?
The fact that this map has remained in rotation for so long goes to show just how ignorant you guys are about your player community.
Actually, I had another idea for Lyssa runes. Rather than putting an ICD, which is kinda awkward (I hate having to keep track of hidden cooldowns, especially for such an impactful ability), let’s just nerf the ability a little bit. How about: “You lose 3 conditions and gain 3 random boons (not including Stability) for 5 seconds when you use an elite skill.” If that would be too heavy of a nerf, you could buff the 4-set ability slightly by having it also remove 1 condition when you heal.
I don’t think adding more RNG would benefit anyone. But I like your line of thinking, you’re almost there. I think if instead the (6) bonus was: convert all conditions into boons(max 5s duration) and the (4) bonus was convert a condition into a boon, that would be much more balanced.
unless “the end of exploits” is a new living story installment, I don’t see it happening anytime soon
this man gets it
In any case, the signet (as well as many other signets) need major revision.
I don’t think warriors should have the amount of regen that they currently have access to.
I would change the passive to 250 + (0.075) and the active to 4,250 + (0.7), while reducing the activation time to 0.75s.
That would make it so that at no healing power, this isn’t absurdly overpowered and it’s still worth it to use the active (though you’ll lose 3 ticks worth of healing—untraited, gain 1 if traited) if you’re in a pinch. And and high healing power, you get much more HP/s (still not as absurdly overpowered as it is now), with some dimishing returns.
Renewed Focus – increased duration to 3 seconds
Reverting stealth nerfs is always fun. Personally, I think bunker guard is still fine as it is, but it could go back to 3s, I guess.
What stealth nerf? RF was never 3s, it was always 2s with a tooltip error that didn’t get fixed for very long. It’s only 3s if traited for Elite Focus.
I think the current behavior is fine.
The following is meant to be a constructive feedback and suggestions thread.
TL;DR – Skills and Balance should release smaller patches every 1-2 month(s) to better deliver. This will keep the meta from changing so drastically every patch and it will make for a more fun-to-play game.
If you want PvP to succeed in the future, you need to redo your patching/updates infrastructure for Skills and Balance.
From what we can gather, your Patching & Development process takes anywhere from 3-4 months. During this time, you spend 1 month thinking/coding, 2 months of “internal testing” and 1 month of polish. This is bad! You need to rethink the way you do balance and change it from HUGE whac-a-mole changes every 3-4 months to SMALL changes every month.
You are making huge changes every patch—which are not always good—and you’re leaving your players to rot for 4 months until the next patch. This is not okay, especially when you overbuffed/overnerfed something. It makes it completely unplayable for the next 4 months.Every other competitive franchise out there is releasing balance every month and they’re being successful.
So what can you do about this? You can keep your same new content patch every 4 months, and add an additional monthly (at the most bi-monthly) patch strictly for the Skills and Balance team. This way there is no pressure for your other teams to be on an accelerated schedule—since there’s no reason for them to be—but you’re able to do balancing better and more fluidly. This will help the game establish a healthy meta that is fun to play and competition can thrive in.
A huge part of why your game has been a complete joke competitively is because you only release balance patches every 4 months and every one of those you’re making HUGE changes that completely change the dynamics of how people are playing your game.
In general, I think PvP team is finally getting on track and they’re headed the right way (Thanks Grouch). But you’re still being held back by your infrastructure.
I want to see this game succeed in 2014 and I think you can do it. Have the courage to make the right changes!
(edited by Acandis.3250)
you can’t brush off casual’s opinions
That’s just it. Something in need of balance is not based on an opinion. I started out saying that if you wanted the equations, algorithms, math, or rationale, to let me know. You do NOT balance based around “feelings.”
your proposal to healing signet will make warriors paper dolls again just like during launch. how is that balance?
It will not make warriors “paper dolls” as you so claim. It will force warriors to look at other Heal Skill options (there are other 3, you know?) for builds without high Healing Power. And it would probably also require you to bind your Heal Skill, which might be more buttons than you’re currently comfortable pressing, but I think you’ll be ok.
Also, warriors were never paper dolls. They were very tanky, what brought them down really quickly were conditions and they lacked proper tools to deal with conditions. Once they got Cleansing Ire and the new Berserker Stance they were fine. But ANet accidentally buffed Healing Signet too, and then they buffed Berserker Stance again. oops.
If you have to take a different healing skill depending on what role you want to play, I consider that balanced.
If you have to take the same healing skill on all specs because it’s too kittening good, that’s not balanced.
I don’t believe there is any focus on esports currently. We have finally gotten into the start of crafting a roadmap to where we can get the game balanced enough so that it’ll be fun to play, but I think it’s at least 7-10 months away from being there—because of how ducked up things got over the past 7 months.
Once that is done, or at least in a better place, we can start thinking about esports again. Until then, player/community run tournaments will have to do.
#BelieveInGrouch
Spectator mode has been re-enabled.
Only 4 hours too late. God kitten it, lol.
Well, thanks for the update anyways.
Look at it this way, ANet gave you some extra time to find a good ranger
Fellow PvPers,
We have made threads, we have made polls, we have made petitions, but they do not care; skyhammer has not been removed. I will stop queuing for solo arena and instead only queue solo in team arena.
I might lose some games to premades, but ateast I won’t have to play skyhammer. And I think all the new players will only play solo arena since they probably don’t read this forum.
We have the power to make the game a better place for ourselves since ANet has shown no interest in listening to us.
I think you’re thinking the wrong way. We shouldn’t be looking to buff other classes to power creep level. Pin down needs to be nerfed heavily.
A standard physical dps rotation takes anywhere between 1-5s to fully execute.
In the olden days a getting hit by a 2s immob from a guard’s scepter typically meant you were gonna get chunked for at least 50% of your health pool in those 2s.
What did we think was gonna happen when we let immobilizes of durations varying from 2-8s stack almost indefinitely? Did we honestly think it was gonna improve the game?
