Aurora Glade [EU] | Leader of ‘The New Reality [NR]’
WvW Beast!
It’s kinda sad to see the responses in this thread. I’m a roamer, and I play WvW for the joy of fighting skillful fights. If I’m in a 1v1, I do not want any help from my ’server-mates’. I want the fight to end in a fair manner, regardless of me losing or not.
I can respect people playing sorely for points. I’ll not man their trebs, control their arrow carts or in any way sabotage their chances of winning, and I expect them to show me the same courtesy. By interrupting my 1v1, you’re interrupting my fun for your own selfish purpose.
And don’t give me that; "Go to sPvP". I do (did) play a lot of sPvP, but sometimes, the thrill of being outmanned, ganking people or picking off stranglers in a zerg, is much more satisfying than dealing with whatever imbalances that currently plague sPvP.
To answer OPs question, the most honorable server I’ve played against is Gandara, and the least honorable, is Abbaddons Mouth.
1. Condition damage raises the skill floor/cap of the game. In one breath, we talk about how simple the game is and how we need stuff that makes it more complex. In the next, we ask the devs to make things simpler because we don’t like getting conditions on ourselves. Conditions add micromanagement to offense and defense.
Wait. What? Sorry, but I just couldn’t read past this. Applying conditions in the current meta, is the most braindead easymode playstyle you can possibly adapt. There’s absolutely no skills involved in spamming every single skill that has a condition attached to it.
No one wants ascended armor. Keep it out of the game please.
Ascended armor is made for *fractals*. Stats make no difference, but the infusion slot allows us, the fractal players to advance.
I’m at level 45 Fractals myself, and I, by no means, support the ascended tier. If there was no stat-difference from exotic, and it was sorely used for completing fractals, then I wouldn’t have a problem with it. It’s not, however.
it adds a slightly higher tier of armor that isn’t game-breaking or required to get to be competitive
Stop being naive. Ascended is extremely game-breaking in terms of WvW. A character fitted in full exotic, will be something like +25% (most likely more) less effective compared to someone in full ascended. That’s the definition of game-breaking.
Besides, it won’t be long before casual players find themselves kicked from every single dungeon run, because elitist PvE’ers want people in BiS gear.
No one wants ascended armor. Keep it out of the game please.
I remember when i played counter strike beta and 1.6 and never got any skins or rewards.
I’m so glad that a few people like you still exists.
Ah. The good ol’ days of Ultima Online. Where your skill in PvP actually mattered.
Never. Just rebind the skills to something you can remember and reach.
Having read through the changes, one thing is apparent; PvP will involve even more spamming than before.
Honestly, you’re balancing the wrong way around. Don’t reduce the cooldown of skills that are subpar, but rather increase the cooldown of skills that are too powerful. You’re constantly decreasing the cooldown of numerous skills, which, in hindsight, led to the spammy meta we have now. If you continue down that path, it will only get worse - in terms of randomly spamming skills that is.
Being able to gain pve rewards from pvp is good, it just needs some finessing – giving ppl a choice or fiddling the numbers.
Or, you know, cut out the problem at the source…
Make PvP enjoyable.No one gives a kitten about rewards if the game is fun to play.
But I might be asking too much, I mean, this is only a AAA MMO company that made one of the most competitive games out there…
This. Just, this.
“PvP’ers” who care about rewards should hop back to PvE.
God no. No more freaking wings.
The idea is good, but this is seriously reading too much into GW2.
Sorry. But no such thing as a “Body Cleaver”, “Peeler” and “Stomp Preventer”.
Atm there are a few “roles”. Condition Bunker, Bunker and Glasscannon.
Bunker and Glasscannon are self-explanatory and the Condition Bunker can fulfill pretty much everything else.I don’t think it’s reading too much into GW2. It’s actually pretty complicated if you go into details about what you can do. It’s just way too fast paced where you’ll miss those details and it almost seems as if it doesn’t matter, but it can matter.
You’re kidding yourself if you think, that people create (and use) builds, specifically to “Stomp Prevent” or “Body Cleave”. A standard condition Necro with marks can do both, in every single situation imaginable.
And please stop being so kitten condescending. You’re basically saying; “If you had a higher skill-level, like me, you’d understand all these roles”. I happen to know KrisHQ, and we’ve both played high tier tournament PvP from the very beginning of the game.
Champ Bags!!!
Just like i hope they make matches dynamic events.I hope they add incentives to win. Such as Champ bags.
PvE has Dungeons (cough champ farming cough);
WvW has flips (each time a champ is killed a WvW champ bag is given
PvP should have bags for each win. And not just tourney wins hotjoin wins. To encourage people to stay till the end and even to fight to win the match. Of course it would have to implemented right. (like in a match of over 8 people, or you have to have at least X amount of points) But seeing a reward, and moreso a reward for winning in PvP would be great to the overall health of the pvp section
10/10. Nice troll.
All I want is Olympiad from Lineage 2.
http://www.lineage2.com/en/game/the-library/pvp-activities/olympiad-and-heroes.php
Oh god. Modern MMOers have truly been brainwashed by the gaming industry, as evident in this thread. PvPing for rewards, holy smokes.
I don’t want any rewards. Having fun, improving and the thrill of winning should be rewarding enough in and of itself. I couldn’t care less about random colorful pixels.
Honestly dude if you think thats how people should think why is gold or exp rewarded in PvE or even WvW.
People play mmos, well ANY form of adventure game, and most other games, because of progress. As you play an MMO you start off as a level 1 nobody. And after hard work and effort you make it to level 80, with more hard work you work though getting gear and weapons. You take on hard bosses and high level fractals, you get map completion, badges of honor in hours of WvW, farming for ages. And one day get the perfect gear, weapons, legendaries, achievements, titles, stashes, what ever you play for.
Most people don’t just play the game for the sense to get better at it. Or just for the fun of it. They play because they are working towards a goal. And the sum of all the parts they play get them closer and closet to that goal
Gold, rewards and levels are a part of MMOs because, as I said, modern gamers have been conditioned to play for virtual progress. I don’t care about PvE progress at all. I absolutely hate Ascended, and I firmly believe the game would’ve been better off without any character levels. I’m from the time of Ultima Online, where your personal skill mattered more than the amount of time you put into the game. Do notice, that this doesn’t mean that I hate PvE – not at all. But I play to be challenged, to have fun or to progress on a personal level – physical progress if you will. So unlike most modern MMOers, pixels and numbers don’t satisfy me.
So as you may be able to tell – I too play to reach a goal. Difference is, my goal is more than colorful pixels or numbers on the screen. And honestly, if that’s all you want, there’s easier and faster ways of achieving that sort of false accomplishments.
NB: This doesn’t include the story aspect of games. I enjoy a good story, but this is a multiplayer game that’s suppose to keep people entertained for a longer period of time. Increasing the number of your character (level), the number of gold you have, or the damage of your weapons is the laziest way of keeping people around. Fun, challenging and rewarding gameplay is much more rewarding.
ArenaNet just don’t get it. If conditions are too strong (which they are), then nerf them. Don’t keep introducing new cleansing skills. If they do, suddenly, conditions are useless, and they’ll have to add more conditions once again, for them to have an impact.
This is the definition of Power Creep. It makes the combat spammy, boring and derived of personal skill. I just can’t believe they don’t understand it.
If it’s PvE exclusive, and somehow tied to the new content, well meh. I’d much rather dodge 1-hit abilities, than being forced to run a specific skill in order to cleanse conditions.
(edited by Adian.8756)
Oh god. Modern MMOers have truly been brainwashed by the gaming industry, as evident in this thread. PvPing for rewards, holy smokes.
I don’t want any rewards. Having fun, improving and the thrill of winning should be rewarding enough in and of itself. I couldn’t care less about random colorful pixels.
(edited by Adian.8756)
@Adian
Buffs, nerfs, rewards and modes by themselves are good and dandy. But if we look at the current state of the game what it fundamentally need is a proper competitive set-up with regards to its skills, traits and other related stuff. The only way you can do that is by properly introducing mechanics to both individual skill and combos in the game. Only then can you build up the rewards system, wisely tweak the numbers and introduce better modes. You must have this set up right before you do that. If you do it the other way it will be a waste of resources. I sure hope Anet listens to this, and wake up on what the game is truly missing.
Exactly my point. The current structure of sPvP is so broken, that even if ArenaNet introduced new modes like Deathmatch, it wouldn’t be enjoyable, because spam and passive play would be the superior strategy. As such, you’d see 10 people run into each other, spam their skills, and whoever spammed the most, would win.
Players, and especially ArenaNet, needs to realize this.
Excellent post. I truly hope the developers will pay attention to these kind of posts, rather than those crying for buffs, nerfs, rewards or modes.
I made a very lengthy post myself, concerning the very same issue. Have a read, and bump the thread for visibility
https://forum-en.gw2archive.eu/forum/pvp/pvp/Gw2-PVP-Community-Improvement-Ideas/first#post2922828
It seems Arenanet doesn’t want this game to be skill based at all, rather more just a casual game, accessible for all. Like the WvWvW lead wrote in forums “WvWvW isn’t supposed to be balanced at all”. So I guess it applies to tpvp/spvp as well
The activation time of skills gets reduced, cooldowns get reduced, AoE radius get larger so that even a person with bad mouse aim and no anticipation skills has a good chance of landing them. Allowing more easier, beginner friendly spam.
In classic game design it should be “high risk and high reward vs. low risk and low reward”. Things really appear upside down in this game. If I spam my damage skills and miss, where is the risk? If stealthed person tries to hit an opponent true block, he doesn’t get revealed. Where is the risk?
^ This, a thousand times.
This patch was the last straw for me. I supported the game, I posted lengthy, friendly, constructive posts and I stuck around in the hopes that things would change for the better. It didn’t, and likely never will. As an avid PvP’er, I’m officially done with GW2 – There’s simply nothing left to enjoy.
- sPvP is completely broken, with a spammy, low-skilled meta, where passive traits and AI is superior to anything else.
- WvW is ruined with a massive power creep (Bloodlust buff, WXP Buffs and Ascended Equipment), and a meta where mindlessly zerging is king.
If this patch is any indication, ArenaNet will never change anything significant, because they actually enjoy the current state of GW2 themselves. Well, have fun playing alone ANet – I’m out.
@Kentrey
I’m going to address the entirety of your posts at once, because I don’t have time to quote each individual thing right now.
You’re currently looking at my suggestions one by one, as if they were to be implemented individually. Like the Warrior Adrenaline suggestion - Yeah, implementing that one its own might be too big of a nerf (in the current meta), but you have to look at the big picture. I’m suggestion a large overhaul to how GW2 is played. Not changing numbers, not changing a few skills or traits. Forget about how GW2 is played right now, and focus on how it could be played.
Passive Traits bring absolutely nothing that active traits can’t. While you might be right, that having X conditions passively removed every X seconds will allow you to pick that trait, along with any skill/weapon, it still doesn’t promote more build diversity (if done right), or more importantly, more skill. For instance, you could have a trait that removed 2 conditions every time you dodged. Active, and can be used in any build (Don’t comment on that specific idea, it was a completely random example).
As to what Exedore said about elites:
No one said that powerful elites should give you stability. Everyone can still interrupt said elite, blink away, dodge, go invur., etc. Just look at Dota/HoN/LoL.
Also, what KrisHQ said.
PS: Nice septuple post Kentrey. lol
@Karla
I already addressed AoE in my big post. It’s generally broken. And skills being situational is great, that’s how it should be - which is why I don’t understand those who oppose a nerf to marks with the reason; that they’ll become bad in 1v1.
Ah yes, I forget how often I hit a 10k Putrid mark… oh wait. Edit: just realized that was a PvE video I saw that in. Anyway, point is skills that are very easy to avoid need to have very strong effects to make up for it. Meteor Storm, Fire Grab, 100b, are all examples of this. Necro staff doesn’t contain any such thing.
You’re comparing marks, 3 of 4 of them being fairly mediocre as far as per-hit effects go, to a skill that can win a fight just by landing it, because of how much damage it does. Next you’re going to come here and say “well yeah, but 100b is really easy to dodge, so marks should be to!”.
If you are going to make marks as easy to dodge as something like Fire grab, then make them as strong as fire grab. But they aren’t, not even close.
Comparing Marks to 100b is a bad idea. While 100b deals more direct and immediate damage, Marks have the added effect of being able to hit 5 enemies simultaneously, and inflect conditions on every single one of those enemies – 100b don’t. And with the way conditions and condition damage works at the moment, you’ll arguably get a higher total effect out of Marks. Add unblockable, no animations and no casting time to that, and you can hopefully see why Marks are currently broken.
@Merlin
As I mentioned in my earlier post, people seem to think, that every weaponset and every skill, should be good in all situations, against any profession. This shouldn’t be the case. Yeah, if you give marks a trigger time, they’ll be hard to land on Rangers and Thieves, but that’s okay. You shouldn’t be using staff because it’s a great 1v1 weapon – You should be using it because it’s good in large teamfights. And no, you can’t have best of both worlds, that’s not how balance works. If it’s good in teamfights, it should be bad in 1v1s.
Bumping for great justice.
Lots of good ideas in this thread, let’s hope the Devs take notice.
Thanks for the support guys, means a lot
*Continued from last post*
Fix the effectiveness of AoE
- There’s simply too much, it’s too strong, and it’s too easy to land. Make more AoE act like the Warriors Whirlwind Attack. Reintroduce Charged Skills (These are great, as their Risk/Reward ratio is excellent), and reduce the overall damage of AoE skills. Preferably, introduce some kind of diminishing return on them, like: 100% damage when 1 enemy is hit; 90% damage when 2 is hit; 80% damage when 3 is hit, etc.
Redesign Elites - They should be gamechanging
Look at how Dota 2 / HoN / LoL incorporates elite-skills. A well placed elite can change everything. There’s an absurd amount of skill involved in these, as placing, interrupting, positioning etc., all decide the effectiveness of said elite. In GW2, a Warrior will spam Signet of Rage every single time it’s off Cooldown. No one really notices it, and no one cares. For this, I’ll quote KrisHQ:
Tornado - should only briefly or for a very short period of time transform you. When activated it would Launch (900-1200 range) all enemies within a pretty large radius (vague, I know) back and deal a high amount of direct dmg. Cooldown should be adjusted accordingly.
Plague Form - should function similarly to Enigmas "Black Hole" from Dota, only it would be the Necromancer himself that sucks and draws enemies closer while dealing dmg and leaving them unable to use skills. Duration should be again be pretty short.
The reason why the durations need to be short, is because then your teammates would have to react and utilise this moment, this would seperate good players from the bad. Also, some of these elite skill should have a channel time allowing for better players to purposefully interrupt them.Rampage (Warrior) - "Could" (just an idea) grant increased damage, attack speed and life-steal for a brief period of time (Would allow Warriors to do clutch plays, while still easily countered since the skill would not grant any form of stability). Telegraph this by making the Warrior glow intensely red like it already is.
Fix the way Condition Damage / Conditions work
- As of now, you only need 1 stat to deal great damage through conditions, and that’s ’Condition Damage’. If you wanted to spec into power, you’d need: Power, Precision and Critical Damage. This means, that speccing in to Condition Damage, leaves you a lot of stats to put in defense (Healing, Toughness, Vitality). Again, there’s no risk. You get the damage as well as the defense with conditions.
I propose something drastic: Make Burning and Bleeding the only conditions that deal damage over time. Make Torment deal 0 damage to anyone who stands completely still, but up the damage if they move (Like Bloodseekers Elite, from Dota). Make conditions, and condition removal, less spam-able, by either;
a) Increasing the cooldown on skills that inflict conditions, or
b) by removing conditions from a lot of skills.
This would promote a meta, where conditions were to be applied effectively and situationally, and removal-skills saved until completely necessary. Imagine using Poison just before an enemy heals, Blind before the big Churning Earth, Chilled right after (to prolong the cooldown), Vulnerability before a burst, Weakness when he’s out of dodges, etc.
Clearer animations on important skills
- A game-changing skill should be accompanied by a very visual animation. Give us a chance to dodge / block / interrupt that skill. Churning Earth is an example of a good skill, while Signet of Spite is an example of a bad skill.
Reducing Endurance regeneration
- I saved this one for last. It’s a huge problem at the moment. Dodges should be preserved and timed, but the endurance regeneration is so high, that the best use of dodges, is to spam them. All passive endurance-regenerating traits / skills needs to go. Sigil of Energy needs to go, Vigor needs to be toned down.
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If you’ve made it this far, thank you! I could go on for days, but I tried to keep it short and precise. I know some of my suggestions are drastic, and that they’ll most likely never be implemented, but a little goes a long way. The combat of GW2 is great at its core, but we need an overhaul before the actual fighting is a fun experience.
(edited by Adian.8756)
-Don’t agree with the activation time on marks when triggered, it can be blocked/countered when untraited, If you make marks have an extra activateion time i am sure noone will ever get hit by them except when cast upon a target.. and even that will be a big maybe.
To make this change viable,since the marks do damage overtime, make the direct damage done upon activation equal to the mesmers weapon attacks.. (then we can talk.)
Ah. Yet another case of "Please don’t nerf my profession - I want to kill people with no effort." Necro’s are borderline brainless OP. Something needs to change.
Marks with ’trigger time’ can be used strategically. As of now, it’s literally impossible to dodge marks. With a trait, they’re unblockable, they have no cast-animation (a very poor one), trigger instantly, deals a lot of damage and inflict a ton of conditions. Having trigger time means using them more skillfully; Predict your enemies path, and place the mark in front of them (so that they’ll run into it). If an enemy is about to flee from a fight, he’ll either have to a) Run into your mark, b) Find a path around it, or c) Stay in the fight. Regardless, the marks did their job.
What people don’t seem to understand, is that not every weaponset should be great at every situation. Oh, trigger time on marks makes it hard to hit Thieves and Rangers? Well, great. Then at least some professions have a better chance at dealing with the Mobile Nuclear-Necro.
-Colored marks are an idea, but only for people playing against necro’s, because who blasts a necro mark anyway? and what does a necro gain to benifit form any of the suggested changes? nothing.
No, they won’t gain anything from colored marks. And rightfully so, they are too good already. Colored marks would help promote skillful play. Timing your dodges/blocks to purposely evade the correct incoming attack.
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What GW2 PvP really needs
An overhaul to the combat system. Sorry ANet, but changing numbers is not going to cut it. We’re long past that stage. Something needs to drastically change, if GW2 PvP wants to have any hope of being truly excellent. This thread is a good start, along with this one and a few others. I’ll add a list of my own, and quote a few notable ideas;
Lower Autoattack Damage
- As of now, simply spamming #1 is a very efficient strategy. The base damage is so high, that any profession can apply immense pressure, by nothing but their autoattack. Add conditions to that (Ranger etc.), and entire fights can be won by spamming #1, and nothing else (Spirit-Rangers).
Remove all passive traits
- There’s absolutely no counter to these. If I dodge the Dhuumfire proc, it doesn’t reset/go on a cooldown, it simply trigger on the very next attack. Regardless of how well I play, Dhuumfire will hit me every single time. The same thing applies to passive healing/condition removal. There’s no counter, and it promotes brainless play. Removing X conditions every X seconds is not rewarding skill. It’s lazy design at best.
Adjust Risk vs. Reward / Melee vs. Ranged
- In general, the Risk/Reward ratio is way off. Pretty much everyone is running ranged builds, as they deal equal damage, with the added bonus of being at range. Ranged skills should, in general, be ’worse’ than melee. This is how Risk/Reward ratios work: You’re sacrificing the ability to kite, for a bit more added damage (In Melee), or: You’re sacrificing a bit of damage, and gaining the ability to kite (In Ranged).
This section should also cover skills like Skull Crack and the Warriors Adrenaline mechanic in general. Skull Crack is incredible. Low cooldown, high damage, no animation and stun. Whats the risk? There is none. If you miss, there’s a small internal CD. I propose; If any Warrior F1 skill misses, the Warrior loses all Adrenaline.
*Continues in the next post*
(edited by Adian.8756)
Except, it’s currently impossible, as you stated in your initial post. With the massive amount of endurance regeneration, even if I were to perfectly time my Churning Earth when my enemy was completely out of endurance, he’s easily able to regenerate enough to dodge the skill, in the 3 seconds casting time. And even if he isn’t, blocks and/or invulnerable can still do the trick.
Well that would be one reason why I don’t like churning earth
But then we’re back to the meta being bad, and not the skill
But keeping track of how much endurance your enemy has, when traits give 50% increased regeneration, vigor gives 100%, sigils recharge another 50% on swap and skills can recharge it as well, is fairly tough.
It is, but in exchange you get to land a 5000 aoe crit, 8 stacks of bleeding, and cripple. Make sense?
Except, it’s currently impossible, as you stated in your initial post. With the massive amount of endurance regeneration, even if I were to perfectly time my Churning Earth when my enemy was completely out of endurance, he’s easily able to regenerate enough to dodge the skill, in the 3 seconds casting time. And even if he isn’t, blocks and/or invulnerable can still do the trick.
Come on now, churning earth? Even with lightning flash churning earth is only hitting you if you’re under CC pressure from someone else as well. The game is fast, adapt. You’ll be asking for GCDs next.
I don’t think you quite understand why I think the skill is well designed.
- Good animation
- Good Risk/Reward ratio
- You can interrupt/Dodge it reliably.The problem is not that Churning Earth is slow. The problem is that dodges, stability, aegis, vigor etc. are so spamable, that Churning Earth never hits. Imagine if you had to carefully time your Churning Earth, because you visually saw that your enemies was out of dodges. This is what makes a great skill.
I guess it’s just a difference of opinion on the risk reward ratio. I can get behind evisc being well designed, although not the only well designed skill, because I think it is appropriately difficult to land in exchange for what you get. I also agree with concussion shot being well designed, even though it’s a fast skill with a potentially very strong effect. Churning earth though? Good for killing AI i guess?
Standing still for 3 seconds, to potentially deal a 5000 (crit) AoE damage, 8 stacks of bleeding, and cripple, seems like a fair trade to me. I do agree, however, that the casting time is a bit too long with the current meta. But I’d rather see a decrease in spamable skills, dodges and boons, than a decrease in Churning Earth’s cooldown.
Also, you should be saving your easy to dodge and/or high impact skills for when your opponent is out of dodges. If some people are able to track that and others are not, it’s not the games fault.
I do save my dodges. But keeping track of how much endurance your enemy has, when traits give 50% increased regeneration, vigor gives 100%, sigils recharge another 50% on swap and skills can recharge it as well, is fairly tough.
(edited by Adian.8756)
Come on now, churning earth? Even with lightning flash churning earth is only hitting you if you’re under CC pressure from someone else as well. The game is fast, adapt. You’ll be asking for GCDs next.
I don’t think you quite understand why I think the skill is well designed.
- Good animation
- Good risk/reward ratio
- You can interrupt/dodge it reliably.
The problem is not that Churning Earth is slow. The problem is that dodges, stability, aegis, vigor etc. are so spamable, that Churning Earth never hits. Imagine if you had to carefully time your Churning Earth, because you visually saw that your enemies was out of dodges. This is what makes a great skill.
(edited by Adian.8756)
Churning Earth is very well designed. Large AoE damage, Cripple and Bleeding - but long casting time, can be interrupted and dodged if one pay attention.
While I know it’s never going to happen, I kinda want Ascended Weapons/Armor to be acquired by completing specific very difficult content. Like Liadri, but much harder. That way, actually getting ascended gear would be an achievement.
Other than that, I don’t really care. Just don’t make it some sort of money-sink. I can just imagine all the ascended gear being available for large sums of gold, so large that only zerg-farmers, TP-farmers or exploiters have a chance of getting it. Yikes.
Ultimately, if the acquisition includes playing the game in any sort of skillful manner, I’d be fine with that. I’d even be fine with a "Fractal-Equivalent".
I don’t know… Infinite Light is pretty kitten impressive, and probably the only skin I have yet to see on a player. Well exluding underwater legendaries.
I can show you mine
Mesmer, 14 tries.
Used a 10/15/0/25/20 build, GS + Sword/Focus, with whatever foodbuffs left from yesterdays WvW roaming.
Fun? No
Challenging? No
Just kite with any ranged weapon, and she’s doable. Which pretty much sums up all of the bosses. Freaking kite-fest with no skill involved.
@ Velron
I guess that was worded somewhat incorrectly. Engi was merely mentioned as they are AoE Condition heavy. I’ve got an 80 Engi for WvW, so I’m fully aware of their skills and changes.
Also, 5 points into Firearms, and you’ve got yourself a free Sigil of Earth. With my Toolkit specced Engi, I can keep constant burning, bleed, poison and vulnerability on any enemy, even Guardians/Eles. Besides, Shrapnel applies bleeding for 12 seconds.
AoE spamming conditions takes no skill whatsoever. Conditions were supposed to be used tactically, like; poison when the enemy heals, weakness when their endurance is low, vulnerability before a burst, blind to disrupt an attack, confusion before rapid fire, cripple to escape/chase etc. But the reality is; the more conditions you can apply to your enemies, the better, regardless of which ones. Simply spamming your skills as soon as they are off cooldown, is the best way to play condition-builds.
Using AoE conditions is Low Risk, High Reward. You simply cannot do it wrong. With the addition of torment, and condition-professions getting more, and stronger conditions (Engi, Necro), no profession is able to continuously cleanse all conditions. Even Guardians or Elementalists will eventually die to the massive amount of conditions especially Necro is able to put out.
This basically makes PvP require no skill at all, it makes the gap between good and bad players much smaller, and basically destroys the competitive aspect of PvP. If you ask me, all of the above is the reason that competitive players hate conditions.
@ Zenyoga
Mesmers have a total of 4 ways to cleanse conditions (runes/sigils aside). Nullfield (45s CD), Arcane Thievery (45s Cooldown, removes 3), Menders Purity (remove 1 on heal), and Mantra of Resolve (20s Cooldown, plus recharge time). As you can see, 3 of these are utility skills, so if we were to get all 3, we would sacrifice mobility, stunbreaks, clone-generation, invis, etc etc, just to be able to cleanse conditions. Realisticly, no one will ever run all 3 of those utilities, which essentially means, that Mesmers can remove 3-5 conditions every 45 second at best.
Now compare that to how many conditions Necro / Engi are able to put out.
(edited by Adian.8756)
Oh god, the germans again. Another week of blobs, ACs and siege in open field, against much smaller forces.
Also, shoutouts to Buka for being the most pathetic guild in WvW.
Are you telling me hand on heart you have never blobbed???
Yes.
Ultima Online is by far the best MMO ever created. GW2 is a lot better than most MMOs, but it’s far from Ultima Online in terms of greatness.
Does anyone NOT do this? lol
Why don’t you delete your post instead of trolling?
My skill is just fine. In fact, I’m usually the one that gets marked for the other people to follow.
The dungeon is overtuned.
Period.I pugged this 5 times now and they all failed on the last boss during the canon phase. Every time we grouped up and ran in a circle. Sometimes you stay ahead of the red circles, sometimes they are right on top of you so you have to dodge roll out. You only have to get unlucky a couple of times and you are down, and you cannot be saved.
The last run we got the boss to 25%. Why? Because we had a Guardian tossing out swiftness.
Look at the dulfy video: they had 4 guardians.
4.
Over tuned
The Cannon-part at the end is probably the easiest part of the dungeon. It can easily be completed with no swiftness and no vigor. I’ve only run the dungeon once (and I didn’t watch the Dev play through it, so I had no idea what to expect) and yet, I didn’t die a single time.
Did it with 3 guild members (2 of which consider themselves very casual), and 1 PUG. We wiped once on unluck. The dungeon is still far too easy.
That we are. Agreeing with the change apparently makes me the worst person on earth. It’s funny how defensive people can get about something this minor.
Now, now, don’t be silly. Unless you also commit genocide, or are a serial killer in your spare time, I don’t think you really come close to worst person on earth.
It just means you’re a really bad ranger and don’t understand the class. Hardly something you should be executed or even thrown in jail for. If you keep trying hard enough you’ll learn, eventually.
Facetiousness aside, the shortbow nerf was devastating and yes, if you can’t see why you are a bad ranger. It was our premier ranged weapon for a reason. It was a 1200 ranged weapon that didn’t hit like wet noodles and had half-decent defense. Yes, everyone and their mother used it, but the problem was never that shortbow was “broken op!”, but instead it was our only ranged weapon without serious issues.
The current options are all varying degrees of bad. Axes are absolute junk as power weapons and lack defensive options even as condition weapons, and are just 900 range as well. Longbow is a power weapon that has horrid defense and only hits for anything noticeable at near max range (with no real tools to keep you there), and is trashtastic as a condition weapon. And… Nothing. That’s it. That’s all we have.
So basically our only “good” option got nerfed without any reason or compensation. Especially in WvW that 1200 range is so very important.
If Shortbow is to remain 900 range, which I can see as an option, then it needs its damage buffed up. Significantly. Not 14% on 3 utility skills that do no kittening damage anyways. And Longbow needs to be buffed to be a decent 1200 (or get baseline 1500) range weapon, so we actually have decent long range options.
If you honestly think that the Shortbow was the only decent weaponset of the Ranger, I’m definitely not the one who’s bad. Having thrown about 1000 hours into PvP alone, I should have a decent idea about all the professions, as well as the strength and weaknesses of them.
And I know you don’t care, but I thought I’d mention the following anyways; I’m currently rank ~600 on the leaderboards, with a 62% winrate. Soloqueuing. If that’s bad, then teach me oh great one.
Also, I’m not sure what my guildname has to do with anything. Way to prove your ignorance!
Adian, we are in agreement that a great deal of ignorance has been demonstrated in this thread.
That we are. Agreeing with the change apparently makes me the worst person on earth. It’s funny how defensive people can get about something this minor.
It’s called Mirror of Anguish.
http://wiki.guildwars2.com/wiki/Mirror_of_Anguish
Oh really? Reality begs to differ;
You are absolutely correct. Reality does beg to differ. Do you consider standing in the Mists and shooting a stationary golem in the back reality?
Edit: Oh nevermind, I understand now. You’re a proponent of some sort of "New Reality". I get it.
While it’s not my video, it does prove that Rangers can apply 14 stacks of bleed by simply autoattacking. That is a fact, and the video proves it. While it’s not always the case with a moving enemy, it still doesn’t change the fact that the Shortbows risk/reward-ratio is the most skewed of any weaponset in the game. Since the Shortbow will also apply poison, cripple, swiftness and evasion, it doesn’t take 5 braincells to spam every skill off CD, and simply walk backwards. And we’re talking 1v1s here. In a larger fight, just target anyone who’s not facing you, and autoattack away.
Also, I’m not sure what my guildname has to do with anything. Way to prove your ignorance!
#SafiMoyo
Read the OP. The entire thread revolved around running away (and chasing), in which case your back would be turned to the ranger.
#Reisinger
You can stack just as much bleed in PvE.
I know I’m speaking for deaf ears, as any GW2 player seems to be incredibly offended every time their precious OP class gets nerfed to par. I’m aware that most people want high rewards for minimal effort (as seen everywhere on these forums), but unfortunately, I can’t support that view. Besides, the nerf was fairly small. The only major difference now, is that other ranged classes can fight back from the same range (ie. Engi, Warrior, Thief). Oh the horror.
Oh no? You can’t autoattack with Shortbow anymore, from freaking miles away, while applying 14+ stacks of Bleed? God forbid you actually have to use skills to play.
Ranger Shortbow was by far the most forgiving, braindead, easy-mode way to play in all of GW2. Thank god they changed the range.
Rangers do not stack that much bleed. “Bleed your target if you hit them from behind or from the side.” this is why!!!! Even every NPC in the game pivot’s to face a Ranger as the pet goes behind. Thus, short bow auto attack cannot bleed anything unless it runs away from you. Short bow #4 is a pathetically low powered bleed.
Short bow range being 900 is complete and utter crap
Oh really? Reality begs to differ;
http://www.youtube.com/watch?v=ceXrxaU-V08
Oh no? You can’t autoattack with Shortbow anymore, from freaking miles away, while applying 14+ stacks of Bleed? God forbid you actually have to use skills to play.
Ranger Shortbow was by far the most forgiving, braindead, easy-mode way to play in all of GW2. Thank god they changed the range.
I enjoyed a play style.
I invested ingame money and a bit real money in it.
They destroyed my fun with it.
Maybe I am not “as pro” as you are – but I am entitled to my fun.
You sir are frankly no one whose opinion I am interested in.
Good bye
Reducing the range by 300 destroyed your fun? If you enjoy spamming 1 from miles away, pick the Longbow. The Shortbows risk/reward-ratio was simply too high. It’s reduced now, which was needed. (Low risk, High reward – to those who didn’t get that).
#Boomstin
Unfortunately, Mesmers are crying as well. Seems to be a general trend around here, every time something OP gets fixed.
Oh no? You can’t autoattack with Shortbow anymore, from freaking miles away, while applying 14+ stacks of Bleed? God forbid you actually have to use skills to play.
Ranger Shortbow was by far the most forgiving, braindead, easy-mode way to play in all of GW2. Thank god they changed the range.
Why would I re-roll? Because they nerfed the most OP 1v1-build by changing 1 trait? No thanks - I’ll stick to innovating and owning unsuspecting fools.
Man, I love all these forum-warriors, who can only play meta-builds, and who cries every time something OP gets fixed.
(edited by Adian.8756)
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