Here’s a win with Druid where we had an awesome Daredevil:
A win on Khylo with Tempest:
Loss on Stronghold with Tempest:
On druid I tried going for area stealth with staff 3 for the stealth stomps but couldn’t though I usually aim it correctly. Earth staff 2 likewise is tough timing properly with teammates’ combofields.
I even gave some annotations. The tempest win is in 4k at 60fps (though the actual framerate had wild inconsistencies) while another is 1440p 60fps and another 4k at a standard 30fps.
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East.
lol I meant particular regions.. east of? like bloodlegion and blazeridge? they sound awesome
Yep, that’s exactly where I meant. We never went east in this game or Guild Wars 1. All we know is that there’s a lot of land mass that way, but we don’t know what’s out there. It could be anything, and it calls to the adventurer in me.
Maybe all that land is there for a whole new game to be set in the same ‘verse as Guild Wars? There would be potential for crossovers if they’re in the same timeline. It could be a MOBA, fighting game, or crossover between the two with a 2D fighting game mode after you press a certain button to force your target into it? The main battle could be the MOBA while the 2D fighting game mode would be duels that grants greater rewards for you and penalties for the opponent like longer spawn time (only after losing such a duel)? The overhead mode would have a sorta cross between a 3D fighter and MOBA.
Why not set people as a provisional rating and have the cutoff for ranked be at least rank 50? That way ranked players will enter with decent experience while the provisional would be volatile for 100 or so matches like a provisional rating in chess.
Wouldn’t being unknown make Maguuma more interesting if anything?
If we do go to the Crystal Desert, I wonder what will be done to differentiate it from Silverwastes, and especially Dry Top. We’ve been in the jungle since HoT came out, but all of LS2 is in a super-dry environment.
There are plants and water in Silverwaste so I wouldn’t call it superdry. They could have a desert with gila monsters, big hostile jack rabbits, and different types of cacti than found in Silverwaste.
Kralkatorrik seems to make the most sense, thanks to connections built with Glint and the Forgotten, but I’d almost rather see one of the others, if they offer a little more variation in environments.
Deserts and jungles have the most dangerous animals though (especially jungles, where humans naturally and ultimately came from in real life) and the most dangerous thing about the arctic or tundra and probably taiga too for example is the very low temperature itself. It’s a fantasy game so they could come up with snow anacondas, mambas, and crocodiles if they want.
I’d like to see snow and woods in future expansions too don’t get me wrong but as far as dangerous creatures go the jungle is it. Well, the ocean might top it since it also has very venomous aggressive creatures and sharks but people need very special accommodations to go there like oxygen tanks.
This is both good and bad, but in general application complexity is massively more negative than positive.
Only because of human error on the devs’ parts. Complexity has the potential to the genre quite amazing. Maybe devs need a certain AI to help aid with balancing?
While I’m for necro nerfs 5 seconds is way too much, maybe two seconds instead?
Elementalist thinks his main role is DPS and leaves teamfights to 1v1 and decap.
But if it only occurs to the elementalist to help his teammate (not just by offering additional DPS but chill and healing combo fields as well) then he’ll likely do that. As far as decapping goes if teammates are throwing themselves 1v1 at mid while the other node is empty of course the ele is gonna decap it. At worst it’ll deflect some enemy firepower from mid to retake the point.
Enemy has 2 points and my team insists on fighting offpoint.
Sometimes the offpoint fight finds you though. How can you fight on a point when someone attacks you on a lane and you have no way of disengaging?
Losing 370-460 on foefire, enemy has 2 caps, we have 1.
Their door is open. Literally the only chance at winning is going lord.
The problem with Foefire in a nutshell, and it’s one of the better maps sadly.
Most losses are complete steamrolls with no more than 100 points on our team, some even 500-0.
This is diamond tier 6-7 and even early legend.
I’m trapped in T5 sapphire. Seeing a bearbow ranger with greatsword tipped off how far my MMR has sunk. Even in season 1 I’d mostly be paired with smokeskelk/bristleback rangers. We had two eles leave mid and scatter everywhere after winning mid. It’s like they’re going to respawn and steamroll their home at any moment so please stick to mid and home for now.
Considering the fact that he was against four rubies and a sapphire and had mostly sapphire and an emerald on his team I’d say he did really good to only lose by 20 points. As the sole ruby on his team he likely was carrying somewhat.
Reaper may counter scrapper but that doesn’t take into account strengths and weaknesses as a whole when weighed against a class’s usefulness. Daredevil beats reaper on average but the consensus is that reaper is still more useful overall for example. Yes reapers too can lay down chill fields to enable frost armor leap and extra chill application (such as rapid firing through a friendly chill field) but staff 4 on elementalist has the same effect. Reapers have decent combo field access (activating with bolts and laying the fields themselves) but scrapper and tempest seem to rule here. Druid staff 3 also triggers them nicely on a relatively short cooldown (such as coordinating extra might stacks with fire staff 2 + druid staff 3 or a healing blast finisher with it on a water field)
It is well known that for quite some time elementalist was best due to the fact that it could lay multiple combo fields and give great area healing and utility which were further amplified with tempest. Engineer however doesn’t just lay combo fields but can even trigger them himself with leap, whirl and blast finishers! I did defeat a scrapper on my tempest once this season in 1v1, but this is an anecdotal case not indicative of the overall objective strengths of the classes.
Perhaps the damage from lightning overload with the proper setup (e.g., dragonhunter daze trap) evens these two out in the long run?
I think lots of the remaining players are on tilt and on the verge of leaving, which means they won’t be left to farm anymore and the goalposts will shift. Lower MMR players quitting due to losses means you’ll be the lower MMR for that pip range, then you too will quit out of frustration and the cycle continues.
Some suggestions:
1.Hard MMR wipe including win/loss record since this season seriously deflated MMR and win/loss ratio through repeated unlucky streaks which are only broken occasionally when you got into another tier.
2.Copy a more successful team game’s algorithm including division drops. Why try reinventing the wheel?
3.Preseasons to establish an MMR for placement in a division next season.
The achievements from living story 2 can be quite hard (especially it’s all about time and most of the dragon ones though the dragon ones while tough are very fair) especially the avoid the sand throw and whirlpool one.
What makes you think you didn’t commit any mistakes? Do not let pride serve as a barrier to your growth as a player, and be water.
I kept going against teams that just outclassed ours on average (my team kept dying 1v1 at mid) so I queued for stronghold. I got a 5 minute queue once then bailed because at that point the matchmaker is setting up a bloodbath not likely in your favor then I queued again for seven minutes and again left. Now I’m just kinda chilling unqueued in the mist then will play some Street Fighter for a bit.
To elaborate upon rank exclusive lounges in the lobby: Diamond could have a vendor that sells exclusive armor so anyone who’s diamond or legendary can buy it with gold or PvP shards while in legendary there would be a vendor that accepts PvP shards and gold for legendary armor and weapon precursors and mini llamas in addition to a mystic forge with an enhanced return rate for things like clovers, precursor chances, and higher T6 mat yields. It’d also be a very colorful and simply epic lounge. Its awesomeness should motivate people to work hard and earn their right to those privileges. It’d even have more sophisticated dummy AI’s with elite specs to practice dueling. The emerald lounge would also have HoT elite specced dummies (if the player sets the option for it) but with fewer options to set (fewer runes and amulets to work with compared to the legendary AI dueling options.)
Diamond and ruby would also have cool lounges in the lobby but the legendary lounge should be something that’d simply shock people with its sheer radicalness. There would also be a throne room within the legendary lounge that only players from the top 3 teams can sit on.
If a diamond tries going into the legendary lounge from the diamond lounge (only way through since it’s layered like an onion) the bouncer (who’d be a big muscular Forgotten, which are lizard people) would say,
“Where do you think you’re going?”
PC: " That place is way rad! Let me through I’m begging you!"
Bouncer: " Let me put it to you this way, you know you’re great, I know you’re great, but you just aren’t quite great enough for that place quite yet. Come back when you’re even greater then I’ll let you through."
PC: “Drat…”
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I think we need to scrap the map entirely but have a new one with the same dimensions but with fewer camera obstructions or ways of messing with the camera in general since mid’s wall is too cramped.
I say make the new map also in a desert region with no objects that could mess with your camera or general view on a point (or getting knocked into a wall and the camera goes wonky, add pan past wall with translucency to keep the normal camera and desired camera angle) and keep the basic design and layout but remove falling and have a secondary mechanic where in place of the skyhammer is a beast you could kill. It would be different from Forest because in Forest last hit kills (the problem there is two players could do most of the work but an opponent can just tap it once for an illegitimate extra 25 points) whereas here it would be the team that delivered most damage. It would respawn every three minutes.
1.Getting rid of camera obstructions at mid (applies to Kylo too I actually want to see what’s going on around me and not have my camera obstructed by a wall or pillar)
2.Distance from points seems otherwise fine as other maps feel too big especially stronghold. Since speed doesn’t scale with map size I’d use Skyhammer as a standard here.
3.Reduce fall points and opportunities but don’t remove them completely.
4.Remove bouncy platforms.
Is mender’s dragonhunter meta and did it finally graduate from its bronzestomper role from season 1?
My advice: don’t report until you know beyond a reasonable doubt that they’re hacking. I remember using phase traversal teleporting to someone past an obstruction in Forest. It was the central node and normally to reach where I teleported you’d need to take a long back way but I went from the center node to the stairs on the way to the vantage point and thought, “I can’t believe that worked” and, “Hope they know I’m not hacking.”
Then you have mesmers and their, “I can’t believe they aren’t hacks!” mechanics. So yeah, just because it seems like a hack doesn’t mean it is.
1.Chill can be converted to alacrity and/or superspeed (effects and not boons that can be ripped or corrupted) on allies with druid staff 3. Duration would be the same as the chill would have been.
2.AoE’s give priority to players instead of any random friendly with higher tier AI’s going down the chain of command so if you have six friendlies and use druid CA 4 you’d heal three teammates, the lord (“legendary” AI), and an elite AI cleric but not a necro minion or druid pet.
I want to sometimes but it just isn’t practical. For one you don’t want to have to carry a lower player or drag down a higher rated player since it goes by the highest MMR player in the group. If you’re likely to be the reason why a team lost then it’s not an ideal matchup and finding people within your pip range can work but the danger there is you could get someone on the lower end of the MMR fence that either dragged you down in soloQ or stomped when they were on an opposing team. Teamspeak would help there however.
One tier till Ruby and I’m never stepping foot in ranked again.
Lol how did I know you’d be in my pip range? Did you ever get paired with a warrior or eagle or drake ranger by any chance? I feel for you man. Sometimes even polite hints don’t cut it.
Sad that of the many pip ranges I guessed correctly it’s so bad over here.
I won one with a warrior and thief on my team in stronghold despite never timing my druid staff 3 to combo with his black powder in time (wasn’t really needed in those situations but still every little thing counts) and the thief was actually good.
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So we can keep certain classes (even segregating elite from base specs) from being on our team.
I hope we’re not forced to have a level 80 tengu if they’re released because I might wanna get sub-t5 stuff like linen from salvaging PvP reward track greens. I already have characters at all tier points (except for t1 since it’s not really in high demand) for materials however but still.
Dragon Hunter is not fine at all! Especially Monk’s Focus
I don’t think there is much space for discussion here once again, I mean every TOP player has confirmed that right now ele can’t 1vs1 anything as there is no dmg whatsoever and all that’s left is a healbot build that accomplish nothing on its own.
At this point asking for more nerfs on ele it’s not sad..it’s not laughable…it’s just pathetic and pitiful
I agree with elementalist buffs especially to warhorn and scepter and posted some here. Phoenix speed increased, lightning ball damage increased, magnetic grasp decreased cast time and travel speed, water staff fields slightly bigger and 5 with better cleansing. In light of conditions that accompany powercreep water in general (especially staff 5 and 3 if traited) is due for a cleansing buff.
Riposting shadows needs a nerf so badly. But I did try to nerf chill across the board
If it gets nerfed then jade daggers or facet of light need to become proper heals and CC vastly reduced across the board maybe even gaining temporary resistance to it for all classes.
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I assign stow weapon to caps lock since it’s right next to my autoattack button (A).
This is a L2Play issue. OP is clearly inexperienced with the high skill required to play PvE in Cursed Shore. You have counters available at your disposal. Risen shouldn’t need a nerf until those kitten centaurs get nerfed first. If anything, some risen are comparably weaker than others and they need to be brought up to par.
This is a parody post lampooning typical player mentality when it comes to balance in general and specifically profession balance. First they call you out you don’t know the profession/mechanic, tell you to “git gud”, scapegoat to other professions/mechanics, and call for power creep.
I remember when the first two sentences could be said unironically and getting good there was satisfying especially dodging the pullbacks While I wouldn’t call it “high skill” even then you still had to be aware and have some technique.
I did Cursed Shore just fine on an ele and thief wearing greens and yellows pre-nerf but still not full ’zerker.
Hmmm…..dragon hunter is missing ..oh wait that’s the OP main
Nerf everybody except my main , if you die to my main it’s a L2P issue
Because ofc you won’t except normal people to believe that a 6s CD on true shot is a nerf?!!
Nothing new to see here gents, move along..just another “nerf rock, paper is fine, signed scissor” thread, the only ones who will agree are the usual trolls and those who play DH
Dragonhunter is fine and I don’t PvP with it. It can use a sword damage buff across the board and sword 2’s teleport increased by 150 units but that’s about it.
I strongly disagree with his riposting shadows, there’s lots of chill application and CC in the game in general so it’s needed. Maybe nerf energy regeneration a tad but that’s the only real change I’d make to the skill.
Also increase cooldowns on all AoE’s by 10 seconds except for celestial avatar skills since CA form doesn’t last long anyway.
The problem with facet of light:
Opponent: “They popped facet of light, better stow weapon.”
If rev gets a nerf then facet of light needs to be a straight up heal.
Why do buttons stop working in the middle of a match sometimes? It’s always in a PvP map and always magically start working again when I log out and get to the lobby.
I could see team chat still scrolling and even try typing into it but it wouldn’t register.
where do we find people who don’t do the above 8 ? XD
ESL proleague and even many of the listed mistakes aren’t always mistakes.
For number one I’ll decap or even full cap then get out of town. If it’s being recapped then another player is there so I can create a plus one elsewhere and the plan isn’t always to keep a point but stop them from gaining more points since if you have two and they have one and spend more time with it decapped then the point gap gets wider.
As for solo on the opponent’s cap the onus is on the defender to stay on giving the attacker an advantage. The attacker can kite and has more freedom of movement whereas the defender must stay on point to avoid a decap. If you attack and kite then nothing changes, he keeps the node whereas if you don’t attack he certainly keeps it. Revenant has great tools for this game of in and out and knocking off nodes. Taking the fight to the lanes however typically isn’t recommended as a hostile can get in a quick decap.
As for 7 and 8 totally agree, save skills for optimal times and always assume your opponent is Toker or Chaith. If you ask, “Could they easily punish this move?” then the punishment is waiting to be made so what I’m trying to say is assume best play from your opponent even when you know best play is unlikely. Some matchups simply lose against others so avoid those if possible. If you’re a staff aurashare tempest and a daredevil is on point don’t engage, he has the spike damage and CC to quickly burst whereas your skills are optimized for team fight support.
attacking classes that best at survive multiple attackers
I beat a scrapper on my druid and another time on my tempest 1v1.
I’ll tell you why you have that losing streak; you keep losing because you’re getting consistently outclassed by better players. You can record footage and see what mistakes you make.
You aren’t even a shark yet whereas most PvP’ers are dragon rank. What this translates to is you are far less experienced than most.
And be water.
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SPvP was killed with HoT intro of Arenas. Now we get punished for losing so now Min/Max mentality kicks in and with that being said, people when getting multiple losses won’t want to queue up anymore. The only mode that doesn’t have this is Unranked and that has maps that many don’t like. So really I just stop playing SPvP, which before HoT was one of my two primary areas of gameplay. Mete Events being the other.
I just stopped logging in now. No fun anymore to be punished for playing. I left WoW’s Arena when they first introduced it in TBC for this very reason. Punishment makes people try to minimize the punishment and that means even more min/maxing, which leads to nothing but premades and playing unbalanced classes over classes you simply enjoy playing.
If it’s any consolation I beat a team with five necroes on it and they were all soloQ too. I was a revenant and we had two eles (also soloQ).
Staff 5 doesn’t bypass stability and even if it did stability needs counterplay somewhere but that should be with some warrior procs (like popping a sigil that gives 5 seconds of bypassing stability, would be great for hammer and sword or mace + shield warriors) so warrior can get back into the game.
It’s a great skill for PvE and should be untouched there whereas for PvP it needs both duration and cooldown cut in half. Players aren’t big HP sink elite mobs.
I will not go further in detail I am not writing a thesis on why res bot druid is bad. What I will say res bot druid not good because you get destroyed when outnumbered by competent players or in team fight if focused by ppl with ports.
I strongly disagree and “rezbot” only shows a fraction of the story. You can use strength of the pack to secure stomps (I’ve even used it when a guardian did his AoE pushback, which would have secured a rez and secured against many a would be rezzed revenant too), use staff for healing combo fields and some mobility as well as condition cleanses (and crowd control if an unlucky opponent strolls through the vines when aiming at friendlies), and use as DPS auto until you can secure damage with longbow with tempest and scrapper projectile hate on CD.
Yes it is vulnerable to conditions outside of CA form (disengage CA form for stealth to stomp or bail) and CC and doesn’t handle focus well, but a strong DPS/healing mender build needs a tradeoff somewhere, it’s called balance.
Hard content only counts if it’s fair. For example the it’s all about time achievement isn’t fair but is the hardest LS 2 achieve whereas the dragon challenges at the end were (mostly) tough yet fair. Dark Souls is hard yet fair. It means a good player has a very credible chance at failure and indeed will fail until he fixes his mistakes and learns to tighten his accuracy in execution.
Those are signs of hard content, but what exactly is it? What differentiates hard content from regular content is the need to discern greater subtleties and tighten controls better. Let’s say it’s critical to interrupt a big move at a certain point, but a vastly inferior version of the move has a similar tell (maybe the big one is right handed and small one left handed or perhaps that’s not subtle enough, maybe the big one extends an index finger and the small one extends his pinkie, maybe the big one has a cherry hand glow and the small one a burgundy hand glow, etc.) and the subtlety would trigger one’s reflex to interrupt, but in the half second window they interrupt the wrong move and are defeated afterward. That would be an example of very tough yet fair.
In fighting games for example more subtle movements on the thumbstick enable you to execute moves far more accurately and if you overshoot you’ll jump forward or undershoot throw a fireball instead of doing a dragon punch (forward tapped too lightly).
Reading some of these posts is hilarious. If you think that power rev doesn’t need nerfs you’re delusional. But even if we did nerf power rev, anet would also have to nerf other builds. Thief isn’t meta, but if power rev didn’t exist can you imagine how ridiculous thief would be? Simply nerfing a single build won’t make pvp balance magically better, considering the problem with pvp balance is bigger than that at this point. Also, the problem with power rev isn’t just the numbers of dmg rev can put out, it’s also and mostly the class design that is the problem. And in my opinion, the same can be said about quite a few other classes (by the way Dragonhunter is far from being one of those, when in fact, I would probably rate Dragonhunter just a bit above warrior at this point).
The thing with revenant is the high damage output is only an illusion, you need at least a marauder amulet and 15+ stacks of might to achieve those numbers. To get those stacks you need to have a facet up meaning reduced energy recovery then the buff goes away after awhile. You can combo field staff 4 in a friendly fire field or pair with another rev for even more might but some classes like scrapper have way too much sustain.
Maybe tone down might as a whole instead of revenant and tone down scrapper survivability.
Agree however that dragonhunter needs a buff.
Um …. why do you think Gw2’s pvp community isn’t equally toxic? o.O what gave you this impression.
You better play on your best 24/7 or boooy oh boy you are going to get a kittenstorm in your way.
It’s simple. Firstly, Gw2 is not a purely competitive game, so its players interact with each other in cooperative endeavors and this tends to create communities and an overall less hostile behavior. A part of this will inevitably translate to PvP, because most players are PvX.
Secondly, the target audience of Gw2 differs slightly from other toxic games. Shooters and Mobas in general are easy to learn, hard to master – Gw2 is arguably harder to learn and arguably as hard to master. Bluntly speaking, this puts off a lot of stupid players that just want to point and shoot. Less stupid players, less toxicity.
I can easily say Gw2 Pvp is the least toxic of all competitive games I’ve ever played, with other Mmorpgs coming close.
Don’t underestimate the tactical awareness and reflexes required to play a shooter well. It’s high art when played at a high level. It’s the second most prestigious and respected genre in gaming behind fighters. You can even get around the bad WASD movement in shooters by modding a flight stick.
Different areas of the lobby that players of a certain rank and above can go and be like an onion with different layers with the legendary part of the lobby in the center and only available to legendary players. The ruby lobby would have a mystic forge while the sapphire lobby would have crafting stations. The diamond and legendary parts of the lobby would have cool minigames, big llamas and dreamer ponies walking about, and figures from Guild Wars 1, ancient ones, the best flying jumping puzzles in the game, a ticket and shard vendor for skins exclusive to those sections (so you’d need to make legendary for certain weapon skins) and obscure lore trivia.
Man, if you’re saying spamming skills is effective it says more about you than what you’re complaining about. The tried and true counter to spam in any genre is to reposition yourself to exploit his predictable behavior and in MMO’s the advantage is even bigger because there are checkguards that exists such as energy and cooldowns that prevent true spam. Just wait for his energy or big skills to go on cooldown and then burst away. Safe conservative play beats spammers.
Report both players if it actually happens. Until then i would guess it was more of a troll attempt.
DH stacks are far from unbeatable. DH sucks, theyre good to kill nabs, nothing else.
Necro stacks are different. But in the end you only need good condi clear, good, focussed damage at one at a time or enough mobility to outrotate them.
Actually teams with 3+ of the same class are annoying, but usually loose, even if its necro or rev. Unless of course the rest of the composition happens to cover their weaknesses.
Not too long ago we had 4 eles in one team beeing a high-level viable team. Try that with necros, you will loose to most decent teams.DHs are very limited but still powerful in most ranked play. As you said, it kills baddies but even after I hit diamond, players still don’t know how to counter DH and die left and right.
It’s different up there. An amber or emerald dying to a DH is because they don’t know how to counter whereas in diamond the DH’s wait for the best time to lay their traps and know how to play their class.
A rev nerf is Def not needed, revs like warrior or thieves for that matter are dps class, so they are supposed to hit hard. I get your point about survavility though. Still like someone above me pointed, reaper, scrapper and DH (yes DH) need to be nerfed/tweaked not revs.
DH doesn’t need a nerf at all they need at least a 15% buff on sword damage across all skills and an additional 150 range on the sword 2 teleport.
One of the few staffs that isn’t a stick with something on top. I grabbed it even though I don’t have a lot of use for a staff right now. Maybe with the next set of elite Specializations.
That staff probably looks pretty cool on the melee staff users.
And druids:
Hard to pick just 5, but:
1.Different areas of the lobby that are off limits to players below a certain rank. For example if an amber tries going into the emerald area a convo window will appear:
Bouncer: “Where do you think you’re going?”
PC: “Just your average soldier strolling through.”
Bouncer: “Don’t flatter yourself. Come back when you’ve earned that label!”
Conversely if a sapphire or above tries the bouncer would say,
“You’re slumming it huh? Go right on in.”
And the league areas would be like onion layers with the legendary in the center then diamond outside of that, etc. The higher the division the more elaborate and cool the area. The Dreamer pony, Llama, and other notable figures would be in the legendary lounge and their backstories elaborated upon and lots of cool obscure lore discovered from NPC’s in each lobby. Like in diamond you could find out the nameless god above Abaddon’s name and fate.
2.Rebalancing (not nerfing) mesmer. Take moa down to 5 second but reduce the cool down in half.
3.Put a cap on chill duration and make it unrefreshable while up (effectively avoiding spam and making chill applications count strategically instead of use chill skill, has one second left, reset, repeat) and give a one second immunity after cleansing it or letting it run its course. So if you do three seconds of chill it will last three no ifs ands or buts and need to wait a second before further reapplication.
4.More conquest maps and game modes. Under this we can say a conquest map inspired by Sen’s Fortress with narrow walkways with pendulums and three floors. The bottom floor with no nodes and the stairways up are chokepoints, second floor with two nodes, and third floor with a node. Not all areas would be narrow but the only way to the nodes is through the walkways with swinging pendulums.
5.Preseason for division placement at the start of a season. If someone’s placed in ruby for example it’ll treat it like crossing three divisions.
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Here are the problems with the current matchmaking system:
1.People start in the same divisions each season instead of keeping their previous seasons.
2.Impatience from players instead of allowing the system to sort itself out.
The attached screenshot has quite some close matches. I’m T2 sapphire (just one more win until T3) though the games before today were a DuoQ and some TrioQ with someone who’s in ruby (we even had some primordial legends on our team so that helped things along).
Just keep at it, as we improve we face tougher opposition and isn’t that how it’s supposed to be?
It was against two dragonhunters (at least), a warrior, and tempest. DH counters DD hard so that makes the win even more impressive. It’s funny whenever DH’s play like thieves with trying to roam and decap.
Not a nerf but a rebalancing so instead of leaving moa on for 10 seconds reduce both the duration and cooldown in half.
In the picture you’ll see the evade prompt and dodged at what’d typically be the right time but I still somehow got moa’d anyway.
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My response is from my perspective and my perspective only.
You’re seeing a lot of complaints and few constructive suggestions because there’s no easy solution to approach the problems. Each time new content is released, it adds to the complications by introducing new variables to account for- thus making fixing and balancing more challenging.
I agree with you that there’s a lack of constructive suggestions on these forums.
https://forum-en.gw2archive.eu/forum/game/pvp/Help-ArenaNet-balance-the-professions/6024040
Frankly, I’m tired of all the useless complaints and nothing to work off of- so I’ve taken upon myself to do the job for them. Making facilitated discussions on how to fix the problem, and creating a suggestion spreadsheet that gets refined through community feedback. (about 99% finished with warrior balance proposal, in the refining stages of guardian proposal, about to start a thief balance proposal. See links in my signature to view them, or other profession’s sub-forums to find my discussions on current problems)
Despite our efforts, it’s probably all in vain if Arenanet decides to pump out new unrefined content regardless of what I’m doing. It’s like adding fuel to the fire I’m trying to extinguish- every time there’s content- whether it be a sigil, rune, specialization, or profession, I need to consider more variables to develop a balance plan.
Frankly, I’m surprised Karl, Roy, and Robert have stayed with ArenaNet as long as they have. It’s an uphill battle for them and I know how hard it is to balance 9 professions, >600 traits, >1000 skills, countless sigils, runes, and food effects.
Assuming powercreep and AoE CC increased across the board (making single target CC more meaningful thus already buffing warrior without actually touching it) my changes to thief would include:
*Reduced invincibility frames on dash.
*Vault and shortbow 5 energy consumption increased by 2
*Make scorpion wire a profession skill and to keep utility slots add basket throw where summoned thieves with the PC character who used the skill with a .75 second cast time right next to the target with a highly telegraphed rally as they do a stunt and flip. High cooldown skill, can be interrupted but only for the traditional 3 second interrupted skill lock and not full cool down.
*Distracting daggers is now just as fast as headshot. Increased cooldown to activate. This is because some skills are just too short to interrupt but you have the reflex to punish.
*Other suggestions I made in that thread including non sword autoattack damage reduced 20%.
I know I was a bit over the top with the moa nerf so farther down I gave a more reasonable tweak. Had a couple of matches where I got moa’d so I had a very negative bias towards the skill when making it. I know the skill’s tell and can dodge it but reading tells isn’t realistic if the opponent is stealthed or obstructed by too much in a big group fight at mid or any node.