(edited by Ahlen.7591)
Downed state is bad for WvW for sure.
Really, really bad.
So you get upset when other players don’t have the same difficulty’s that you express?
Pistol Whip is clunky and Haste Dependent. Quickness bursting for every class is currently the only flaw in GW2 PvP(Opinion). I use D/D & S/P but I dont use haste. I don’t want to depend on a lawl ability like that one. D/D is working as intended now people need to learn how to use the other 4 buttons in the dagger utility. Then you will realize it is almost same exact thing. Daggers are very situational even before nerf you would get more damage from a 4 then you would a 2. Can hit for 12k with #4. All depends on situations. If you struggle with D/D after nerf you obviously spammed 2 and the nerf found its correct target.
I don’t play a thief. lol.
Seriously, do people not understand simple math in regards to resource vs output?
Heartseeker is currently bugged. Alot of the attacks are missing for no reason. It was hardly even nerfed. It has no noticeable difference to any decent thief using D/D.
lol what?
HS wasn’t ‘hardly even nerfed’. If you understand simple math it was pretty massively nerfed.
That said, just go play Pistol Whip. As long as they don’t fix the underlying problems (quickness, how initiative works) thieves will always be a really strong, possibly OP, class.
Dungeons are not the end game content of GW2, because there is no end game content to GW2.
There is just Game Content for GW2.
Yeah but unless you’re sitting next to the water you’re going to get destroyed by the birds anyway.
Not to mention the time to get back up and out of the water to help leaves your group at a 1 man down disadvantage.
I’d rather just give the boss some condition you can cleanse instead of the near unavoidable birds.
I want the tokens to be non-specific to dungeons.
I don’t feel like running a single EM 60 times just to get all the equipment, that’ll burn me out really fast I’d rather be able to spice it up and mix and match my different EM’s and get tokens towards all of them.
To avoid burn-out by players, make tokens universal. Or at least exchangable.
I seriously only use DS to absorb big telegraphed hits.
The abilities, especially for a conditionmancer, are just terrible. You lose a ton of DPS output by being in DS. Necro however is not bad, the only class that I feel I can’t easily destroy 1v1 is Mesmer, and that’s because they’re godmode at 1v1.
Bug Fixes and buffs to power builds, and maybe trait redistribution as well.
Ah yes, and do SOMETHING about staff 1. Either add a condition to it or DOUBLE the projectile/cast speed on it. I hate switching to staff to fire off my marks, then basically sitting there derping while I wait for weapon swap to come off CD.
(edited by Ahlen.7591)
Not really with the trading post being a thing.
Hopefully people will just adapt to changes. I’m sure there are many other viable builds. I hear Pistol Whip is quite good as well.
None of this is remotely true, sorry.
Anet’s stated design goal is that they DON’T want professions stuck in roles.
Why can’t some games just be difficult? Tetris is. So is Super Meat Boy. Just because every other mmo spoon feeds you with “Epics” after successfully bashing 123 for 10mins doesn’t mean Arenanet has to follow suit.
This is what they make it, it’s you that has to beat their game. No one whined to Nintendo that Super Mario was too difficult.
Super Meat Boy is stupid-wtf-nochance hard. It’s still one of the best games I’ve played.
There is no way you’re trying to make an analogy of tetris or SMB to an MMO on the topic of difficulty.
That’s not even apples to oranges. That’s like comparing an apple to a camel.
You can’t argue from the perspective that people should always have their CC breaks available, because they won’t be. So it shouldn’t be an automatic victory if they do not have them.
Besides, you act like there’s much to understand about popping quickness and spamming HSS. The only class that it’s hard to understand what abilities are strong is Mesmer. The rest are really straight forward.
You cant argue from the perspective of it being a 1v1.
And for the record, unless you’ve played every class and understand it, then most of what other classes do will be hard to understand.
How exactly is someone teleporting to you and stabbing you a difficult mechanic to understand?
Also, I’m the one arguing from the perspective of it NOT being 1v1, reading comprehension troubles?
You can’t argue from the perspective that people should always have their CC breaks available, because they won’t be. So it shouldn’t be an automatic victory if they do not have them.
At least our ‘only’ good sPVP build is really good.
They need to buff it back up. It got railed around BWE3 time and hasn’t recovered.
Buff the bleed duration back to 4s. Done, fixed.
Every class says that every class 3 shot mobs. I’ve seen it on every forum.
It’s just grass is greener syndrome.
Dunno, I usually dominate tPVP. Playing bunker necro.
I only use deathshroud as a second HP bar to buy time for my heal/utilities to come off CD. Or to absorb a big hit if I see it coming (100b Warriors, HSS thieves)
Rarely actually use the abilities, not that they’re all that great for condition necro.
Who ever made a rule that you have to rely completely on your team to get back up? (spolier: no one) If a downed enemy can win a fight against you then gg man, I don’t know if you want to be telling the whole world about that.
Rangers do it all the time?
Many classes can take someone down if they end up with 1000-2000 health after the fight, and heal on CD.
I win double downed fights all the time on my necro simply because my 1 heals me as I use it.
People who are downed shouldn’t contribute to team-fights at all, is the point I’m trying to make. Please try to add to the discussion instead of uselessly trolling.
Noobs are still gonna cry about it no matter what. All the nerf really does is reinforce the proper usage of HS as a finisher. Pretty fair change to the skill in my opinion.
It’s definitely a fairly large change. Because of how init works as a resource the change is actually larger than you might think.
Using HS on someone above 50% health is probably a bad investment of initiative at this point. Considering that a smart player can use their heal to extend the 100-50 window for longer.
I use a similiar build, though with different trait allocation.
And ugh, that calculator is terrible. Use the russian one – http://gw2skills.net/editor/en/
The layout is way more intuitive.
Definitely need defender points, holding and remaining at a point should tick glory up.
And if you die defending a point you should get a small reward for it.
Nobody has posted yet that they nerfed HS today? (yesterday?)
Heartseeker: Reduced damage of the 100%-50% threshold by 20%. Damage thresholds changed. Old: 100%-66%, 66%-33%, 33%-0%. New: 100%-50%, 50%-25%, 25%-0%.
Looks like a nerf to me, guess Anet agreed HS was over the top.
Src – https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-September-14th-2012/first#post95296
Legendary doesn’t really give a statistical advantage, not going to bother doing it.
Have other games that I can also invest time in (Borderlands 2, Torchlight 2, RE6, list goes on).
I’m fine with most of the requirements except for the karma. Holy mother of god that’s a lot of karma.
Does seem to be bad sportsmanship.
People are gonna tell you that you are supposed to use VOIP or at the very least ask your teammates what abilities they have so you guys can figure out what synergies you can use.
Ive found support pretty impossible unless your teammates know you very well, or you have VOIP. I need to announce what I’m doing before hand so people can take advantage of it, for example if I throw a small water healing spring, people can then proc off a bunch of heal affects off of it.
Fields last for such a ridiculous short time. I understand they would be a bit OP for pvp if everything lasted 5 + seconds, but it’s just dumb for PVE, its just not fun.
I have to yell at my guild mates, who I’ve played with for a good 8 years, and who have cleared many MMO’s, to get into my regeneration fields because they’re too scared to stand in any field for fear of death.
“I should be allowed to survive using whatever build and strategy I like!”
I’m fairly sure that that’s anet’s tagline.
I wish people would stop posting things like “Well try not being glass cannon”.
People aren’t being glass cannon. The thing is, with the trinity gone, the dungeons are far too hard for the small amount of healing you can do. When something hits you for 15k in Arah, and your heal only does 5-6k and won’t be up again for 20s, it’s not going to cut it. Stacking healing isn’t the answer, because then you’ll have to give up defense or DPS, drawing out and making the fight harder anyway.
I bring all the healing I can as an engineer for the group. I have 600 +healing and bring enough skills to have perma regeneration on everyone and it’s nowhere near enough.
Attacks need to be way more telegraphed than they are now. Sometimes you just get hit and have no idea what even happened.
Don’t even get me started on attacks that seek, and move faster than you do. (CoE looking at you here)
It should be based on a hidden skill ranking not an arbitrary “how many games you have played” ranking.
This ^
Make it rated on things like accomplishing objectives, K/D ratio, etc.
Rank is just a measure of time spent at the moment, which can prove familiarity, but not skill.
I’d just like sPVP to be split into 5v5 and 8v5 for hot join. I want 5v5 but I also don’t always feel like joining a tourney and waiting/hanging around.
Have you ever tried to be, or fought, a heavy CC warrior? They’re hell on earth to deal with in a small area or in a team fight.
I’ve run into a couple of nearly unkillable warriors myself.
They also have a far better chance of being picked up by allies, because they can move to a safer location.
Unlike most MMO’s instancing is definitely my least favorite part of GW2.
You will be more appreciative of it when you are downed with someone about to finish you and your team knocks him away and rescues you.
Like I said – I’m fine with that. If the person has to rely completely on teammates to get back up, and has no abilities on their own. That improves teamwork without making it so that people who are downed can still win a fight.
PVE: Yes
WvW: Sure
sPvP: Hell no.very annoying trying to play “whack a mole” with the F button when u down someone, when instead u should be defending/attacking ur objective. And the race to get the killing blow pts is pretty lame too. Feel its unneeded, and distracting from the true objectives in sPvP.
+1 vote to remove from sPvP
Don’t forget that you have to make yourself incredibly vulnerable to stomp someone. And considering that some professions rely on range or kiting, it seems incredibly counter-intuitive to force that player into melee to attempt to stomp someone.
This happened to me last night, and I raged incredibly hard.
Was a 6v6 match on Khylo. We were at 440:220 or so, then 3 of their team leaves and auto balance shifts me over to the other team, and I lose.
Suffice to say I was extremely annoyed.
Some of the dungeons are fine, some are not fine.
It’s pretty normal for it to be soon on a recently released title.
AC – Probably a little bit too hard, not much
CM – Too easy if anything
TA – Fine except for Faolain, which could use some toning down
SE – Fine except for the golem that heals by eating conditions, need to increase the CD on that
CoF – Seemed fine, though the weaponmaster was brutal
HoW – The bird swarm could use some damage tonedown, since there’s no real way to avoid the damage reliably
Arah – Fine, probably the best tuned of them all.
I feel like I missed one in there somewhere.
The menus are a bit confusing for a solo player the first time around.
If you don’t care about winning or losing, what is the point of even playing something?
That’s a terribly destructive attitude in a team environment.
And yes, downed state benefits bad players more than it does good.
Because the good player already basically won the fight, only to give the lesser skilled player handed a crutch to climb up with.
Its like you don’t have a downed state yourself. Good players adapt my friend. Also, I would bet almost anything you run a glass cannon Thief or Warrior and are mad that you cant burst people down in pubs using your utter lack of skill.
You’d lose that bet, since I play either condition necro or P/S engi. Both incredibly tanky.
You aren’t actually providing any kind of argument as to downstate being a plus or minus and are just trying to attack people for no reason, try actually adding to the discussion.
I play a necro and I still have a long ways to go till I can even say I’ve “mastered” the class. With that said however, I can destroy any class 1v1 as well as hold my own 1v2 or even 1v3 if the other players are newer to PvP or arent experienced with their profession.
The Necro is far from weak in PvP and can be built for a variety of playstyles. The class just requires multiple skill use as well as good positioning.
Agree, I don’t know why ppl are downplaying the necro, it’s tougher to kill then my warrior. Huge health pools, great regen options, multiple CCs , excellent escapability and best condition DMg in the game.
Yea they’re great on paper but fall behind in practice. They especially lose all their damage when they go toughness, and can’t put up enough bleeds to compete with engi in that same situation.
What? Engi’s have almost no bleeds. I play both Necro and Engi and my necro can easily stack up to 20 bleeds, while my engi struggles to get above 5.
Engi’s burn, not bleed.
Anyway, Necro is pretty solid counter to both Warrior and thief. Well of Darkness is almost an auto-win vs bad ones.
If your a Engi your pistol shot causes a 2 second bleed on auto attack. You burn on critical if you took that talent. But you still cause constant bleeds. Your stacks won’t be super high based off auto attack alone but its still a bleed and its basically free.
Yes? But bleed stacks by intensity, if you can only stack 2-5 stacks it’s pretty crappy. Necro Scepter 1 also does damage + applies bleed + applies poison, the bleed lasts longer, and necro has better talent support.
The Engi pistol 1 used to be a lot better, but they nerfed the hell out of it around BWE3.
Engi’s get burn from: Rocket boots, Flamethrower ammo, Blowtorch, Crits (with trait), Bomb kit 2, and probably some others I’ve forgotten.
At this point I’ve forgotten the original point that was even being discussed!
And yes, Conditionmancer with tank stats is very strong. They’re great at bunkering.
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Matchmaking is already really stupid.
Just yesterday I hot-joined and hit play now. And instead of filling a server that was near capacity, it threw me into a 1v1 match. Many many times do I get put into matches with 2-3 people in it.
And yes, downed state benefits bad players more than it does good.
Because the good player already basically won the fight, only to give the lesser skilled player handed a crutch to climb up with.
People will always believe they’re the most skilled at anything, it’s just basic human nature.
I play a necro and I still have a long ways to go till I can even say I’ve “mastered” the class. With that said however, I can destroy any class 1v1 as well as hold my own 1v2 or even 1v3 if the other players are newer to PvP or arent experienced with their profession.
The Necro is far from weak in PvP and can be built for a variety of playstyles. The class just requires multiple skill use as well as good positioning.
Agree, I don’t know why ppl are downplaying the necro, it’s tougher to kill then my warrior. Huge health pools, great regen options, multiple CCs , excellent escapability and best condition DMg in the game.
Yea they’re great on paper but fall behind in practice. They especially lose all their damage when they go toughness, and can’t put up enough bleeds to compete with engi in that same situation.
What? Engi’s have almost no bleeds. I play both Necro and Engi and my necro can easily stack up to 20 bleeds, while my engi struggles to get above 5.
Engi’s burn, not bleed.
Anyway, Necro is pretty solid counter to both Warrior and thief. Well of Darkness is almost an auto-win vs bad ones.
You can’t argue from the perspective that people should always have their CC breaks available, because they won’t be. So it shouldn’t be an automatic victory if they do not have them.
Besides, you act like there’s much to understand about popping quickness and spamming HSS. The only class that it’s hard to understand what abilities are strong is Mesmer. The rest are really straight forward.
It’s easy to cover up your moa cast animation. So dodging, unless you’re some kind of psychic, is not really an option.
Mesmers are just a broken 1v1 class at the moment. They’ll probably get toned down and all the ‘skilled’ Mesmer’s will rage.
I just want to see the gap closer nerfed or removed from it. After they first jump me and I successfully roll and start kiting out their quickness, they’re instantly on me again because of the broken gap closing capability of HSS.
so you want to take away the mobility of the class thats supposed to be alla bout mobility? i could see lessen/take away the tracking nature of it, so it has to be lined up like pistolw hip does. but taking away the leap aspect would need some serious compensation in other areas.
No, you wouldn’t need any compensation. I don’t care how mobile you think you should be, no class should have a spammable damaging teleport.
I too wish they’d dump hot join down to 5v5. That way I could play relaxing hot join PVP without getting zerged constantly.
I don’t like doing too much tPVP because of the pressure of having to perform well, I’d rather just sit back and fight people in hot join.