Showing Posts For Animosity.5231:

People focusing the treb instead of it's defender

in PvP

Posted by: Animosity.5231

Animosity.5231

Ele’s doing this makes me raaaaaaaaaage. lol

If you have a problem with this, just have someone on your team do the same thing.

So..let's all go back to Guild Wars

in PvP

Posted by: Animosity.5231

Animosity.5231

People don’t seem to realize that GW1 never, ever started with all of the different game modes. GW2 has been out for a month, and it took a while longer than that for GW1 to introduce other game-modes. It takes longer than a month to design the maps, the point-system, balance it, and bug fix it. Give it some time before you start trying to compare GW1’s varied PvP with GW2’s.

There are problems with GW2 PvP. Downed system needs to lose the ability to self-revive at least. I’m also not sure the rally system is all that great either. I suppose it adds an element of decision making; “finish this guy and stomp to rally my downed ally, or prioritize reviving him?” but it creates issues where whomever has a stability or stealth stomp in a skirmish will have a huge advantage. Never mind the downed state abilities being grossly imbalanced in some cases, and forgetting the fact that downed state tends to reward bad play in multiple enemy situations.

Balance issues will always be present to some degree. Perfect balance is unachievable in a class-based MMO. The best you can hope for is a very small gap in effectiveness between similar specs of different classes. That said, they’ll adjust things as they see fit. I feel they went a little nerf-heavy on some things during beta, but at release they’ve been tweaking things very minorly. I prefer the latter, but at least fix the problems created with the former.

Too many AI components in PvP. I find myself fighting more summons, pets, and turrets than actual players since leaving the thieves guild NPCs up, or fighting in an Engi’s turrets, or letting a Mesmer’s phantasms kill you isn’t exactly intelligent. I enjoy fighting Warriors and Guardians simply because I don’t have to worry about summons (except Rock Dogs… wtf, ANet?). It creates utter chaos in larger battles, and makes it hard to pick out any real players, while cluttering up the screen so any telegraphing done to promote skilled play in dodging and interrupting becomes nigh impossible.

No DR on CC is a huge problem. Any situtation with 2+ players is an exercise in frustration. Even 2v2, 3v3, or 3v2, or 2v3, or any other combination because if they have any sort of coordination, or just happen to be on the same target, there aren’t enough stun-, and immobilize-breakers to stop from getting chain CC’d to death.

Bugs need to be fixed. Each class/spec might feel a little more powerful if you just fixed the buggy, inconsistent traits and skills.

Perhaps the Most Fun Thief PvP Build? -- Must Try!!

in PvP

Posted by: Animosity.5231

Animosity.5231

Every actual fight he had, he either lost or ran away from.

So, just like real Thieves? The whole premise of HS builds is spam 2, if opponent’s HP < your HP, continue spamming, if opponent’s HP > your HP, run away in stealth.

Note: I play a thief.

"Grinding" in sPvP?

in PvP

Posted by: Animosity.5231

Animosity.5231

If you’re looking to win, and not farm glory, just solo queue in tournaments. 8v8 is all glory farming zergs.

Why do MMO's keep making the same business model mistake?

in PvP

Posted by: Animosity.5231

Animosity.5231

That’s about the gist of it. “When it’s ready” and all that is really just so fans don’t get upset at the proposed release date, or any delays. They always have an internal release date and receive pressure from their publishers. The publishers want it out the door quickitteno get a return on their investment, etc.

Apparently quickly and to with a space in between is censor-worthy.

5 minute wait timer at the start of each match needs reducing.

in PvP

Posted by: Animosity.5231

Animosity.5231

Signed. Tired of wasting half my night on waiting. It also allows easy trolling. Silly.

If the person isn’t ready by the timer, they should get dropped and replaced. 5v4s are crappy regardless of which side of it you’re on.

Bring back Dishonorable!

in PvP

Posted by: Animosity.5231

Animosity.5231

I join 8v8 while waiting for 5v5 to pop. I don’t leave due to ragequits. I still think 8v8 is super casual and shouldn’t have penalties for leaving. That’s just silly especially when you consider that winning means jack-all in 8v8. You barely even get bonus glory for it. If winning were worth more, then I guess, but autobalance pretty much takes care of leavers anyway.

They do need it for 5v5, though. I’ve had too many 5v4s the last few days on both sides.

What is your record score

in PvP

Posted by: Animosity.5231

Animosity.5231

Why the kitten are people bringing up relevancy to a discussion based upon a single person’s curiosity, exactly? Yes, 8v8 is imbalanced, yes he likely just picked up points from being at the right place at the right time, yes blah blah. But unfortunately people don’t grasp that he’s just interested in seeing how high people have gotten.

Sigil question in sPvP

in PvP

Posted by: Animosity.5231

Animosity.5231

Sigils that have a chance to trigger on critical hits stack their chance percentages multiplicatively, not additively (e.g. two major sigils of fire – 20% chance on crit each – give a 36% chance on crit, not 40%).

-GW2 Wiki

http://wiki.guildwars2.com/wiki/Sigil

Thiefs Discussion Thread [Merged]

in PvP

Posted by: Animosity.5231

Animosity.5231

He did 21k in 3 abilities. I play a Thief and even I know this is over the top. I don’t know why they bothered adding a hard-hitting backstab. That’s the number one complaint besides stun-locking for any Rogue archetype on any game.

One class being imbalanced doesn’t mean that another class being imbalanced is OK. I do agree that some classes just needs buffs in certain areas, but that doesn’t change the fact that 21k in around 2-seconds, with 3 skills, with only one being a CD (steal) is over the top. If everyone is brought up to that, then it just becomes a gigantic burst fest where the only skill that matters is having the shortest CDs.

In any case, 8v8 balance is always going to be screwed. Don’t bother trying to fix it.

(edited by Animosity.5231)

Thiefs Discussion Thread [Merged]

in PvP

Posted by: Animosity.5231

Animosity.5231

Quickness needs a change. Anyone who states otherwise is just looking out for their own spec. That said, I don’t have any problems at all with Warriors or Pistol Whip Thieves. Break whatever CC they initially use, dodge away, kite for 4 seconds while doing whatever ranged damage you can, proceed to pubstomp once the buff is gone.

Role of condition damage?

in PvP

Posted by: Animosity.5231

Animosity.5231

Burst doesn’t generally happen in one damage spike, it’s usually multiple strikes in quick succession. That’s what makes boss stealing easier, if you have multiple bleeds stacks, you’re getting multiple 100+ damage ticks every second increasing your likelihood of stealing the boss. Sure, if the enemy thief backstabs the boss when he reaches 1/4 HP, he’ll more than likely secure it, but there are few builds that can produce heavy hits in quick succession, so applying more hits towards the end will increase your probability of getting the final hit.

Straight numbers aren’t always beneficial to look at in PvP, and I don’t auto-attack, I use Death Blossom. Let’s say I am hitting 1.3k DPS only, I’m also evading 6 times in a row before weapon swap and u-skills even come into the equation, while stacking 9 bleeds from DB, and however many from caltrops on the ground. There are far more variables to consider than just damage.

I can’t speak for Necros or Guardians, but for Thieves I can. We lack meaningful condition removal aside from Shadowstep, in reality. Shadowstep only removes 3, so I don’t see a valid point here. Most Thieves will agree that condition damage is an effective way to fight them. Rangers also have poor condition removal. Signet of Renewal relies on the pet being alive, and in range, and it’s currently bugged and doesn’t always work if both of those conditions are true. Aside from that, they can get bear for Shake It Off! (unreliable at best), and Healing Spring to remove 2 (I believe, and it’s on a long CD). Not everyone takes meaningful condition removal, and even if they do it’s easy enough to re-stack it, and they don’t generally take more than 1 u-skill for it anyway.

I, personally, find both my condition built Ranger and Thief to be excellent characters. If you disagree, it’s most likely because it just isn’t your playstyle. And while burst builds offer less time to react for the target, the game is generally designed around disallowing long-duration sustainability. This allows condition damage to be a viable damage type in any situation. Availability of condition removal tends to be less than the availability of condition stacking skills.

If you want to argue about condition damage vs. burst damage in a vacuum, you’ll probably win the argument. Burst will beat out sustained, long-term DPS in a vacuum. When you bring evasion, stealth, disengagement tools, and flexibility into the argument it all changes, though.

(edited by Animosity.5231)

Role of condition damage?

in PvP

Posted by: Animosity.5231

Animosity.5231

There are a variety of uses. Conditions aren’t mitigated by toughness, for one, so those classes who stack toughness but run base vit are more susceptible to condition builds. Conditions also allow for more flexibility in combat, and by default can increase survivability by allowing you to disengage. They also have the advantage of making boss steals or securing bosses on Niflhel that much simpler.

On my Thief I can solo the lord on Foefire with all NPCs up, and even with 1-2 defenders at times simply because I can stack my bleeds, then disengage and focus on surviving. For a direct damage build you have to be on-target to do meaningful damage, so it’s less likely you’d be able to pull this off. This is a significant advantage on that map as I can cap the first point, rush the door, and take out the lord solo before anyone comes to defend. If I die in the process, it’s not a big deal. I can focus on defending and backcapping once I get that 150 point advantage making base-races less of a reality, and forcing the enemy on the defensive right off the bat.

If a player is bringing condition removal, he isn’t bringing something else. Just because it counters -my- build doesn’t mean he counters the 100B warrior next to me. Bringing condition removal to a game is important, but it leaves you vulnerable to other builds. Variety is important, too.

Many burst builds are also reliant on specific cooldowns to some degree. 100B warriors can be effective without quickness, but with it up they are far more likely to win. Without it, 100B becomes significantly easier to dodge away from with a stunbreak. Same goes for Pistol Whip thieves. Most condition builds are not reliant on CDs to get their damage out at all meaning they are a real threat at any given time. If a warrior or thief doesn’t have their quickness up, they are typically pretty laughable if you bring stun-breaks or stability.

Only one reason for stunbreak

in PvP

Posted by: Animosity.5231

Animosity.5231

Red Falcon pretty much hit it on the head. Only difference between GW2 and other MMOs is you have access to almost all of your abilities at any given time (unless it’s on CD), but GW2 only allows a limited number of skills to be taken for any given build – that’s the main issue. If you want a utility focused build, you have to sacrifice CC removal for utility.

And yeah, 2 hasted Pistol Whips will do around 10k if not more. As a general rule, I bring a stun-break, 2 if at all possible, and when I see a Thief or Warrior coming at me, I let them blow their quickness and hit the air a bit before I kill them.

Biggest problem, I think, is the lack of diminishing returns for CC, and quickness. Nerf quickness, implement DR for CC, and suddenly PW and 100B become a little more manageable. When a Warrior can Bull’s Charge, 100B, immobilize, and finish you off with time to spare on quickness for a half-time stomp, it gets frustrating.

Stability "must have" skills

in PvP

Posted by: Animosity.5231

Animosity.5231

I think it’s just too sparse. Thieves, for instance, only have 1 ability that grants stability – Dagger Storm. You can cancel the animation and retain a few seconds of stability after using it, which can be very effective in some situations, but you generally burn 1-2 seconds on the stability duration anyway which becomes a waste.

In reality, adding diminishing returns to CC would be of huge benefit to the PvP scene. Don’t know why they didn’t add this in the first place considering every game has added some mechanic to prevent chaining CC together.

Otherwise, give more classes access to stability, or take away some of the stability being hoarded by other classes. I’d personally prefer the former as nerfs are never fun, and it still doesn’t address the overabundance of CC compared to CC removal.

Uncatchable - bugged or not

in Thief

Posted by: Animosity.5231

Animosity.5231

Are you sure they are disappearing immediately? They shrink to a smaller size when on the ground compared to the u-skill, and you have to zoom in all the way to really be able to see them. In any case, I’m pretty sure they are supposed to work similarly to the u-skill; maybe with a reduced duration, but I doubt they are intended to disappear immediately.

Class Balance has currently broken sPvP

in PvP

Posted by: Animosity.5231

Animosity.5231

Quickness should be looked at across the board.

I agree and the two main characters I play are a ranger and an engineer, which are two of the professions that have on-demand quickness.

From the very first time I tried using it, it felt overpowered. In games like this it’s usually not a good idea to have a huge offensive burst cooldowns, and +100% attack speed for 4 to 5 seconds definitely fits into that category. All I have to do is activate quickness and if my opponent does not respond immediately to it they’ve probably lost the fight. If they can’t respond immediately (because they’re out of endurance and they either don’t have active defensive skills or they’re already on cooldown) then they lose. It feels dodgy.

I think quickness should be reduced to +50% attack speed (which would still be a huge boost) and the professions that have access to it rebalanced accordingly.

Same. First time I tried it on my Ranger I was kind of wondering why ANet would put something like that in the game. Perhaps making it only apply to 1-4 skills/actions instead of it being a duration is the answer. Would add a little more tactical decision-making to combat.

(edited by Animosity.5231)

Something needs to be done about the in-game flamers in PvP

in PvP

Posted by: Animosity.5231

Animosity.5231

Report and ignore functions are there for a reason. It would take an inordinate amount of GMs to personally police every match and zone at all times. Police your own game. Some of us don’t care about trash talk, others enjoy a good kitten-fest, and others still, like you, are overly sensitive. Who cares what a stranger thinks about you on a game?

Class Balance has currently broken sPvP

in PvP

Posted by: Animosity.5231

Animosity.5231

The game shouldn’t be balanced around 8v8. The maps weren’t designed for it, and it requires no coordination to do well, and it’s terribly zergy. The very nature of 8v8 attracts high burst specs, but that doesn’t mean they are OP. They just perform well there because they don’t get focused as easily thanks to zergs. It compounds the burst they can perform by making them harder to kill since you always have CDs down, and are usually fighting multiple opponents. In 5v5 these classes are significantly less of a problem than in 8v8.

That said, I’m really happy Mesmers tend to take Moa. Once it’s nerfed and they start running Time Warp the QQ will really begin. Only two classes have the ability to turn a team fight into an automatic win – Guardian and Mesmer.

Quickness should be looked at across the board. These burst specs just scale incredibly well with it, and make them far harder to counter whenever they have it up. Since the damage is coming at you twice as fast, it is significantly harder to react to. Do something about quickness and I think a lot of the “class is OP” threads will disappear.

Personally, I’d prefer they focus on fixing the bugs first. Some classes suffer horribly from buggy and unreliable traits or skills. Fixing these will increase their power, and from there real balance changes can be considered.

More cheaters on later at night or just me?

in PvP

Posted by: Animosity.5231

Animosity.5231

Haven’t seen a speedhacker at all and I typically play late at night (EST) from 11PM to… when the big orange thing in the sky starts hurting my eyes.

Heartseeker is...STILL...missing

in Thief

Posted by: Animosity.5231

Animosity.5231

Yeah, the missing stationary targets isn’t even limited to HS. On my Ranger, I miss half of my attacks on the door in Foefire with a sword. Trebuchet can’t be hit by Death Blossom nor HS, and occasionally Death Blossom just flat out misses for no real reason, too.

At least on my Thief HS isn’t my primary ability, but it is nice for finishing people off. Would be nice if they focused on just fixing the bugs first, then started talking about balance. I’m sure half the balance concerns would be eased a bit if only every skill or trait had consistency.

Variable Suggestions

in PvP

Posted by: Animosity.5231

Animosity.5231

I’d rather they didn’t lock out Mesmers Moa Morph. If they do, every Mesmer is going to take Time Warp. Ever watched a teamfight suddenly turn into a massacre? That’s what Time Warp does. The QQ would be even more immense. Moa is frustrating, but Time Warp swings the tide of battle immediately. No opinion on their stealth duration.

Guardian is tricky like you said. I feel the biggest problem with them is their boon uptime. Retaliation, Protection, and Stability all have pretty high uptimes for them, and not all classes have easy access to boon removal. I think this would be a good target to reduce their survivability without completely screwing them. Either less uptime, or more boon removal.

No opinion on Necros. Don’t know where to begin with that class as both of my primary characters kind of get crapped on by a well-played Necro.

Elementalist is mostly fine, I think. If you watch any top-tier Ele player, they do amazingly well in both survivability, team presence, and damage. Their biggest problem is the learning curve. A lot of players just get demoralized with the low skill floor and end up complaining, or rerolling.

Warriors are fine, I agree. I’d maybe suggest something to help out the casual crowd (let’s face it, they are the larger portion of the playerbase compared to the tourny players) since they tend to have the most issues. Easier access to stun/immobilize removal for the classes that suffer most from that would be a start. Rangers, for instance, don’t get much in the way of CC cleansing. Each build seems to have 1 useful utility for CC cleansing, and there’s the trait that applies 1 CC to their pet, but that’s about it.

Mostly agree about the maps. Raid on Capricorn suffers heavily because of the sharks. One person with shark control can essentially fend off 2 or 3. I’m just happy it isn’t a part of the 5v5 rotation. More game modes in general are always welcome. I can see Mesmers with portal dominating CTF, though. :P

Mesmers teleport exploit?

in PvP

Posted by: Animosity.5231

Animosity.5231

Kill Mesmer, have Thief drop Shadow Trap at treb, when Mesmer come back and repairs, Thief pops in, wait for the repair, kills Mesmer, kills treb, CD wasted, problem solved.

Do think it is a bit obnoxious, though. I anticipate it being changed. I don’t think the devs like the idea of groups pidgeonholing their Mesmers into treb duty anyway.

Chief/Svanir kills need to change in TPvP

in PvP

Posted by: Animosity.5231

Animosity.5231

Personally, I like having the ability to steal the boss. Adds a little more depth to the game. Send someone to steal, and ensure someone is there to prevent a steal. I do agree that there is a large bit of luck with it, though. With a condition build, or a quickness build it generally swings the chance to steal in your favor if you decide to pop that CD.

I think I’m personally in favor of keeping it as is – mostly because I can’t think of any reasonable way to change it without simply negating the usefulness of the bosses. If you do it based on % total damage dealt, then you might as well remove them and just put in a +20 points for each team and give everyone the buff every 3 minutes or whatever.

One more proof why 8on8 was one of the worst ideas from Anet

in PvP

Posted by: Animosity.5231

Animosity.5231

I do agree the tournament wait period could be shortened, but that has nothing to do with 8v8.

Tournaments will receive matchmaking in the future. Again, unrelated problem to 8v8.

I’m failing to see how to correlate issues you find with tournaments to 8v8. If you want to 8v8, you accept that your role matters less, that’s it’s zergy in order to reduce pressure on new players, and that it’s designed with the casuals in mind, so it won’t be setup in a competitive format. Aside from all of this, you can solo queue in tournaments. I do it regularly since I dislike 8v8, and it works out fine for my leisurely PvP matches.

In any case, it’s one match. Not the best way to make your argument about 8v8. It’s a glory farm, and it’s easy to rack up rank points. Who cares? Rank only matters in terms of cosmetic gear. Free tournaments, 8v8, and paid tournaments all have their own available sets -anyway-. If you’re looking to show off armor that represents your skill, go make the free tourny stuff – or when they come out – paid tourny stuff.

One more proof why 8on8 was one of the worst ideas from Anet

in PvP

Posted by: Animosity.5231

Animosity.5231

I do agree the tournament wait period could be shortened, but that has nothing to do with 8v8.

Tournaments will receive matchmaking in the future. Again, unrelated problem to 8v8.

I’m failing to see how to correlate issues you find with tournaments to 8v8. If you want to 8v8, you accept that your role matters less, that’s it’s zergy in order to reduce pressure on new players, and that it’s designed with the casuals in mind, so it won’t be setup in a competitive format. Aside from all of this, you can solo queue in tournaments. I do it regularly since I dislike 8v8, and it works out fine for my leisurely PvP matches.

In any case, it’s one match. Not the best way to make your argument about 8v8. It’s a glory farm, and it’s easy to rack up rank points. Who cares? Rank only matters in terms of cosmetic gear. Free tournaments, 8v8, and paid tournaments all have their own available sets -anyway-. If you’re looking to show off armor that represents your skill, go make the free tourny stuff – or when they come out – paid tourny stuff.

Death Blossom's usefulness. My idea!

in Thief

Posted by: Animosity.5231

Animosity.5231

Ahhh nooo I love my Death Blossom. No changes necessary.

Realistically, though, I just don’t see it happening. Every class has a weapon or two with some skill or another that focuses on a different type of damage. At least with Death Blossom you have an extra evade to use if you need it.

no am not trolling am leaving reasonable impression on pvp

in PvP

Posted by: Animosity.5231

Animosity.5231

ANet has said they’ll be implementing duels, but not a 1v1 ladder. Class-based games can never be perfectly balanced due to the nature of the class system unless they homogenize all classes.

Judging the game based on either 1v1 experiences, or your experience in 8v8 is always skewed as the game is designed around 5v5. Everyone runs glass cannon in 8v8 because there is no reason not to. The only people who don’t run them are those guardians who think they can hold a point vs. 5 people.

One more proof why 8on8 was one of the worst ideas from Anet

in PvP

Posted by: Animosity.5231

Animosity.5231

8v8 is designed this way to reduce pressure on new players to perform. If you’re looking for competition, go play 5v5. 8v8 is designed for the ultra casual and new player.

Sigil bug with Main Hand + Off Hand

in Bugs: Game, Forum, Website

Posted by: Animosity.5231

Animosity.5231

Sigils won’t stack with same-type sigils used in the off-hand. For instance, try using two different “on swap” sigils like Hydromancer and Battle. Only the one most recently applied will proc at all.

Same goes for on-crit, and same-type stacking (like two condition damage stacking sigils).

Sigil bug with Main Hand + Off Hand

in Bugs: Game, Forum, Website

Posted by: Animosity.5231

Animosity.5231

Sigils won’t stack with same-type sigils used in the off-hand. For instance, try using two different “on swap” sigils like Hydromancer and Battle. Only the one most recently applied will proc at all.

Same goes for on-crit, and same-type stacking (like two condition damage stacking sigils).

Sigil bug with Main Hand + Off Hand

in Bugs: Game, Forum, Website

Posted by: Animosity.5231

Animosity.5231

Sigils won’t stack with same-type sigils used in the off-hand. For instance, try using two different “on swap” sigils like Hydromancer and Battle. Only the one most recently applied will proc at all.

Same goes for on-crit, and same-type stacking (like two condition damage stacking sigils).

Sigil bug with Main Hand + Off Hand

in Bugs: Game, Forum, Website

Posted by: Animosity.5231

Animosity.5231

Sigils won’t stack with same-type sigils used in the off-hand. For instance, try using two different “on swap” sigils like Hydromancer and Battle. Only the one most recently applied will proc at all.

Same goes for on-crit, and same-type stacking (like two condition damage stacking sigils).

Attacking while stealthed

in PvP

Posted by: Animosity.5231

Animosity.5231

There’s a problem with character rendering when they leave stealth. On the Thief or Mesmer’s screen they appear instantly, but on the other player’s screen it take a few seconds. They do become targetable, but once targeted you only see a red arrow over empty space.

Mesmer, Thief, and Guardian are working as intended.

in PvP

Posted by: Animosity.5231

Animosity.5231

This Wolfe guy is hilarious, Dont nerf my class bro, I want to stay OP.

Agreed with Wolfe, actually. Try it out sometime. Whether it’s my shortbow Ranger, P/D thief, or D/D Thief (all condition builds) I have zero problems with HS and PW Thieves. Whereas with Sword Ranger, it becomes about having CDs up and ready as soon as they appear, and with my Thief the only Thieves I lose to are condition-based.

Seriously, forgo your “epic burst” and try a condition build some time. Thieves will only commonly have 2 condition removals – Hide in Shadows, and Shadowstep. Not all builds bring both, and they have rather lengthy CDs. Stack those bleeds sky high and watch as they die in stealth. BTW you can still hit stealthed Thieves.

What's wrong with PvP

in PvP

Posted by: Animosity.5231

Animosity.5231

Wolfe I stopped reading after this “your assumptions are faulty. firstly, a thief that pistol whips cant backstab, and the reverse.”

1. Steal
2. Pistol Whip
3. Swap
4. Cloak and Dagger
5. Backstab

IF there still alive Heartseeker for the kill, and it guarentee’s a kill REGARDLESS OF ANY TARGETS TOUGHNESS you can use Inf. Strike if the target moved in the slighest before you swap.

But it is 5 clicks and thats usually WAYYYYY to complex for a rogue to use to kill someone

proof you dont play thief worth a crap. offhand is shortbow or go home buddy. id LOVE to use a diff offhand, but shortbow offers too much. not too mention youll be spreading you utility skilsl thin trying to cover both ends, making you a one target kill then run away and hide (which may infuriate people but has little impact on team play)

its viable, posible, but is also redundant for anything but mindgames.

Don’t spend a lot of time considering things, do you? Shortbow only offers Inf. Arrow unless you’re speccing to use it offensively. You can sacrifice a tiny bit of mobility with more attacking options with Swiftness on dodge and HS spamming across the map.

BTW, hit C&D and immediately pop steal. C&D will finish when you appear at your target giving you stealth 99% of the time. The only time it doesn’t is when you get unlucky and they dodge as you Steal in. Follow this up with a Backstab and voila! Easy opener. Don’t need u-skills at all for this. You -can- use your typical PW setup with immobilize venom so as soon as the backstab lands, you swap, pop Haste and proceed to burst them down. Not too difficult – I know because I’ve done it.

Whereis skill in getting killed in 1 sec?

in PvP

Posted by: Animosity.5231

Animosity.5231

Blind causes you to miss. The bug being referred to is a problem with rendering the Thief after they lose stealth. They become targetable, but you just see the red arrow over empty space.

Mesmers teleport exploit?

in PvP

Posted by: Animosity.5231

Animosity.5231

No one’s fault but the player if they don’t use Portal in other maps. You can easily drop it at one point, go join in a teamfight, and when you see the enemy capping your point with a portal, just go and kill them immediately. Portal brings epic map control on any map, and in any comp.

Thieves should take a look at Shadow Trap. After you assault the treb the first time, just drop this baby right behind the treb where they normally stand. It has a 2800 unit range, so you can be sitting at any other point. Once the Mesmer comes back to repair it, you automatically pop in and kill them.

Mesmers teleport exploit?

in PvP

Posted by: Animosity.5231

Animosity.5231

Well known, and it’s what makes Mesmers mandatory in tournament play. Been like this since betas.

I believe there is also a way for them to tele through the door on Legacy of the Foefire.

Thieves...working as intended?

in PvP

Posted by: Animosity.5231

Animosity.5231

Well, I didn’t want to believe all the “thief is op” posts, but I saw something that is starting to make me believe that they are. Was playing with my condition necro stacking conditions etc. and suddenly an asura thief comes up behind me and I get shot down to downed state and killed in about 2-3 seconds. I can usually hold my own against most classes, provided it’s not 2v1 or something like that and seeing this I was left staring at the screen in awe.

Now thats kitten up

low risk / high reward build. even though it takes a bit more skill to land it directly from behind, it’s still op as kitten

The difficulty can be mitigated with proper ability usage, actually. Activate Cloak and Dagger followed immediately by Steal. The Steal shadowstep happens before C&D finishes, so you’re almost guaranteed to hit C&D, then backstabbing is easy from there.

Thieves, Mesmers & Guardians: Is Frustration an Element of Balance?

in PvP

Posted by: Animosity.5231

Animosity.5231

I understand what you’re saying, but thought I’d point out that LoL does balance around mechanics and gameplay. They don’t take more mechanics from DotA/DotA 2 because of “anti-fun patterns”. However, Riot chooses to avoid implementing these at all in most cases, while ANet has forced themselves to balance around them.

I’ll keep it short and sweet and answer your final questions. I’d nerf Shortbow 5 on Thief, as that is currently what gives them their epic mobility for roaming. I can’t think of a single buff for a Ranger to put them above the Thief, though; it would take a few changes. Let’s say you decreased the CD on Call of the Wild so swiftness uptime is longer, and removed the animation delays on Sword skill 2 to make it a more effective mobility skill. But now you have to consider the consequences of these actions.

By buffing uptime on Call of the Wild, Rangers would have higher uptime on Might and Fury, too. Increasing their mobility on Sword makes an already good weapon (with a cripple and a small gap closer on autoattack, no less) even more powerful. You would have to compensate for this with nerfs, unfortunately. In this case, nerfing one class is preferred to buffing the other. Completely arbitrarily chosen changes, though.

I don’t think these changes should be implemented, but I do find Ranger mobility severely lacking in many cases – specifically compared to Thief and Engineer mobility.

Thief is possibly the second best at treb control. Stealthing allows them to avoid enemies, plus they have high mobility even without Infiltrator’s Arrow as they can use u-skill shadowstep/signet while carrying the repair kit. They are still quite far behind, though, because Mesmers only need to travel in one direction, then use their portal to get back.

Oh, and I hope EoNxBoN never reproduces.

Mesmer Illusion Damage

in PvP

Posted by: Animosity.5231

Animosity.5231

In my experience most thief builds use a toughness amulet and run with 1500~ or so. At least the good builds do, anyway.

How about rather than complaining, you post your build here and we’ll critique it. Then maybe you’ll stop having as many problems with Mesmers.

Allow us to use our PVE armor/weapon skins in Spvp

in PvP

Posted by: Animosity.5231

Animosity.5231

I hate that it colors your armor. I just stockpile my dyes ATM and will use them on PvE armor only unless they change PvP coloring system.

I do find the majority of PvP items to be underwhelming, or very much over the top. Some of the great swords are 3x the size of whoever is using it and stuff. The one thing I loved about GW1 was the art style, and direction. It was all pretty realistic (I mean, a flaming sword isn’t realistic, but at least it was realistically proportioned). I’m not sure why they decided to deviate from that. I hated the giant spiked shoulders, massive weapons, and ugly colors in WoW. Didn’t expect to find any of that here.

My criticisms

in PvP

Posted by: Animosity.5231

Animosity.5231

Despite the bugs and problems, this has been by far one of the best MMO releases I’ve ever played. Hell, games like UO had launch-style bugs, exploits, and technical issues every major patch.

I do agree, however, that it feels beta-ish due to the lack of features. Extremely basic server browser, no matchmaking, and stupid bugs that should have been fixed many months ago still plague some classes and items. Like Rangers and Signet of Renewal. This is an obviously terrible design for the only consistent condition removal of the class. Pet has to be alive, and in range for it to work, but half the time it bugs out and doesn’t work even if the above are true.

Class balancing pretty much always come post-release. That’s just obvious. The relatively small pool of testers (if they even have them internally) can’t find out all of the OP, broken, and UP setups, abilities, and traits by themselves. It’s only been a month and you expect perfect balance? Aside from the fact that absolute, perfect balance in a class-based game is a pipe dream, it’s only been onekittenmonth.

Place your PvP rank in SPvP Forum

in PvP

Posted by: Animosity.5231

Animosity.5231

How about you validate them by the quality of their post?

Right? Since when did someone have to be an “expert” to make a good point.

Vendor Chests; do you buy them?

in PvP

Posted by: Animosity.5231

Animosity.5231

Not all that concerned with gear, TBH. I’m waiting on reaching the appropriate rank for a couple of different sets, but that’s about it. So no, I don’t bother with the chests. I did for ranks 1-4, but quickly realized what a horrible crapshoot it is, and figured out that the sets are tiered, so I stopped.

wtf, invulnerable by swimming up and down the water surface

in PvP

Posted by: Animosity.5231

Animosity.5231

A drown animation would be cool. Your character grabs them by the hair and holds them so they can’t swim up while their arms flail around.

Winning a match should straight double your glory.

in PvP

Posted by: Animosity.5231

Animosity.5231

8v8 lends itself to being the ultra-casual PvP option. Too many people, and too little incentive to perform for your team reduces the pressure significantly, and reduces the amount of trash talk. If there is no reason to win, it doesn’t matter if you lose, so people rage less. I think 8v8 works out just fine for this. Give more glory on wins and you end up with problems in terms of player interaction. Should be saved for the more competitive areas, IMO.

PistolWhip Spamming + Haste

in PvP

Posted by: Animosity.5231

Animosity.5231

But it’s fine, no one should spec pure damage and have fun, because a thief will kill you, you have to spec your class around thieves. A thief on the other hand, their allowed to spec pure damage, because that’s what they are all doing mostly to get these numbers. Double standards much?

While you may have… overstated it, this is kind of true. I never really looked at it like that before. Indeed all of the builds I’ve been working on have been essentially built around Thieves, and to a lesser extent, Warriors. Other classes just don’t have the CC -and- burst combined like these two. Plus these two have burst way, way higher than what other classes can put out. Kind of sad now that I think about it, that I’ve chosen u-skills pretty much based around countering only these two classes since every other is beatable without necessarily blowing u-skill CDs.

What's wrong with PvP

in PvP

Posted by: Animosity.5231

Animosity.5231

Dodge Bull’s Charge for once. You know he’s going to use it. Pay attention, dodge it, then you’re free to beat on him from behind while he finishes channeling since every warrior and their mother finishes the channel despite you being behind them. Don’t know why.