@Syeria
I agree with you that Tournaments should always pay out less than the total entry fee. Thats clear. But then we discuss exactly the point or rarity.
PUGS are fighting organized teams in Free tournaments as a result of high ticket loss. While i agree the system is fine, i believe somehow more tickets should be given from Free tournaments wins and therefore reducing the farming time needed to entry again paid.
Now to entry one paid tournament you need 3-4 hours which is like one evening of playing. If for example reward for winnnig free tournaments would be 3 tickets and 2 tickets for second place, then you need only two tournaments to get your entry fee and therefore more teams will then join paid.
At the end, it will reduce the organized groups in free tournaments and increase the ammount of teams in paid. while still keeping its rarity and rewards.
well, im probably totaly wrong as noone else see it. Lets wait 2 weeks
I think we will see more QQ about paid tournaments waiting times and more QQ about organized teams farming pugs in FREE while they have no challenge at all.
Well, Im back with something what came in my mind after reviewing our discussion here.
So why do i still believe the system is not set right.
Lets count it together. Not from player point of view, but mathematically. We have income and spendings.
Income is what each tournament will generate in term of tickets.
Spendings is what each tournament will consume in terms of tickets.
So spendings first. Thats easy, the cost is 5 ticket per member.
Now lets see income (i count with 5 tickets for 75 gems = 15 gems per ticket)
1st place = 180 gems = 12 tickets
2st place = 120 gems = 8 tickets
3st place = 4 tickets
4st place = 4 tickets
5st place = 0 tickets
6st place = 0 tickets
7st place = 0 tickets
8st place = 0 tickets
So one tournament round is generating
Income = 12+8+4+4 = 28 tickets while its entry cost is 8*5=40 tickets. We have of course 5 members in each team. So income is (12+8+4+4)5 = 140 while entry cost is 85*5=200.
So income – spending = -60 tickets. So every tournament round result in lost of 60 tickets from system.
That in general means the PAID tournament need to be “sponzored” by Free tournaments income. Othervise it will simply destroy itself. Now considering the time you have to spend in Free in order to get 5 tickets. We talking 3 hours minimum. So one evening of playing.
Hope you get my point.
Guild-hall.CZ youtube channel
Team of Renegades [REN] stream
(edited by Aragiel.6132)
The problem Hackks is that the marginally competitive teams are extremely punished under the current system. 4 teams lose 5 tickets per member, 2 teams lose 1 ticker per member and 2 teams get a surplus via converting gems to tickets.
For those 4 teams that lost in the first round, that is a solid 3-4hrs of playing free tournaments and winning every round before they can return to a paid tournament match (excluding that they might consider purchasing tickets).
There are lots of teams out there with a strong competitive spirit and do not mind losing to better teams because it gives them an opportunity to learn and improve. While these teams may be pretty far behind the teams taking down #1 and #2 in paid tournies, they can provide some competition and good fights for the more dominant teams. Given the choice they would love to fighting against these teams that are better than them despite the fact that they lose every time, because they make adjustments and try to do better in each successive match.
However, when these teams are faced with a 3-4hr grind to then face one of the top teams in the first round and then have to go back to farming free tournaments it hurts all the parties involved. The top teams sit around waiting in the queue hopping for the teams to show up, the marginal teams are forced to farm free tournaments which doesn’t really improve their play and which angers lots of people trying to pug free tournaments for a “casual” experience.
I personally think the whole tournament system as is should be scrapped and standard matchmaking used with daily/weekly/monthly tournaments that involve a sizeable number of teams with several rounds rather than the 3 round 8 team tournaments which mean nothing.
+1 for this summary.. I fully agree with you
1 question: the ones who play soloQ in free tourney are the same that will soloQ in paid tourney?
btw these threads are always silly. how many HA in gw1 did you start as pug? i think none.
learn to use the chat to find a pug team to have some chance in free tourney. soloQ is just for testing stuff.
you can´t soloQ in paid.. only full premade can entry.
soloQ in Free is fine. Or i would prefer a way that hot-join is 5v5 instead of 8v8, then it would be
hot-join = for casuals and solo players
free-tournament = for average players and premades
paid tournament = only for top teams
in that case im totaly fine with. But right now – hot-join is 8v8 making it absolutely worst PvP experience ever..
Im pretty sure i will use my tickets this week
and im trully looking fowarad to it, my last game in paid ended 500:470. It was trully great game for me. At some point here i realized how funny could be to watch those games (as spectator) where strategy is trully diffeernt and people know what to do and when to do.
well, lets see how it will go in few weeks
maybe it will go way better with paid and more teams will join – making it more fun with smaller Q time.
Im actually here to find pepople like you who can discuss and give their opinions. But its true forums are more and more just for QQ.
Paid tournaments reward qualifier points, if a bad team could chain spam paid tournaments it might end up playing the monthly event without deserving it.
Burn all your tikets, and if you’re still not good enough, spam free tournaments, till you get good enough. Organize sync Q with other teams might help you improve faster.
The top teams did the same, they spammed FT and mixed some Sync Q.
But i strongly belive that an average team can win a PT once in a while, and can easly get 2nd or 3/4th place without much problems, and that’s enough to spam PT without running out of tikets.
lets just hope its like this and you right, but then why the Q times?
well, as i said.. i will go there anyway sooner or later
. So far i have played only 5 games so not that many, and still have over 100 tickets to go there.
But im still not convinced its working like that. And mainly im not convinced that this is how it should work.
Im trying to see the bigger picture here.
- waiting times = normally 10 – 20 minutes in prime times. Its telling me that there is not that much teams.
- more premades in free tournaments = its telling me that lot of premades allready lost their tickets.
- What should PUG and casuals players do ? Free tournaments were supposed to be free for PUG and solo players. Right now – they facing premades who needs tickets.
- What should the average or less then average groups do? facing pugs? They will not improve by stomping pug groups.
Im again saying.. right now we have PUG tournaments and TOP teams tournaments. There is nothing in between. Even low quality teams needs to face something challenging in order to improve themselfs.
It is probably a delicate balancing act. If they lower the entry fee too much, you will have entire paid tournaments of baddies. Maybe there are 1-2 good teams in there. Now the entire thing was easy instead of “elite”. These paid tournaments are meant to be fiercely competitive and for top players only.
And what should average players do then?
Top teams – we talking about 50 ? what about the rest? shall we compette with same free tournaments with PUGs and randomly formed groups?
you right its delicate balancing act. Increasing reward in Free tournaments could also help.. just give more ticket in system so good winning teams get it faster and can switch.
@Aragiel.
it’s not true that the cost of paid tournaments it’s too high. The 1st gets 15 tikets (you buy with gems), 2nd 10 tikets, 3/4 place is 4 tikets. Wich means that you need to win an average of 1.2 games per tournament, to never run out of tikets.I had 150 tikets when i started, now i have 200 tikets, a charter slot, 2 constumes, and i can still buy 200 tikets with the gems.
I do not agree. You have to end up 1 or 2 place in order to get possitive billance. That means to win 2 games in tournament at least. Any time you dont you are in negative of at least 1 ticket if you finish 3/4 place or you are in negative of 5 tickets.
Now to get 5 tickets (and we talking PVP way not buying for real money or farming otherwise). You need to win 5 free tournaments which is aproximatelly 3-4 hours of your time. (considering one tournament is 40 mins).
Now with the quality of opponents, average teams even organized can´t compette the level of teams who are now playing paid trournaments. I consider my team as average gamers, we play almost 3-4 evenings a week and sometimes during weekend too. We do play PVP only at this moment and only tournament games. At this point we go very easy in Free tournaments. I would say without big challenge. While in PAID we endup in first or second map (mostly first one). So im pretty much loosing my tickets fast.
Now this is not personal, for me its challege and im going to work on my play to improve and eventually go there. But talking about big picture. If you have only limited access to PAID tournaments where people are going faster in negative billance, then you will see soon enough that even top teams will start loosing first rounds against other top teams.. leading to the experience where waiting times could be more than hour to start one tournament or even to the situation that some top teams will loose their tickets….
Dont get me wrong, i want PVP to be challenging, but im not as good and i know i never will be. But still im competitive and want to have challenge of my level of skill..
We talking about balance here.. maybe the price still can be 5 tickets, if for example Free tournaments victory will give you for example 3 tickets instead of 1. ANd 2 tickets for 2 place etc.. Somehow to make the tickets spendable.. and obtainable in reasonable time (5 tickets for 5 wins which is 3 hours is not reasonable time)
Guild-hall.CZ youtube channel
Team of Renegades [REN] stream
(edited by Aragiel.6132)
@Sozai
yea, im generous person in general
but the main point is that there is nothing in betwen. The game right now recognize PUG and TOP50. Nothing else.
Im not playing almost every evening just in order to cry here. Im actually playing because the game is great. It has still lot of work in progress which i dont like but things are going fowarad.. so lets hope.. we see e-sport soon.
i would like to see mesmer change in mechanic. While clones should only distract and not be source of damage.
so in my point of view, decrease the damage cooming from shatters / illusions and buff the damage mesmer actually do.
well paid is designed for top teams to compete i dont see your point
if everyone will be able to play paid constantly it will be just like free whats the point doing that.
As i understeand it (and maybe im wrong of course) it should be next level for organized teams. Not for TOP teams only. What i understeand was that free will be mainly for incomplete groups (3 guys + other 2 guys etc) and PAID should be only for full premades. Of course noone should be able to paid it constantly if they are loosing. But in current state we have low level PVP which is Free tournaments and we have PAID tournaments for like top 50? maybe top 100 teams. There is nothing in between.
And thats my point, PAID should be still accessible for average teams and next step for TOP teams should be custom tournaments + monthly + yearly tournaments.
So basically we see two ways how to improve?
1) Balance the entry ticket price? The goal should be to allow more premades entry?
2) only one class type allowed – so no double guardians, no double mesmer teams?
First im really for balancing the ticket price. 5 tickets will lead to the point where even the best guilds will start to loose tournaments and will be forced to go back. Its simply the mechanic, and only matter of time. There always be someone who will loose games..
I hope this topic will get some dev attention as i would like to see the Devs point of view and maybe they do have real data from servers (what is the waiting time?, howmany teams is there? etc).
We need tickets.. since the entry fee to PAID tournaments is 5 tickets and thats like 5 wins in a row = at least 3-4 hours of playing.
Right now the best guilds are in PAID tournaments, the average premades are loosing their tickets and therefore are going back to FREE tournaments in order to get new tickets.
We need to balance the entry price for PAID tournaments. If its more accessible for average premades, then it will make free tournaments really free
@TheZeus
agree with your point. At this moment PAID tournaments have a hudge waiting times, even in prime time. There is simply only few teams. And things will get worst since the quality is improving even the best guilds lose sometimes, and they will become lose more games as it will go to the situation where you really have like 30-40 teams.
Thats trully not enough. Its like grandmaster SC2 league which is cool, but not that accessible. I thought paid are for organized teams, not for TOP 50 only.
So in my opinion.. ANET should balance the entry price for tournaments.
At first, i was about to agree with some points, but then i realized how the game changed for me in last week.
Yes, i have seen something you describe in FREE tournaments, but what worked well in FREE doesnt really work that good in PAID tournaments.
Therefore i realized the levels of the game. Hot-join = full zerging easy mode pew pew. No strategy, just pew pew and glory farming.
FREE – anything could happend. Its like you play starcraft 2 bronze league. you see teams but they mostly do what they consider easy and good and thats where bunkers are comming in.
then next level PAID. best defense is a sucessfull offense. Good players will kill your bunker in few seconds. I see still double guards in PAID bud not anymore both bunkers. The strategy totaly evolve on different level.
so what im trying to say.. we still need time. I think Anet should now balance the PAID tournaments and then we see..
I think the barrier to entry hurts people from consecutively playing. Dropping the ticket requirement from 5 to 2 or 3 would go a long way to allow more interested parties to play more often.
Other things that concern me:
Guardian block bug – currently seeing a lot of teams run double guardian bunks mainly for this reason.Teleporting through walls (especially on Khylo). Way to much buggy mobility, I feel like this is severely overlooked.
Agree with everything you said.. here..
quality improved a lot.. thats for sure
somehow i have a feeling we see same groups more and more offten.
portals make all point capture maps irrelevant.
+ switching items from your inventory for swiftness buff is kind of same.. (but less dangerous)
I actually like the character swap in tournaments. It offers so much variety to the team setups that i think it can be really positive. But i would make it more “competitive” and less random. In my opinion teams should have 3 options to swap characters, and use them wisely during the tournament, just like in football. This can be an addition to the strategies or just a random bug abuse anet hasnt decided how to fix yet. I like more the first option.
Sadcleric ( TNT)
well, i see your point but i still have to consider that one game is 15min maximum. In a close game switch in during the game could mean a totaly different strategy as you probably going to direct counter something. It could be then too much advantage leading to capping point and then you got your advantage.
Im preffering to see balanced builds that are build arrount “answer to anything” then going direct counterbuilds.
But thats just my opinion of course. Lets stay on topic..
What is your experience with PAID tournaments? like? dont like? any comments?
The paid experience so far is good leaving aside the que times on certain servers at different times , alot of rly good teams with very good setups , the rewards could be better atleast they upped the glory from chests. My only gripe is that anet needs to stop allowing class changes mid game and at the begging of the game too many counter , copycat possibilities it will be alot more balanced without this.
yea, que times (btw its not servers its datacenters so we have only 2 datacenters EU and US). And due to that – it seems that there is much less team playing.
and you totaly right.. this make the tournament a bit broken.. I have to say once again. Whole team should go inside the map as one when they really are ready and from that point there should be no way back.
shatter mesmer is one of the best 1v1 class, thats make him a bit on top. If you have 2 shatter mesmers you do have nice burst + AOE.
But its somehow also managable.
More and more mesmers (including myselfs) are now switching staff for greatsword. More = even more pew pew.
What i see as a problem for mesmer is the class mechanic. Mesmer can literally just spam illusions and clones to do the work for us. Mind Wrack them from time to time but in fact.. its not the mesmer killing.. its the illusions. I find this a problem to be honest. I would be much more OK if illusions / clones only work as distraction and mesmers themselfs need to do damage.
And that’s why competitive players should actually care about the casual community. Thieves aren’t OP in high-level play, but they have effectively killed hot join, and that is now hurting free tournaments (all the casual/new players are leaving 8v8 and solo queueing tournies). Same old story: all the good players destroy their own game by trolling noobs.
good post. Thumbs up !
So guys.. whats your opinion? We have PAID tournaments almost a week running.
I have to say.. the quality of PAID is totaly different from Free ones. No doubt my team need to work harder to be competitive in this format.
I see so many different strategies now, what worked well in the pass doesnt work on really organized teams. Games are faster, and much more closer. I have seen trully close 15 min games and at that point .. i said.. wow.. that could be really interesting for spectators now. With a good casting it definitelly has the potencial to be funny for observers.
One think i realized after playing few of them is that this format is trully also dividing our player base into two groups.. you even are able to stay in paid format or you dont. At that point im not really sure if is the goal of this tournaments to be that hard – because in EU primetime we had waiting times longer than 10 minutes to start the tournaments, and also we offten meet same teams – leading me to interesting question.. What is the waiting time in non-prime time? and howmany teams trully can compette in this?
Anyway, im glad this format is here. It give me another goal, and just to see how big step in quality from free to paid it is.. im trully looking fowarad to see custom tournaments and mainly spectator mode !
Could be interesting. And probably it could give devs much less work to balance then..
anyway im going fowarad for custom tournaments where it will be based on what rulez i would like to have
tournament tokens are basically higher rarity (or should be more prestige) than deer tokens. I suppose they level is somewhere between deer / wolf
but thats my personal opinion and in fact what you need is
http://wiki.guildwars2.com/wiki/Pvp_reward
here you see what armor sets are in what category and how common or rare they are.
I prefer a bit offensive team and a fairly balanced one.
bunker Guardian as middle defender
Shatter mesmer on side point
1 condition spece char = preferably necro or pistol engi
Bacstab Thief roamer ( NPC kill stealer)
D/D elementalist / roamer (aura share)
its kind of agressive build where ele dosnt have that much burst but still is fast and in team fights provide aura sharing which is great.
Thief as hit and run burst class is great and mesmer on side point with portal can do awesome trick – especiatelly on Khylo.
summary
2 power builds
1 condition spec
1 ballanced buffer / roamer
1 tank
yea, we are not the best ones, and bunkers are annoying but as long as we maintain our mobility and fat hit and run tactic – its working well..
heh.. where do you have any arguments to that statement?
heh.. where do you have any arguments to that statement?downed state is actually more than needed for the game to be AAA title. If you still didnt figured out how important it is.. then its just your problem.
heh.. where do you have any arguments to that statement?downed state is actually more than needed for the game to be AAA title. If you still didnt figured out how important it is.. then its just your problem.The only issue with the downed state right now is balance and thats it.
heh.. where do you have any arguments to that statement?downed state is actually more than needed for the game to be AAA title. If you still didnt figured out how important it is.. then its just your problem.The only issue with the downed state right now is balance and thats it.1) some of classess actaully do too much dmg in downed state (glascannon power builds mainly) while others like condition speced players suffer
2) some classes can prevent being stomped by their abilities. But 5 class could be negated by stability / blinds / distorsions / stealth stomps / quickness stomps while other 3 are totaly 100% not stompable at 1 try (well, sometimes quicknessstomps works). From this 3 Thief is actually the one who imho its better to kill by DMG if you power build. Because you will otherwise be interupted twice in row without chance of negating.
so.. just balance issue – nothing else. Downed state actually make your team think, when to stomp, what CD to save for stomps, its a part of strategy. Just get out of the mentality that someone should die in downed mode. No.. he still alive. Thats the trick.
not sure, if thats will not only lead to more bunkers standing on one point with some more portal mesmers trying to overrun this.
Im playing a mesmer and in fact shatter mesmer become trully a DPS beast ! Not only it can kill almost everything in 1v1 including also bunkers. But it has one of the best utilities in game as well (null field, portal, time wrap)
Im sorry if you dont see it but other classess have to spent much more time and effort to achieve what mesmer class can do. And the worst thing ever is – clones and illusions are doingit all for you.
In fact i offten dont even need to bother, just spam illusions / clones and keep them do their work.
I would like to see a decrease in illusions dmg and boost for mesmers abilites. IMHO mesmer class should use clones and phantasms only as distraction and not as main source of damage..
@Luxiom
well, actually im kind of old fashion gamer so i would not open any discussion and just be happy to see it implemented
but thats hardly going to happend because of the all cool kids wanting their “personal” reward and show personal oppness
combined glory gained by your team/5 = every1 from the team gets the same,
as they have all contributed to the win.
I would use that in any scenario including hot-join ones. Simply because all PvP is team effort, and as long as there will be possible to get something extra, players will look at how to farm glory instead of how to win the game.
This way everyone is rewarded. Yeah, not fair that someone will get reward for slacking while others are doing hard job.. but thats also a part of life right?
its next attack and thats not “next sucessfull attack”. Therefore i think its correct its going away when you miss (same like venoms are working)
Would be nice to know, as i understeand there was a critical issue and due to that PAID tournaments were not implemented. So i expect them to be ready and maybe hotfixed as soon as they find and fix the issue. Hopefully still in this week? (just my speculation)
anyway the blogpost is here https://www.guildwars2.com/en/news/structured-pvp-october-update/ not that much info to be honest.
EG:
Team 1 plays 100 tournies wins 90 of them. They have 90% win rate.
Team 2 plays 1000 tournies win 100 of them. They have 10% win rate.Players in team 2 will have more QPs?
I hope not.
Yep, team 2 will have 10 more points. But dont forget that 100 tournies with average 45 min per 1 tournament will mean
Team 1 plays 4 500 min = over 3 days of playtime
Team 2 plays 45 000 min = over 31 days of playtime
Thats a hudge difference, dont you think? There will always be a part of “more playing = more points” in any system. The difference is, how much more you need additional ?
In my point of view, QP will be fine as long as the PAID tournaments will be played by organized groups and later on a matchmaking system will be implemented. After that it will be even better.
The PvP team is making sure that the tournament servers are stable before turning on paid tournaments. Paid tournaments will be turned on as soon as the PvP Team has evaluated stability and is satisfied that things are working well. Thanks for your understanding.
With all respect Regina, are we talking days, weeks or month?
I would more accept a message from you guys telling something like: “Ok, right before last testing we faced a critical issue that we have to solve. Due to this we can´t make it on time and therefore it will be delayed by 2-3-6 days.”
“Soon” is not enough due to last “soon” was more than 2 weeks of waiting without any response or very small response. And once again while i agree you maybe dont know exactly how long you need to fix.. i would anyway appreciate just to know.. something went wrong badly.
You have your whole life to play paid tournies, <24 hours wont kill you
who said it will be delayed by 24 hours? there is only “comming soon” last time something was cooming soon it was almost 3 weeks we were waiting for PvP blo post.
sorry but these terms like “when is ready” and “comming soon” are getting more and more annoying as they only reflect .. wait.. do they even reflect something? no.. they are just placeholders in order to tell us something
still no patch? so i guess tomorrow?
But we only have 14k HP!
L2Dodge, noob.
L2P, noob.
I’m still expecting this from some of the usual Thieves on the board.
i spend last two days playing thief. Its not that hard to recognize when you going to be under pressure and therefore dissapier. On the other hand its pretty easy to burst someone down in 2 sec. Considering i played only few games as Thief i think its trully easy to say..
dodge will not help you ! not as long as i have venoms up. sorry.. and if i catch you not fully healed, then you dead in second..
Thief is definitely viable class in tPvP. It has great burst ability + movement. Exactly what you need from roamer.
there are also situation where no other class can do better (stealing forest NPC for example, movement on khylo map from side point to mid point in 2 seconds ! ).
Thats where the Thiefs are bests. But i wouldnt take 2 in balanced team. One is needed, but thats it.
I just had similar discussion on our Community forum and while it was really hot topic (12 pages within 5 hours) we came with the conclusion that most players will be fine with system like this:
1) Teams can join the map only when all team members press the “im ready button” which is now available in heart of the mist. Whole team will be transfered to the map all at once (avoidind any spy informations)
2) From the moment you have joined the map with your team noone can relog / change class. If you disconnected then you have to came back with same class.
3) You can still change utility skills + elite skill based – everytime out of combat (CD is applied so you its still fine)
4) Inventory weapon swap its not possible or it will give you CD – that way it can´t be used as it is now.
5) Change in sigils / amulets or other parts of gear is disabled completely.
6) Traits can be changed only in your lines. Meaning no full respec but only small adjustment while still keeping your stats same. This change could anyway be done only at respawn area.
And thats it..
Really hope a dev is reading this as it’s pretty important stuff for the future of gw2 pvp.
i will be here with you till some of Devs will read it
as i share same opinion
@Luxiom.8279
you got my point. Im glad more people see it as i do.
there is of course more than that whats determine the output of the fight but i was refering mostly to utility skill changes and amulets changes. Since that can means going from total offense to total turtle in few clics. Ok, maybe not total but you got the point.
And thats of course highly determining the outputs of matches.
Back to my example, thief would ruin my defensive spec just because i can´t kill the Thief with my dmg. so switching to offensive amulets gave me more than i need to fight him sucessfully. And lets say he his a smart person so next round he tells his team – hey.. there is offensive mesmer standing on the point so very easily our bunker can get that point. so his team made smart tactic decision which should normally lead to their advantage or change of tactic in my team. But instead it only leads to change in my equipment while i just change amulet from offensive to defensive and can hold that guardian forever on my point – while i can even prepare myself by utility skills.
so once again .. thse smart decisions are just helping to avoid tactic and teams to really think about their answers. When you go to the game, you should be prepared “tactical wise” but not have your answers in your bag.
Back in GW1 it wasnt possible to change anyting in started game.. so teams were thinking in advance to have their builds utilized and more balanced. Then they were able to counter not by switching by mostly by their tactic. And thas what im looking for in GW2 as well.
Stuff
So what you’re saying is that you spent a lot of extra time making smart tactical decisions on the fly, utilizing more actions per minute than you would “playing it straight” and adapted to conditions surrounding you…..
And this is…. bad? Somehow “less skilled”?
I just really don’t understand the bad part in any of what you described. At all.
Im saying that Im totaly negating any of the opponents “tactical” decisions which would normaly lead to change in tactic for my team. And Im actually doing it by switching of my gear and utility skills.
this dont make me less skilled but for the game its not good in my point of view. The game should be more about tactic and team decisions than about changing gear. What will you do as an observer? or lets say caster? Will you just check and say.. oh well, this mesmer switched his gear and he is now ready to fight the guardian coming for him? I dont see that funny. Instead i would love to adapt by actaully team tactic and knowelage.
What im saying is that basically i won my personal fight the moment i saw the opponent running for it. Without this – the situation could be different. Without this gear change, i should inform my team that there is going a class XX that im not able to handle with my spec, and my team should chose different class to go defend. And do it actaully fast. That would actually promote team play a bit more.
i heard (didnt checked) that sometimes you can get rally for killing some of the Necros minions..
sometimes it could explain some weird rally situations ..
There is a lot of counters. I dont see it as part of strategy during the combat (well, during the game). You can theorycraft and adapt while waiting in lobby, but why in running game?
let me say what i do very often. As a defensive mesmer Im holding point, i see Thief is runing for my point. While normally Thief have an edge on my spec, i changed my amulet from defenzive to offensive. That way i got more dmg and can kill him before he kills me. While in my defensive state, i just dont have enough dmg and he eventually after some time will probably kill me. So this simple change increased my chances to fight him like 50%. In fact from that point on i knew i dont even need any backup from my team.
After that, i switched one of my defenzive utility skill to portal, puted it on my point switched from bag to focus and used my swiftness buff, then run to the middle point. There i switch the elite skill for Time Wrap to help my team, Maybe chaos storm from my staff. While i have now my offensive amulet – then it actually help a lot. From this point i see this time a guardian is running for my point. So i can put portal, and teleport back to my point. Im in combat, but before the guardian will be here i can switch back to my defensive amulet set. This time the guardian will not kill me because im again much more defensive or on same level with defense as he and in fact i can dance with him on my point forever. That way i gave plenty of time to my teammates to send me one burst character to help. Well, this would not happend with my offensive amulet, he would kill me.
So in my game, im switching from defensive to offensive amulets based on the class that is going for me. Im also changing it in order to be efective in middle point fights and on top of that i can even switch utility skills to grant me another advantage.
Not do you really think this is balanced? Is this how the game should work? Due to this switch i can adapt to my opponent before he even get to me..
I strongly believe this is something that shouldnt be allowed – especiatelly if we are aiming for E-Sport.