LOL you can beat a thief 1v1 on any class without reveal skills.
Why is the team ‘Vermillion’ allowed in AG?
Only one thief should be allowed per team in rankedq (unless a party has more than one thief). Any more than one thief when enemy team doesn’t is 98% chance loss.
Rocks are a hard counter against lawnmowers.
Pretty sure rocks beat grass as well since they can just crush the grass but grass can’t do anything about it.
The player pool already low. No need to split them up more.
Take this advice with a grant of salt: use them now since the drop rates will be reduced in HoT to “balance” the economy
Link to official statement? Thought they were only reducing the drops gold you get from doing actual dungeons since farming dungeons is too rewarding atm.
They also mentioned reducing the drop rate of things like Thick Leather Section to increase scarcity. Look at the jump in price of that on the trading post.
And? How does this affect reward tracks? All it means is less drop rate of an item that doesn’t sell for much anyway.
The economy will change
. Let me break it down for you.
Let’s assume that you open 10 chests and get 100 Green for simplicity.
Before the drop rate nerf, you can convert that gears to, let’s say 100 Thick Leather Section. After the drop rate nerf, it would be 50.
Regardless, the price will jump, to let’s say 1 silver due to lower supply and more demand (more things to craft)
If you open it now, you will earn a good profit since you get more of those “currently cheap” mats which is about to raise in price.
Of course, this post made a lot of assumption, so don’t trust it with your life
‘Balancing the economy’ is a two-way thing. Increasing the drop rate of one item means that the drop rate of other items will decrease (therefore decreasing the price of those items), so overall the money you make from these chests should be about the same.
Take this advice with a grant of salt: use them now since the drop rates will be reduced in HoT to “balance” the economy
Link to official statement? Thought they were only reducing the drops gold you get from doing actual dungeons since farming dungeons is too rewarding atm.
They also mentioned reducing the drop rate of things like Thick Leather Section to increase scarcity. Look at the jump in price of that on the trading post.
And? How does this affect reward tracks? All it means is less drop rate of an item that doesn’t sell for much anyway.
you get rewards from the chest you open?
Yes, but you still get the same number of chests and the chests still give the same total number of items. All this means is you are more likely to get something that is not leather sections.
Take this advice with a grant of salt: use them now since the drop rates will be reduced in HoT to “balance” the economy
Link to official statement? Thought they were only reducing the drops gold you get from doing actual dungeons since farming dungeons is too rewarding atm.
They also mentioned reducing the drop rate of things like Thick Leather Section to increase scarcity. Look at the jump in price of that on the trading post.
And? How does this affect reward tracks? All it means is less drop rate of an item that doesn’t sell for much anyway.
Take this advice with a grant of salt: use them now since the drop rates will be reduced in HoT to “balance” the economy
Link to official statement? Thought they were only reducing the drops gold you get from doing actual dungeons since farming dungeons is too rewarding atm.
Depends on the level of play. Thief is hard to play at lower tiers because you just get focussed on the minute you jump into a fight, necro is hard to play at higher tiers because it’s hard to disengage on necro.
Why let US chose the stats? To give them advantage over EU?
Engie used to be super fun back in the turret
Yes, winning 1v1s while afk was fun.
Yeah the only problem with pugquest is it is farmed by ESL winners.
I’ve never seen a single member of abjured in it, I also rarely see members of the top 4 teams there either – not sure where you’re getting this from.
How about a tournament where everyone is a free agent and are randomly assigned into groups of 5 to compete against each other?
Oh wait, we already have that.
Or how about vamp gives you 1 second of mist. Won’t get one-shot but easier to follow-up on the target.
What if I told you, you can use your crafting materials to craft things?
/mindblown
Because nobody wants to play 5v5 conquest.
And that’s why there were over 100 teams who played in ToL3 in each region right?
Change functionality to this:
When you would take fatal damage, you are instead healed for that amount (icd 60s).
Buys time to react, but can still be killed within a couple of seconds if the burst was good enough.
2 things:
1. You missed out the fact that Apex played with 0 eles in the NA go4 and beat other teams with 2 eles besides Abjured.
2. I don’t see the point in complaining when HoT is just round the corner is is gonna screw the meta up, they obviously aren’t going to change anything before then.
Finishing the player prevents res.
Attacking it doesn’t.
Mantras have always been insta cast and people didn’t moan about them a year ago, therefore the insta cast isn’t the issue.
I think they just need to re-enable some kind of boon-rip priority (maybe LiFo) as opposed to it being random. That would make frequently might-stacking easier to attack, as it would often be the most recently applied boon.
Likewise, they should implement a similar condi-cleanse priority, as opposed to RNG. I think the changed it a few patches ago, and I am not of the opinion it was a good change.
There is still rip priority, steal still hits stability first.
Mantra mesmer ? That’s not a real option, that cleanse only one condi you can cleanse maximum 3 condis that way. Mesmer has MUCH better options to cleanse or even send back conditions, and using blindness-shatter trait is a good way to prevent condi spam to. Better avoiding to get condi than looking for a way to cure it in my opinion.
Do you even mesmer? With mantra mesmer you remove 2 condis AoE every time you use a heal charge (so 6 condis AoE with heal) and you remove a condi every time you shatter.
Well as long as you have either a necro, mesmer or thief in the fight, things won’t be maintaining 25 stacks of might.
You don’t bring a giant death laser into PLAYER versus PLAYER.
Why not? It does basically the same thing as a trebuchet except it’s easier to dodge, yet nobody complains about Kyhlo.
Well I’m pretty sure that if I want to gift a character slot to someone, it’s because they need more and not because they have 64 of them.
Actually it might be due to upgrade limits. If someone gifts say a bank tab it sends the other person the consumable, but if they already have them all unlocked it would be unusable. It may not be possible to check properly to prevent that, maybe because it would give someone a way of obtaining info about my account I might not want them to have?
I didn’t think there was a char slot limit?
Because Arcana is too op #nerfarcana
How does one gift character slots? I can’t seem to gift either character slots or the gems needed to buy a character slot.
engi is the only class that lets you get 4 dailys in a single match. nerf pls.
Lol 5 days ago someone was complaining about this being ‘bunker meta’ and now this.
https://forum-en.gw2archive.eu/forum/game/pvp/How-can-we-get-out-of-this-bunker-meta/first#post5547802
So basically DD ele isn’t OP the past few months because at some point another spec may take its place. That’s the kind of logic that should earn you a job in the balance team!
So, you disagree with the fact that a coordinated team needs at least 2 support classes to do well vs another coordinated team and that d/d ele is currently the strongest option to fill the role?
A lot of people seem to be pointing at the fact that many teams run two eles and use this to argue that ele is OP. This is a flawed argument however.
Any organised team comp needs at least two players that can provide a decent amount of sustain for the whole team (both healing and condition clear), or they risk losing fights by attrition. The only viable builds that fill this role are eles, bunker guardians and shoutbow warriors. Bunker guard suffers from lack of mobility and rotates extremely slowly. Shoutbow used to be top dog for this role, but has received multiple nerfs to its team support and has to either run Settlers and lose pressure or run Cele and lose team support.
Now when HoT comes out, we have new contenders for this role – the Herald and Druid. Both of these appear to be strong contenders and I expect that we will see these classes replacing one or even both eles in team comps.
It wasn’t useless before, no one is saying that. Find me a post that says that. I don’t think you are getting the point of why rangers are upset about this.
I agree with the OP. The boon-sharing component of WHaO is essentially useless now. As far as PvP goes, this means that TU is essentially the only valid heal once again, which is a shame.
kudos. though my point about Eura is valid
Have you actually done the math and compared the heals properly? Here, Eura has even done it for you: https://forum-en.gw2archive.eu/forum/professions/ranger/Why-was-WHaO-buffed-in-the-first-place
This is not a matchup you can win as a thief. Move onto a new target.
This applies to every matchup except vs a mesmer or another thief
And if we had character based MMR, how would they stop people from switching class mid-game? About 9ish months ago, people automatically lost if they switched classes and everyone moaned about not being able to switch if they had an unbalanced team comp.
You shouldnt be able to. In a game with depth there should be a night and day difference between your main class and classes that u rarely play.
Especially if you consider that team and soloq are merged. Its clear that arenanet doesnt care one bit about soloq ers and all their QoL issues like mid game class switching.
Did you read the second half of my post? They used to give you automatic loss if you switched character mid-game but changed it because everyone moaned about it. The reason why nothing gets done is because people moan about every single change.
Not hard to deal with. Be able to switch during the 1.5 min “prep time,” and you get automatic loss when you logout/change characters when the match proper starts.
But then this reverts to the original problem where you could just constantly queue with a low mmr character and switch to a high mmr character during the prep time.
I would say condi mesmer is far more stupid and annoying lol
i’ve been waiting for like 2 months for 7 of them and some gems.. probably backed up due to all of the stuff with the expansion. just be patient they will come
Iirc it’s Grouch who deals with tournament rewards and I’m not sure he’s that involved with HoT stuff
I feel that ANet needs to be reminded about this poll result.
And if we had character based MMR, how would they stop people from switching class mid-game? About 9ish months ago, people automatically lost if they switched classes and everyone moaned about not being able to switch if they had an unbalanced team comp.
You shouldnt be able to. In a game with depth there should be a night and day difference between your main class and classes that u rarely play.
Especially if you consider that team and soloq are merged. Its clear that arenanet doesnt care one bit about soloq ers and all their QoL issues like mid game class switching.
Did you read the second half of my post? They used to give you automatic loss if you switched character mid-game but changed it because everyone moaned about it. The reason why nothing gets done is because people moan about every single change.
It wasn’t useless before, no one is saying that. Find me a post that says that. I don’t think you are getting the point of why rangers are upset about this.
I agree with the OP. The boon-sharing component of WHaO is essentially useless now. As far as PvP goes, this means that TU is essentially the only valid heal once again, which is a shame.
add a 30s delay, problem solved.
In this case, why not just record the matches and analyse them with your friend afterwards…
Also, people are acting as if this skill was useless before the buff, yet Eurantien managed to make good use of it before this buff.
Or it could be extremely unfair because you could be on TS with that person and tell them everything that’s happening.
MMR is still account wide = really bad.
Clearly shows that the devs dont take thier own game serious. They know its really shallow or else they wouldve made splitting MMR a priority.
The only reason u wouldnt is if all classes are so shallow that u can learn them within a day.
Which is how the devs see this game sadly enough :>
And if we had character based MMR, how would they stop people from switching class mid-game? About 9ish months ago, people automatically lost if they switched classes and everyone moaned about not being able to switch if they had an unbalanced team comp.
It’s a lot better than it was but it’s still bothersome when the game puts you against something you just can’t beat, such as 2+ necro teams. All they have to do to win is cap 2 points and crap out wells. They win by attrition, the time it takes to recap those points (assuming the necro even dies) still means they win by scoring points for their team.
I agree, necro is too OP.
It’s still stronger than it was 2 weeks ago…
Before the patch, people were moaning about RoF being OP because you can’t avoid walking in an out of it. Now people are calling the change a buff. Wtf.
It’s only fair considering how easy power ranger and necro are when it comes to landing damage.

