It’s not just based on your queue it’s other players as well, so diamond and legendary or emerald have long queues and makes your queue times faster
It has been released multiple times after X amount of time it expands the pip range further the longer the queue is
He will dispute everyone’s claim of pugging raids and doing it successfully since it doesn’t advance his view point, if VenomousEx used his friends list doesn’t sound like a organized static raid group since it probably isn’t the same 10 people at the same time every week, he probably sees who’s on and raids with them when they can, pug doesn’t have to mean from LFG
I think it’s funny block a player for not owning HoT and playing Base Thief bahaha, I have an Alt acct and I run a Base Thief and it stands toe to toe with most HoT master race ES granted that comes down to actual overall skill
So far we have,
Sir Vincent: reduce baseline CD add diversity to Venom Condie applications. Add direct damage to Basi.
Nopoet: make venoms affect a single target so teammates Proc the charges instead of being venom charges on self essentially making Venomous Aura redundant
Kageseigi: make Venoms act as attune meets/kits providing dynamic venom application.
So you want the trait system that we had from launch that was only replaced last year on June 23rd…
Regon is a pretty obvious and bad troll don’t let him rustle your jimmies.
Body blocking happens in every game type it should be removed imo from all game types if they decide to remove from 1, is it an exploit ? No since its using in game mechanics that have been a big part of the game since launch.
But this tactic heavily “uses” the minion change from a while back, causing them to ignore 99% of AoE damage. And ignoring a whole raid mechanic with a single Slotskill of one class is a bit too easy, wouldn’t you agree (the fight is already extremely easy as it is without this…well, strategy)?
And bodyblocking was never such a thing imo, the only encounter I’d instantly mention is in the Uncategorized Fractal with Old Tom (and the Asura if your team is unable to use absorbs) and Old Tom was bodyblocked with an Earth Elemental before the Minion Damage Patch.
Don’t get me wrong I just want body locking removed completely in all game modes, so if they will remove from one fight because it makes the fight easier they should just remove it all together.
Yes it is the players responsibility to time cc, what I was attempting to convey was that Thieves can hardly spam Headshot to any real effect with the amount of stab/invuln/projectile hate that is tossed around they have to actually time it for the small windows available which is counter to spamming it.
The reason any initiative increases impacts Thieves so hard is due to them not having separate resource pools per weapon, so right now thieves either have 12 ini pool base or 15 with trickery, which makes Trickery mandatory since Anet decided to balance all ini costs around A 15 initiative pool, say you want to run a Condi build almost all weapon sets are hybrid and thieves are only able to consistently apply 2-3 different conditions that get cleansed rather easily and the only way they can keep Condi pressure and be relevant is if they are able to use the condie abilities multiple times, unlike other classes that have access to almost most condis/ the more potent ones on multiple skills instead of 1-2 skills, yes this makes thief very spammy but it’s all they have.
with head shot it can be spammed but they can only use it for 3 hits before they are out of initiative leaving them to AA and they are not guaranteed the interrupt or the PI damage with the amount of invulns and stability most classes through around making the skill even harder to use and already punishes the thief for trying to spam Headshot which is very dumb on the thieves part to begin with.
Unload is another spammed ability since again P/P was made a hybrid weapon set limiting the power builds to only have Unload and Headshot not of which are easily defeated with all of the projectile hate in game at the moment, unload is a good skill to nuke other thieves or classes that are already burned down in a fight, other wise the weapon set is horrible once you move into upper divisions.
Thieves were given an Initiative pool so they can choose what they wanted when they want ad not have to worry about Cooldowns yes this enables spam play styles but depending on the opponent you will want to use certain skills over others no matter what since it will most likely be the only skill that will work, this is balanced by the fact that it locks the thief into a weapon set with no initiative and if they swap they still have no initiative if all they do is spam, limiting their survivability and disengaging skill severely.
The best thing Anet could do for thieves is to rework Thief weapon sets so they have designed roles instead of the multiple hybrid weapon sets and the hugely overcrosted weapon sets that rely on Trickery to keep up with the heavy initiative costs.
If they reworked the skills so that it was beneficial to actually manage initiative and not spam then it would improve the health of the game for everyone but sometimes spamming is the best thing in this meta right now as sad as that sounds.
They unlock all 5 Character slots and the appropriate amount of inventory slots,
Body blocking happens in every game type it should be removed imo from all game types if they decide to remove from 1, is it an exploit ? No since its using in game mechanics that have been a big part of the game since launch.
The Thief"balance" ones would make thief completely unusable. And force even more AA use and with you AA “Balance” would be the last nail in the coffin. I don’t think you understand how the class is played.
I was wondering even though it is outside of what I would normally play, would you think it would be a good idea to buff Venoms i.e. Reduce the CDs on all the utility venoms as well as shaving the cast time to make them more competitive for build diversity throughout game modes as well as allowing for more options for utility usage?
I know venoms have been highly unused for most of Gw2’s life and finds use in some raids comps, what would you guys suggest?
General:
weakness no more 50% chance on critical to be glancing blow. This condition is only punishing heavily ferocity based build, wich are already punished by default by beeing top squishy and not punishing condi dmg at all, and in fact is the reason why spamming is more efficient than timing burst.Remove Nightmare rune and rune of the krait.
REVENANT
Phase traversal energy cost back before the nerf. Remove the unblockable effect.
Reason: assassin legend should be the only way for revenant to avoid to be outkited, unfortunately now every of the utility of this stance are too high energy consuming, wich result in revenant able only to AA after using them. No class is punished so much after using 2 utility, instead they are still able to burst heavily and use many utility and skills in chains to burst.
UA fixed that it doesnt proc confusion on every hit as it is a multiple time skill activation. UA no more interrupted by stealth (no skill in the game get interrupted by stealth after channeled before the stealth occur), but no more following teleports skills.
Staff 4 cast time decreased to 1/2 seconds. UA ignoring pets, minions, gyro and clones.
Equilibrium dmg output decreased by 50%! stop rewarding autoprocs!!!
Dward stance completely redone, i don’t even know where to start, is so bad…NECROMANCER
Where to start… is a completely messy class… maybe should just ask to tone down conditions in general but…
Scepter AA no more corrupt boon.
Corrupt boon utility down to 600 range, 20s CD.
Marks no more unblockable.
Skill 5 reaper shroud diminuished aoe, learn to land your skill properly necro!! instead of just spamm easy target aoe!!
Make every animation of necromancer more evident! they look all the same!!!Scrapper
The healing turret cast time is too low and one of the hardest healing skill to be interrupt wich is the main reason of the scrapper survivability. Increase cast time to 1 sec like every heal skill.
Scrapper has too many reflects.DRUID
“We heal as one” CD to 25 seconds. Too many boons gived by just a heal skill.
Ancient seeds too low CD considering the amount of daze druid can spam… either reduce daze spam or higher CD to 30 sec
Primal Echoes random daze with no tell need to be removed. Too many random CC autoprocs on the game coming from the nothing. Reduce staff skills is more than enough for an adept trait. Or at least make that daze proc on specific staff skill chain rather than on swap ty.
Gliph of equality is a stupid daze punishing only melee classes. Make it one single target, but on 600 Range.
Ancestral grace no more evading: its already a leap that heals, blast finish and 1200 range, what else you also want it to break stun and remove conditions??? We nerfed Phase traversal and still allowing this?BERSERKER
I see problems on berserker only coming from the condition dmg in the game overall beeing overtuned, cuz direct dmg warriors are not a problem at all.
However, they did the wrong update do adrenal healt, wich should have done to cleansing ire: adrenal healt should proc on HIT, cleansing ire should proc on USE.
Headbutt CD increased to 25sec. Let’s punish more the warrior spamming this elite by causing the self stun apply always, and not only on hit.THIEF
Shadow embrace condi removal interval up to 5 seconds. Less passive plz, we want counterplays, not automatic counters!
Impacting Disruption would be fine on any other class but not on a class wich have so many interrupts on the kitten nal. Remove the unblockable effect.
Revert the AA buff, a good thief doesnt need to spam AA. Stop rewarding noob gameplays.
Vault no more evades, increase the radius to 300.
Debilitating Arc: ye we nerfed Risposting shadow, why this skill can be so spammable yet? Increase the initiative cost by 50%.
Saying shadows embrace is a problem is funny it’s one condie every 3 seconds, unless a thief wastes everything to stay in stealth they won’t be in stealth all that long since every stealth application is only 3 secs for each activation of stealth, it’s a nerf to one of the most under utilized trait lines Thief have, and it’s not too much of a passive since thieves have to use 6-8 initiative to even get into stealth effectively or by 5 ini and wasting a dodge, or some ridiculous cd utilities, one of which will cause self revealed if the thief leaves the field.
Or you know you take a break from ranked while learning those new classes in Unranked…… Shocker….
Then nerf Scrapper cc or damage on hammer if you won’t touch sustain
eldrin you make some of he most extreme cases, by using your view point I don’t have the time to do map completion therefore it’s a 52 month time gate for me to get one piece needed for a legendary……….
They don’t do enough damage to kill any skilled player or player with a condie cleanse most condie cleanses have shorter Cd than the traps, there are builds out there that kill you if you attack them, I.e. Scrapper and Perplex Mesmer, I couldn’t care less about the build I’m just astounded by people that are being killed by a very low damage build which points to your build being useless or you being highly unskilled at the game, In a pvp game mode you should always have at least 1 stun break, and at least 1 condie cleanse. If you have both of those this build becomes useless,
It just sounds like you are mad that you will never get the stomp on the thief is all more so than that he can kill anything.
I have seen a few videos of people getting "rekt"by these thieves and they most panic or don’t respond correctly like one guy had confusion and kept auto attacking a dolyak instead of cleansing and died because his own lack of attention/skill
You are complaining about literally 2 damaging condies that are applied in very small stacks on top of Confusion which is not even applied by confusion if you are dying to that its not the thief build its your own build/skill
…… Yeah I have only seen him on the forums and besides these posts his other big one was complaining about scrapers being nerfed to oblivion
He plays scrapper and is upset that the crazy Scrapper sustain was shaved
Again it doesn’t take a consumable to reliably kill it, people just panic when they start getting attacked by it and don’t fight it effectively literally standing in the BP circles will make the the thief reveal and then proceed to kill him.
Meh thieves make quick work of eles especially S/D thieves hardly unkillable
I’m surprised OP hasn’t been infracted/ banned for spamming these posts every other day
But they progressed to that level while 1 vs 1 on a scale shows now real progression it would normally be 1vs 2 s to denote progression to accomplishing a goal
Does camera Angle affect vault?
And most classes have some for of leap or teleport.
You keep claiming if you don’t have a way to reveal the thief you won’t kill them, all classes can reveal the thief stand in the BP since you can see it you don’t need a skill to cause revealed that just makes it a lot easier to kil them
I’ve never really recorded gameplay but I will try and give it a try tonight and upload, no promises been trying to break through diamond to legendary these last few nights.
Josa it sounds like you lack any real knowledge on how to counter this troll build a 6 second reveal on a 20 sec CD will kill this on a build that has it pre built in can kill it easily for one example on top of being able to disrupt the stealth without wasting a CD or any consumable, just because you have played a lot of classes and builds doesn’t mean you know how to play them well, I have kill a few of these thieves on my D/P build as well as my S/D build its not hard and I have no access to forcing reveal besides standing in BP
You are still playing in off peak hours peak hours are normally between 3pm- 9pm pst, peak hours are normally when normal people are out of school or off of work.
You don’t have to hit diamond, since the achievement doesn’t reset in between seasons, say you started in S1 you could have gotten to Sapphire twice and Ruby twice and still complete it spread between all four seasons, and the division crossing achievements don’t advance concurrently, so you will need 4 division crossing by end of next season.
Otherwise another possibility would be to let people reach the same elements ( the ascension or some other legendary backitem) in pve also .
So you mean like Ad Infinitum being a legendary back piece that is already exclusive to PvE?
Paying doesn’t mean you are entitled to anything for one you don’t even own the game you own a conditional oppurtunity to play the game, and you are entitled to the oppurtunity to follow the path of Ascension and make the wings but you aren’t entitled to the end product because you paid….
Or stand in the red circle so he hits you and reveals himself omg he’s Condi and hits like a wet noodle
Ross I love your posts bahahaha
First off if you are dying to the build its your fault, you can literally walk away from them if you have a single condie cleanse…
Second the Devs at Anet wanted it this way it is design as intended
Direct quote of June 23rd 2015 patch notes:
Tripwire: This trap no longer deals strike damage, which would previously bring the thief out of stealth.
Needle Trap: This trap no longer deals minimal strike damage, which would previously bring the thief out of stealth.
./quote end
Trapper Runes have been part of the game since February 2014, also even without the runes thieves could still keep the stealth up long enough.
The traps apply negligible amounts of condies, again if you die to them that is your fault, nothing op about it.
Needle Trap
Immobilize (3s): Unable to move.
Poison (10s): 335 Damage, -33% Healing Effectiveness
3 Bleeding (10s): 660 Damage
Trip Wire
Crippled (5s): -50% Movement Speed
Knockdown Knockdown: 3s
Number of Targets: 5
Unblockable Unblockable
The confusion is from steal on a 20sec CD and you get vulnerability from traps due to a trait, again negligible amount of damaging condies and most likely your own inability to run a proper WvW build, in any pvp mode condie cleanse is needed
Every one of those season 3 matches is stacked for one side to win. It’s clearly unfair matchmaking.
So I may have fair or close to fair matchmaking only if I play at specific times? That makes no sense whatever.
I think it’s crystal clear that the match making isn’t working. The concept of creating competition by making unfair matches is logically flawed and it needs to be abandoned.
Ithilwen it does make sense gw2 has a small player base as is during peak hours so with the amount of time you play in off peak hours with a much smaller player base to choose from causes the matchmaking to pull from a larger pip range, if you can’t see how that correlates I’m sorry can’t do much for you there, your MMR is tanked because
The amount you play in off peak hours if you focused more of your pvp time during peak hours the matchmaker has a lot larger pool of players to match up with that will give you better chance of better matches.
I was just going to post that vicky, and Ithilwen, you play in off peak hours so your matches will pull from a larger range as the queue time progress in both directions. If you played more during peak hours instead of off peak hours you would have better matches it’s the amount of bad matches in off peak hours that are contributing to your non progression and the lopsided matches
The matchmaker expands the pip range it pulls from it starts at +/-15 pips then after a certain period it expands the pip range further so you can play against that last few tiers of Ruby as a Legend, then it sorts the 10 players based on MMR, it doesn’t just form two teams by MMR then face them against each other.
It’s their way to shorten queue times for players in less populated divisions, and again division doesn’t mean skill. You can grind to legendary pretty easily and be trash at the game.
The matchmaking is a terrible mess. Matches are still one-sided. If you have one match out of ten that doesn’t end with a 300+ difference in points it’s considered a lucky day.
It’s the same kitten we had in S2.They really have to reset all MMR to zero after a season ends, everyone starts at the bottom and fix the matchmaking.
Separate groups from solo players and stop throwing people who lost 1 to x matches in a group and put them against people who won their last x matches.
That worked way better before HoT or even in S1.
It would be 1500 not zero since all new accounts start with 1500, since the average will allow the players to get a better reflection based on upward/doward movement. All they have to do is remove the MMR grouping and use only pips range per division or MMR only but without stacking instead of the hybrid MMR pip system.
So I have been playing on my level 1 thief Alt f2p acct in pvp and have been having a great time using the pre hot builds in pvp, it is still very competitive the only thing I could say I miss is Unhindered combatant. Nothing beats the feeling of beating the try hard meta builds with all their power creep.
once my Alt acct is rank 20 I will see if I can assist you in if you are on.
Wrong. I’m in T3 of Diamond and I keep going against D6 players. This is just a bad matchmaking. Players shouldn’t be playing others outside their division.
Again it’s based on a base +/-15 pip range that expands over time, if you didn’t play outside your division near the end tiers what would say you deserve to be in the higher division? Also as stated division doesn’t reflect Skill, I had a team of 2 sapphire 1 Amber 1 emerald and myself a diamond beat a full team of diamonds 500-323.
And the Matchmaker didn’t put in Higher Division because of the duo queue there is a +/- 15 pop range that expands the longer he queue is that is why there were Legendaries on the other team.
Ithilwen are you on NA servers?
@Blaquefyre,
In some cases they could be considered passives because they promote passive gameplay
Case 1) Lotus training and DB condi dodge spam
Case 2) Bound and vault spamOutside of those sure you could make the argument that they aren’t passive in which case I’d agree with you so I’ll give that point to you outside of these scenarios.
Again those aren’t Passives or can be considered as such since they don’t benefit you unless you have player input, a passive is something that has zero player input it just happens in response to another player using a skill on you. Again they are active dodge replacements and not Passives.