Just because you team up with one player doesn’t mean it will magically fix anything, you are getting boosted to a division you are most likely out skilled in, causing more of a liability to the team, if you had more players know they would be carrying you it is possible, quantity of games played =/= skill.if your friend was playing on an alt account then he probably would have been able to help you in your division but boosting you to play against Diamond players won’t help much.
They just need to separate balance between game modes, that should be one of the polls
I will chime in technically the Daredevil dodges are not Passives, they are dodge replacements, you have to actively use the dodge to benefit from them, they don’t automatically just work.
noone wrote that they are passives. they are just bypassing counterplay elements of the combat system, therfore badly designed.
Helping hand:…snap…
There are 2 more HoT(daredev) additions that changed thief roles but according to the devs this was by design and this is not necessarely bad but i want to mention it here couse it is a part of powercreeping the d/p.
This is the evasiveness that comes with Daredevil.
First, the not that bad things are the dodges that are comming with DD where the motto of sword-acro builds before the expansion. You needed both of these to succeed with an evasive-themed build. I welcome D/P in this family couse i support evasion based gameplay over stealth camping \o/. You have to admit though that this traitline offers TOO much dodges. just too much. There is little difference in your evasiveness depending on your main weapon.
The worse part are the “ELITE” dodges. 2 of them are staight up broken on d/p
- Dash offers perma swiftness. well yep this is already really good. your mobility is brutal with this trait, well worthy of a grandmaster. The thing is i’d stop this trait right here. but it removes snares with no icd. Worst part is that it removes immob. There is no need for evading abilitys with immob. you dont need to know what applyes immob. you just dodge like you normally would and get away. This renders an incredibly amount of skill from the game. Immob wasn’t thorwn around in the golden days of befor-juny and landing immobs was a way to stop thieves momentum. Getting immob isnt “death”, thief had many cards to play, headshot or blind the incomming burst, switchin to sb->#3 or #5 or both, clensing it with signet, etc. Now you don’t even have to think
- Bound. At the pace you can spam evades with DD the damage buff is on you most of the time. 10% damage is the average of what executioner offers, which is a GM trait. If you land 1 damage proc from it to lets say only 1 target every 10sec(natural regen time of a dodge but in reality you can dodge every ~4 sec in permanent successions) for ~3k dmg. In that period of time you deal ~20k damage to that person. Assuming this, the end resoult is that Bound gave you ridiculous sum of ~25% damage boost. I’d stop here in development but Bound makes applying initial #5&leap stealth uninterruptable. Yep that’s bad design couse it leaves no counterplay. So hmm it’s prty kitten strong too.
…snap…
Two posts above Ario stated them as Passives that’s what I was referring to, and I wasn’t saying they don’t have broken elements to them.
I will chime in technically the Daredevil dodges are not Passives, they are dodge replacements, you have to actively use the dodge to benefit from them, they don’t automatically just work.
You had to defeat diamond to earn your place in the diamond division, now same story with legend division, you’re close to legend and you’ll face legend, everybody who made it to legend went through the same
Except when there was nobody in legend at the start, they had it kind of easy.
No they still had to face the people that got there early like themselves…….. Just because the people that made it last few seasons were in a lower division doesn’t mean their Skill magically disappeared, they just got their before you did.
S/D is great against Engies and Eles to strip all boons, outside of that it’s lacking due to the power creep.
Yeah make sure to focus target mainly starting with Reapers then Druids then scrapper
Daredevil was Reaper counter last Season when they had Deathly Chill without nerfs, also two thieves against a team with an Ele wins most times, it’s fun
@Ithilwin
You are not trying hard enough. I seriously mean that.
You have used your intelligence to accurately understand enough of how the matchmaking system works to beat it, but you refuse to change yourself to overcome the system. Yes, if you are giving a presentation to hundreds of people you need to wear a suit. It’s just how it goes.
Several extremely skilled players have offered to queue with you and I’ll do the same. You just need to bite the carrot to achieve your goal. My only rule is no raging allowed, no matter what happens. My f2p account has an amber LB ranger who is itching to put arrows in a few opponents and would love to queue with an ele.
GW has always had a mental component to winning. If I wanted a game that was purely coordination based, I wouldn’t play GW. Half the fight is using your head. Use yours.
Every single one of you just keep repeating that he is the problem, that he is the whole team. The other 4 are just decoration, he and his team are always up against 5 fully coordinated people and he himself needs to carry every single time because the other 4 people don’t matter. Am I reading this right?
So he should just 1vs5, I mean since the other 4 are not important, it’s him and him alone that matters.
MMR that puts these matches together is not to blame, this guy is because he can’t 1vs5. He needs to up his game to 500% to compensate the lack of team support against never ending fully coordinated teams that crush him like an insect.
All three of her screenshots Ithilwen posted so at most a duo queue on one team, so coordinated much wow, people have told her to pm them so they could help but she refuses, there is no proof showing how well she does play her self besides showing max damage done which is not a determination of skill.
The silliest thing about this whole thing is that it’s the people who will never be able to achieve the wings are the ones who would have spent real money once they got them.
They buy gems to purchase the mats to craft the gifts to complete the wings.
It’s the casual players, not the hardcore that most support games like this.
The funny thing, the OP is by no means a casual if playing 8-12 hrs a day with over 400 games played this season…… That’s more than most harcore players play…
Being good at the game improves MMR, which gets you better match making and you don’t have to be a social networking king, you probably know other people that want to team up and pvp, especially if you have been playing for a while unless you are anti social in an Mmo that is, finding 4 other people to play with for a bit especially with the amount of time you put in game shouldn’t be too difficult unless you are actively avoiding trying to team up.
And pvp is a team event you need a decent team that knows the basics to get anywhere, relying on random players is counter productive in a team environment.
Ithilwen try putting together a 5 man pre made and see if that fixes your problem, it’s simple enough, you haven’t tried every avenue to achieve your goal. Yes the matchmaking is flawed, but not to the extent you believe a lot of people have gone on losing streaks and recovered, I know for a fact a single person can carry a match in some cases, I have had to do it on both my Thief and my Ele so individual skill does come into play more than people give it credit for.
And again just because you play a lot of matches does not mean you do deserve the wings, I have no clue how you playing over twice as many games as me yet you cannot progress, I stop playing pvp once I notice my matches deteriorating and come back a little later since I will get matched with others.
IF you run on atleast a 4 man pre with decent players, you will win 80% of the time. This dude is right.
If you still lose this way I have no idea what to say anymore.
And.. PvP is supposed to be 5v5 anyway, you will never ever carry a team if 4 people are incompetent. NEVER.
Yeah some matches no matter what you won’t win, like when every player feeds mid individually. But sometimes it’s possible if both teams have incompetent people on them. The funny thing I’m not that great of a player I would say I’m average
(edited by BlaqueFyre.5678)
Ithilwen try putting together a 5 man pre made and see if that fixes your problem, it’s simple enough, you haven’t tried every avenue to achieve your goal. Yes the matchmaking is flawed, but not to the extent you believe a lot of people have gone on losing streaks and recovered, I know for a fact a single person can carry a match in some cases, I have had to do it on both my Thief and my Ele so individual skill does come into play more than people give it credit for.
And again just because you play a lot of matches does not mean you do deserve the wings, I have no clue how you playing over twice as many games as me yet you cannot progress, I stop playing pvp once I notice my matches deteriorating and come back a little later since I will get matched with others, last night I was matched with a 3 man guild team, they couldn’t rotate for the life of them and I was matched with them three times we lost all three times since they would feed into a point and die within seconds on 2warriors and a Druid, I blocked them and made sure they were in matches before queueing up,
also if you are on a 2 loss streak throw the third match to gain the additional pop if you win the 4th match since the system is easy to game.
(edited by BlaqueFyre.5678)
I would support removing all safety nets except:
The achievements require crossing divisions. I’l bet you a pretty stack of money that the first thing that would happen is players would get to Emerald, throw matches to be Ambers again. Cross into Emerald.. rinse and repeat.
Removing safetly nets would make it even more obvious that the wings are being withheld as much as possible.. turning off even more pve/casual players. This would hurt PvP which is already bleeding.
It wouldn’t solve the problem of high ranking players trolling lower ranks on alt accounts. If anything it would make it worse.
Group me with players of my own skill level? YES, PLEASE.
That wouldn’t be an issue since if you lose tiers you don’t get the awards for crossing tiers over and over
Why get rid of Leagues? Pvp should have a way of showing your skill level and the old ranked/ solo queue did not do that and it didn’t provide any pvp specific rewards for doing well in pvp. And again Pvp is a team game mode and people are complaining about facing teams, nothing is topping you from looking for a team to play with.
You want the most fair matchmaking? Remove all safeguards in Divisions allow matchmaking to pull from Pip range only and remove any math manipulation algorithm. I bet you will hate that system a lot more
They afforded you the oppurtunity to work towards the Wings, it’s not their fault you won’t be able to achieve them.
And it’s true, the wings aren’t something for elite players only. But that doesn’t mean it’s for everyone.
The clear implication from anets statements and indeed the way the league has been set up says that anet intended that if you work hard enough you should get them. The matchmaking since S2 has worked against that.
What implications? There was a direct quote from Anet stating they will guarantee the opportunity, outside of that its in the players hands to get the wings the work hard enough means either improve your skill or to team up with others of like mind to get to the goal. And everyone can get them you are almost guaranteed Ruby with it being the first division with less safeguards
I could see it if they knew how to rotate and most likely in comms would coordinate portal plays with their amount of Aoe/Cc I could see them winning.
Ithilwen they only guarantee you the opportunity to work for the wings they don’t guarantee the wings to you for playing, there is no way to twist that any other way, and yes you don’t have to be the most skilled to receive them since you don’t need anything higher than Ruby across four seasons. They never said everyone will get the wings, the victim/ entitled mentality is the only thing I have seen in the majority of your posts. Just because the wings are in game doesn’t mean you are guaranteed to receive them
@Hunter
The wings were to be available to anyone. I’ve worked harder for them than most and therefore, I do deserve them.
In addition, the point of this thread is that the matchmaking is setting me ( and many others ) deliberately to lose. Hence, my atrocious record.
-edit- OK I simply can’t play anymore.. having started yesterday evening. To show that the issue is not me but is matchmaking :
Note, I’m second in personal score. I did over 1/2 million in damage. I provided my teammates 325,000 + in healing, 361 boons and removed 349 conditions. I have heard ESL pros talk about 500,000 damage as a good number. No, the issue here is not me.
I have never seen anything stating by Arenanet stating that anyone can get them and if there was it could have meant anyone can get them if they meet the criteria because outside of the achievements there is nothing stopping anyone, pvp is mostly a skill based game mode, yes there are flaws that need to be addressed.
They’ve explained their new match making algorithm.
I would need to track down the source, but the summary is:
- They first find players around your mmr, and create a group.
- They then find another group that is close enough to your groups mmr and put them together.This leads to the situation above. From my personal experience, it’s also led to the frequent grouping up of the same player/same team.
I recall they used to have a more shuffled approach when match making, which works well for soloq, but alas.
This is incorrect, here is the correct way.
Find 10 players within +/- qt pips(expands after certain time)
Sorts 10 players based on MMR into two teams the highest 5 on one the lower 5 on the other.
Balance ini costs around a 12 ini pool, no reasons for it to have one of the biggest total ini costs, is the first thing.
While you’ve identified some of the problems well, your fixes aren’t the best.
Pip Gain/Loss
Ideally players should be distributed evenly among divisions with amber having a little less. Removing division locking in Emerald and Sapphire partially fixes the problem, but doesn’t fix it all. Regression between tiers doesn’t really need to happen.The lingering problems are these:
- Number of Divisions Ruby and Diamond have many more divisions than Amber, Emerald, and Sapphire. Once the player base distributes itself, the number of players in each tier will be roughly proportional to how many pips it has out of the whole.
- Pip Creation New pips must be generated at a healthy rate. By “new pip” I mean adding pips to the total pool – games where the pips gained and lost by all players does not sum to zero. The bonus win streak pip is a “new pip” because it adds a net +1 to the pool. Division and tier boundaries also add new pips because the net pip change for that game is positive. New pips are distributed to players over time and passed up divisions and tiers. If pip creation is too slow, players feel they can’t progress. Too fast and everyone gets to legendary. In the current system, the first 3 tiers generate a proportionally large number of new pips, which allows players to cruise to Ruby. But then pip creation drops off and players feel stuck. A smoother curve is needed.
- Ranking vs Reward Is the tier/division system supposed to show player skill or be a glorified reward track? Currently it’s more the latter. More on this soon.
Rewards
ANet clearly wants a system where everyone can obtain items, but it may take a long time for average players to get them. The current system fails on many levels. Getting the legendary backpack is an annoying time gate. It doesn’t matter how good you; it matters how many days a week you play a minimal amount. There’s no benefit for most people to push higher; they’ll typically cap out and stop playing because there’s no benefit unless you cross a boundary. This is particularly noticeable with legendary. The only reason to keep going is for the dailies for the legendary backpack.I would recommend fixing it this way instead:
- Remove the league currency from crossing tiers.
- Reward league currency for ranked wins. Higher tiers get bonus currency. A reasonable cumulative daily cap would be needed to prevent bots from farming it in amber.
- Add more stuff to the league currency vendor. Maybe some of that PvE or WvW exclusive stuff. Some things may need locked behind a minimum tier.
- Include an item which can be converted to gold (probably indirectly through the TP) for players who routinely reach legendary and will have everything after several seasons. Maybe the ability to buy PvP reward potions (daily limit).
That way, everyone can get something; better players obtain it faster. Less skilled players need to pick and choose and save up. And there’s also no obligation to grind dailies. It also feels less frustrating to be stuck in a tier looking only at bigger goals.
By making the reward system less tied to tier progression, it allows the ranked tier system to be more skill based than a progression system.
Removing the Safety nets and allowing players to drop division will result in a better representation of the players level since thy no longer want to advertise player MMR or match make using MMR, regression in tiers does need to happen otherwise you get the bottleneck that is currently seen in Ruby where every one eventually ends up.
The only real reward tied to the the League progression is the Legendary Wings, which are not meant for everyone you either have to be an average skilled player and reach at least Sapphire twice and Ruby twice over four seasons or hit Ruby 4 seasons in a row to obtain them, it should be more skill based than it is now to acquire them, yes they should add more rewards to the pvp vendor and award pvp currency based on wins vs tier crossings to allow players to access all of the other rewards.
you could be average at pvp and get them after all four seasons, one of the big issues with entitlement with these pvp seasons is that they don’t reflect actual skill so a lot of people feel they are better than they actually are, i.e. No division loss, so they are artificially inflated to higher divisions till they hit Ruby.
This is why i think it’s funny that people stress over pixels. By the end of season 4 every man and his dog will have the wings. It will and does mean nothing.
Not true, and I think some of you would be surprised at just how difficult this has been for some people.
I won’t have crossed enough divisions to get them, but then I don’t care about them either. And this season especially crossing 3-4 divisions is proving impossible for a lot of people.
When you win 1 game and lose 5-15 how on earth do you progress.
An Average player is a player that can reach Sapphire/Ruby with relative ease can reach diamond with a bit of effort, if you have issues with that then you are most likely not an average skilled player, it takes 10 division crossings in a year which averages out to hitting Ruby each season or hitting which would be 12 division crossings, or Ruby twice sapphire twice which is 10..
Again I said an average player, how they have divisions set up causes players an inflated sense of skill since they can not start “losing” till they reach Ruby. Then there is the fact that’s there is 90 days to get to Ruby at a minimum each season the better skilled you are the faster it is to reach that goal. You don’t even have to play that much I have played a total of 191 games with 96 wins I am tier 5 Ruby this season by playing 3 games a night on average, I put minimal time investment during the weekdays.
Again the Legendary Wings were not designed for everybody to get, at minimum you have to be average in skill or be carried to achieve them.
you could be average at pvp and get them after all four seasons, one of the big issues with entitlement with these pvp seasons is that they don’t reflect actual skill so a lot of people feel they are better than they actually are, i.e. No division loss, so they are artificially inflated to higher divisions till they hit Ruby.
This is why i think it’s funny that people stress over pixels. By the end of season 4 every man and his dog will have the wings. It will and does mean nothing.
I know right? I started working on them late I played till Emerald in Season 1 because I found the Meta to be very boring, and work got in the way, Last season came around I averaged 5-6 games a night got Diamond, slowed down on pvp this season and know I won’t get them till Next season and it’s perfectly fine. People are just impatient or want to blame others.
For your reaper to be used in raids you will need Condi gear either Sinister or the better version Viper’s. Power reaper isn’t used in raids. For support you could level a Druid for heals and getting healing gear is realistically inexpensive
New elite Spec Swashbuckler Offhand Sword…….. Be more thematic and so on or Duelist. Or dual Maces for Enforcer/Thug. Since elite specs should be subclasses not completely different class designs.
The legendary wings weren’t made for everyone to get, granted you could be average at pvp and get them after all four seasons, one of the big issues with entitlement with these pvp seasons is that they don’t reflect actual skill so a lot of people feel they are better than they actually are, i.e. No division loss, so they are artificially inflated to higher divisions till they hit Ruby.
The elite spec slot is only the last slot and you can only have one elite spec active at a given time, it’s not that confusing to begin with unlike Gw1, Gw2 expansions are not standalone games so they will have access to content based on what expansion they have.
Wow people are dense. Nobody is asking for thief to be the “best” in everything. They are asking for the ability for a thief to at least PARTICIPATE in a fight. And it wouldn’t be as hard or as drastic as you melodramatics make it out to be. Here’s a few TINY tweeks that would make thief playable. Bring back that 1s of stab when coming out of stealth to provide an option for dealing with all the mindless passive CCs. Give a few more options for unblockable, so when you risk your entire hp bar to get just one hit in, it will have a better chance to make it through the perma-block / invuln spam. People are always complaining “thief must be OP it has dodges!” What good are the extra dodges when you basically cannot engage a single competent player on a meta class? Those dodges are meant to be the thiefs defensive COMBAT answer to all the rediculous sustain creep everyone else enjoys. The problem is that while thief has the damage to theoretically deal with thier sustain, they have no means of applying it.
Ok, and how do you suggest this balancing is done? Buff thief’s vitality? Add unvuln’s?
I can’t think of a single +survivability that wouldn’t break the profession and make it OP.
The best way to balance would be to remove all passive procs from all sources, severely limit the amount of Aoe CC and tone down the condie spamming nature that allows almost passive gameplay, that would cull the OP nature of most of the offending classes in the current meta, then they can adjust from there. But that would require them to sit down and see what the main problems of each class are, and last but not least finally separate balance between PvE and PvP.
So, you are not quite asking to buff thief, so much as to “nerf” everything else? Just clarifying.
Thieves would be nerfed on some of the builds as well in this scenario, since they have passive procs, condie builds and so on. Passives should never have been implemented in the game to begin with, it promotes less skillful gameplay same with the amount of Aoe CC that every class has, seeming how thieves have to outplay the class and not the actual player shows a lot wrong with the current state of the game, when thieves are told not to engage in 1v1 when they are supposed to be decappers or a glorified pet, well what happens if there is one person sitting on the point that needs to be decapped?
Wow people are dense. Nobody is asking for thief to be the “best” in everything. They are asking for the ability for a thief to at least PARTICIPATE in a fight. And it wouldn’t be as hard or as drastic as you melodramatics make it out to be. Here’s a few TINY tweeks that would make thief playable. Bring back that 1s of stab when coming out of stealth to provide an option for dealing with all the mindless passive CCs. Give a few more options for unblockable, so when you risk your entire hp bar to get just one hit in, it will have a better chance to make it through the perma-block / invuln spam. People are always complaining “thief must be OP it has dodges!” What good are the extra dodges when you basically cannot engage a single competent player on a meta class? Those dodges are meant to be the thiefs defensive COMBAT answer to all the rediculous sustain creep everyone else enjoys. The problem is that while thief has the damage to theoretically deal with thier sustain, they have no means of applying it.
Ok, and how do you suggest this balancing is done? Buff thief’s vitality? Add unvuln’s?
I can’t think of a single +survivability that wouldn’t break the profession and make it OP.
The best way to balance would be to remove all passive procs from all sources, severely limit the amount of Aoe CC and tone down the condie spamming nature that allows almost passive gameplay, that would cull the OP nature of most of the offending classes in the current meta, then they can adjust from there. But that would require them to sit down and see what the main problems of each class are, and last but not least finally separate balance between PvE and PvP.
If they would remove all the passive procs then thief would be in a good spot but with how almost all classes/builds have passive get out of jail free cards it’s a little overwhelming, where you need to outplay the opponents build and not the actual player.
I completely understand where OP is coming from.
If you don’t like PvE then it is plain and simply a chore to complete. It’s not about ‘hard’ content – it’s about spending time doing something that makes you feel ill (PvE).
Proof of Heroics are fine but if you have 9 characters or more it would be nice to get something from sPvP too.
I do some easy to reach Verdant Brink Hero Points and a couple in Auric Basin but ppl don’t seem to understand how nauseating PvE is for some players. Yes it might take 2-3 hours but that is 2-3 hours of un-fun time I’d rather spend washing the dishes or ironing!
Give us some choice. Award Proof of Heroics in sPvP AND WvW.
If all you do is spvp why would you need proof of heroics? WvW already gives them so that’s covered and they are acct bound so…..
They threw the manifesto out the window years ago so there’s that
I don’t agree that ele, revenant, and guard dps needs to be buffed.
Rev dos doesn’t need a buff bahahahahha
Why sould HARDER content give you the same reward as easier content?
By this logic the best rewards should be exclusive to PvP, is that what you want?
It already is. 100 000$ for a first place in pro league.
Best reward in guild wars 2 – check
Exclusive to pvp – checkI’m quite sure that no, 100 000$ is in no way exclusive to pvp, or even gw2 in general.
It’s a reward for accomplishing a gw2 pro league tournament paid for by Anet they won’t give LOL pro league that 100,00 so there for it is exclusive to this game mode for this game and you won’t get it in any other game mode in gw2 since we are only talking about rewards for gw2 content only……
Yeah it’s a troll build but other than them doing fringe ganking it’s not an issue you can normally get away without too much trouble they have next to no mobility, and remember Anet removed trap damage from needle trap so it wouldn’t cause revealed.
Direct quote from June 23 2015 patch notes. Trapper runes were introduced to game in 2014. They wanted this to be
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.
Your number 1 issue is that you stayed immobilized and used 4/5 utilities before confusion ran out (it was never cleansed). Because you were immobilized you took several caltrops and that meant by the time you were blinked away you were down so low on HP that the poison finished you off. Also it wasn’t 1 stack of bleed, it was 7.
Actually the thing that hurt you most in this video was that you were hitting that yak when he put confusion on you, already you took a lot of damage because you were using skills on it.
As to the thief, it isn’t the thief its the runes. Trapper runes and Perplexity runes are what is the problem, not the class that happens to be using them at the time. And fix how conditions are removed? At a certain point you might as well be saying “remove conditions” because if all cleanses only removed the highest damaging conditions then condition builds would be effectively neutered.
I know that it’s not excelent game play there. I was a little bit surprised first.
And yes it removed once 7 stacks of bleedings. But i used 6 condi removes in total!
5 times it always removed crappy conditions.
In all 3 fights always the crappy conditions got removed.As i see it you have 3 types of conditions some are more dangerous to you than others are. Somewhat like this
Some that influence your movement:
Fear>Imob>Chilled>Criple
Some that deal damage to you:
Burning>Poison>Confusion>Torment>Bleeding
Some that somehow influence you or your actions:
Slow>Weakness>Vulnerability>BlindAt i would expect that you have at least a good chance to have a exceptable chance that one of these more dangerous conditions is removed.
And specially it is just kittenty that a condition like criple got removed multiple in a short time window. If i see it correctly in the video criple got removed 4 times and 2 times bleeding (7 and 1 stack). It just looks like the condition which was applied last/which is most left is removed first.
The reason cripple kept applying is due to you being Immob’d in caltrops, which keeps applying bleed an cripple you did not react appropriately you waited a good while before blinking out of it so when you were trying to clear condies it was hitting the cover condies and not the main ones applied first i.e. Confusion, Bleeds and poisons.
you used six single condie clears that all Proc confusion, if you knew the mechanics of condies it’s always the last one applied is cleansed first unless it’s specified by skill or trait to cleanse it no matter what, the best thing you could have done is use Distortion as soon as confusion hit you clearing it and stopping further application for a few seconds, spamming skills while having confusion will kill you, in this video you panicked which is why you died, if you post your build we can help you figure out how to combat this and other condie heavy builds
I want to see the OPs build he is using, from what I can see he is using two conflicting weapon sets on a sub optimal build, and very minimal condie clear.
thief traps act different from ranger traps, thief traps are not persisting pulsing Aoe as Ranger and DH traps the only ranger trap that has an added pulsing damage on it was frost trap all of the others had the damage built in they only increased the damage, thief traps only affect one target, they don’t apply a ton of conditions, the ton of conditions are from Multiple different traits and skills.
And the condies are cleared by priority of last applied first cleared, this does need a switch to prioritizing damaging conditions like Confusion and Torment first,
As stated you did nothing initially and stood there and did not respond to the attack by cleansing you could have popped distortions before any other condies besides confusion were applied, which would have saved you
So sPvP which is a team game mode should not allow teams to play…….
I’m very curious on your build, you are using two conflicting weapon sets in that video and have no condie clears besides the clear on shatter
The Ghost Thief trapper build won’t kill you if you just leave the area, by Negate I don’t mean kill you can kill them pretty easily try using DH traps, or other cheese build with AoE, if you run Condi Cleanses which are mandatory besides your Condi cleanse on shatter you will negate his build since his traps have high CD and are not insta cast and have very small hit boxes, if you never saw him then he is only using traps to kill you which means he isn’t using any Weapon skills which means he only has three attacks and his dodges for very small Aoe 1 time application condies. If you are standing there and continually taking a beating that’s on you….
Prior to hot thief effectively had a third dodge and the endurance on steal is not a mechanic by mechanic people mean the F skills every other class had a replacement or additional skill thief got neither.
Even if so, daredevil still got ANOTHER additional dodge. You can’t argue against that, daredevil is able to dodge more often than thief because he got an additional dodge as elite spec mechanic. And a class mechanic doesn’t have to be about f-skills btw.
Thief has the initiative system, which let’s them spam weapon skills and pay them with initiative. No f-skill, but it actually is a class mechanic.
Thief originally had an additional dodge in Feline Grace before they nerfed it an repackaged it as an extra energy bar for HoT that isn’t a new mechanic… Yes initiative is one part of the thief mechanic with steal but again they didn’t receive a new mechanic like every other class, every other class received something that changed how they played more or less.
My guild of 90 people has steadily evaporated over the last few months, which is a sad thing. We’re a PVE heavy RP guild that gets a lot of mileage out of the game thanks to making up the stories that we share between us, on top of the slow Living World™ updates.
Rather than me just chiming in with my voice, I can say we don’t care about raids. To our perceptions (and people are welcome to challenge them) far too much effort is being put into this content and other areas of the game are being massively neglected.
The worst part about the raids is that many of us were looking forward to them, however the unforgiving difficulty curve means that we simply can’t get the people in there to do it. I have my ‘A team’ for fractals who are all good people. I have several others who are good players, but to get the raid done you ideally need ten people with:-
• Ascended gear.
• Impeccable ability.
• A reliable connectionIt means our guild efforts were hindered. Sometimes one person’s timing was off. One of our people had internet issues. Tempers started to fray after months of banging our heads against a wall with Vale Guardian and people just weren’t having fun any more.
There needs to be a difficulty slider for the thing. Vale Guardian is such an enormous DPS check that I’d argue it’s terrible to design to have it as the first boss. It is effectively blocking anyone but the hardcore out of sections of the game’s story. When that story has previously been provided through Living World updates, I think people have every right to be unhappy.
Personally I do enjoy a good challenge but even I find Vale Guardian to be an extremely unforgiving fight. Even during the times I’ve done it with PUGs, I’ve had to ask myself if I’m really enjoying it. Plus, I shouldn’t have to PUG, I don’t know those people. The whole point of Guildwars is that I should be able to play it with my Guild.
The team working on Raids is pretty small there’s between 5-10 Devs working on it, most others are working on Open world, Next expansion, WvW and Pvp, there are different teams for different content just because 1 team is more efficient doesn’t mean they are the reason the rest of the game feels neglected.
You say that VG is a huge dps check players have shown time and again that it can be done in all exotics, in all rares, with only 5 players, stacking 10 nomads Elementalists….. And so on Ascended gear is not required, impeccable skill is required if trying to do it with self imposed limitations as stated in examples I gave, the only thing that is needed is understanding of your class mechanics/ optimal build and knowing fight mechanics if people don’t know the fight mechanics then you will fail for times than not. Also the players unreliable internet connection is not Anets fault that is solely on the player.
You are under the assumption that raids were designed for everyone, they were actually designed for people wanting harder content, how they achieved this was making an instance that requires coordination, and optimization.
Most toxicity come from Non Raiders, look at all topics in forums that bash raiders, they far outweigh the amount of Raiders bashing Non raiders. most complaints are about Non Raiders complaining about pugs, Pugs don’t represent the majority of raiding community.
@Cristalyan
Also where is your statistic about the divide between Gw2 population, I think you are arbitrarily throwing out 95% open world Pvers with no proof of that percentage….
WvW is filled with all sorts of cancer this is just the Thief version….. Most people forget about PU Mesmer in WvW, and other cancerous builds, it’s annoying but easy to negate or get away from, I have yet to ever try it, it seems to be a very boring build, and I have yet to encounter one in WvW which I find odd when people complain about them
Thief never got a new class mechanic. That’s is all.
Daredevil has a third dodge and gets 50 endurance when stealing. You may not like the elite spec class mechanic, but that doesn’t mean there isn’t any.
About function gyro: I don’t know why some people call it passive. What is passive about it? It has to be activated by the scrapper, so it isn’t passive. And I think it is balanced as it is. Its duration is really low, it can get cced, destroyed and all that stuff. Armor and health are pretty low so it shouldn’t be that hard to destroy it with aoe. And there are several classes that can prevent getting stomped in downstate. Like thief, mesmer, elementalist: these all are able to change their position. Since the gyro needs a long time to stomp, has to travel and try to stomp again and the short duration, it won’t be able to finish you.
Prior to hot thief effectively had a third dodge and the endurance on steal is not a mechanic by mechanic people mean the F skills every other class had a replacement or additional skill thief got neither.
They already do that it starts out at +/- 15 pips either direction then expands it further after X amount of time, this is outside of the fact that the player base is abysmally low, which you also have to factor in most players are already Ruby or above and if they are already queued in matches takes away from the available player base at any given time so unless you are Ruby/Diamond you are going to have a longer queue time….. Since