Showing Posts For Burjis.3087:

[merged] The Skyhammer Thread

in PvP

Posted by: Burjis.3087

Burjis.3087

This thread’s name should be legion, cause it’s many!

Everytime my solo queue pops up with the name “skyhammer” in it, the first expression that comes to my mouth starts with an F.
.
.
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Fabulous! More cheese!
What I suggest is for anet to remove this map from the rotation, and then make another game mode, and call it, Gimmick PvP (gPvP for short). Then they add Skyhammer and Raid on the Capricorn and maybe Spiritwatch in it and now the mice can go in there and cheese each other all day long and let us play solo queue in peace. I would very much prefer Raid on the Capricorn be in the solo queue rotation than Skyhammer!

Everlasting Sacred Path [ESP] (www.espguild.com)

(edited by Burjis.3087)

Top 5 Reasons GW2 SPVP is a massive fail.

in PvP

Posted by: Burjis.3087

Burjis.3087

I don’t think the queues are long enough currently to count as an argument, but I’m not sure what the queue times will be in like 3 years. The primary problem I have with the solo queue right now is some of the outlier maps that don’t really mesh well with the more standard team queue tournament maps (yes, I mean gimmickhammer!)
I do agree that the sPvP has issues, but to call it a massive fail, is a massive fail!

Some of the issues that I would like to point out about GW2 sPvP in general:
- One of the issues is (was) the rewards, and I think anet is moving in the right direction with that.
- Lack of an observe feature for tournament games after the game is over (something similar to GW1).
- More game types! I love the idea behind WvW borderland ruins, but the problem is that it’s designed for sPvPers, but it’s available in a completely non-structured environment. If something like that was just made available as a different sPvP game type for 8v8 or 10v10 for example, it would have been in a much better spot. If they brought GvG in as an official sPvP game type (based on the non-official GvG that players do in WvW), it would further increase the sPvP player-base.

Everlasting Sacred Path [ESP] (www.espguild.com)

The devs do a good job

in PvP

Posted by: Burjis.3087

Burjis.3087

[troll]
Yeah, anet has definitely done a great job. The 4v5s and 3v5s and the skyhammer in solo queue are a clear indication of that!
[/troll]
Even though I am really frustrated with the above, GW2’s pvp is undoubtedly the best MMO PvP I’ve ever played, and I think it will remain so for me for a very long time.

As for what you mentioned, Anet has said it several times, that they won’t nerf the Healing Signet’s passive before they come up with a good idea about the active. So there won’t be a hot fix for that.

Everlasting Sacred Path [ESP] (www.espguild.com)

Suddenly MM necros are everywhere

in PvP

Posted by: Burjis.3087

Burjis.3087

As a necro who primarily played conditionmancer and has switched to MM recently, I think I should chime in.
I started to primarily run a MM in tournaments shortly after the patch preview came out, because it was obvious that even with the condition hating meta, Anet is still going to nerf conditionmancers even more. Conditionmancers have (as someone already mentioned in this thread) a lot of hard counters and those hard counters are quite common in PvP. If you pick that build, you can wreck many faces, but then you’re also hard countered by a lot of builds in the meta. You’re only effective if you’re not dead!

A MM on the other hand, has 0 hard counters (it’s safer to pick that build), can 1v1 relatively better, it can survive a lot better, has a very good amount of damage, control, and debilitating conditions, it can heal the party and cause a lot of chaos in group fights, it can destroy enemy trebs and gates with ease, it has enough boon removal and at the same time, it’s easier to play.
So tell me, why wouldn’t I pick that over a conditionmancer?

That said, I wouldn’t call MM the only good necro build in the current meta. The berserker life blast necro does pretty well too. The conditionmancer is still viable. But as far as overall effectiveness, I choose the MM.

P.S. It has absolutely nothing to do with SoV. Anet can remove that heal from the game for all I care.

Everlasting Sacred Path [ESP] (www.espguild.com)

(edited by Burjis.3087)

condition mancer: rabid or dire?

in Necromancer

Posted by: Burjis.3087

Burjis.3087

Since I run with Dhuumfire + Barbed Precision + Sigil of Earth, I think I’m gonna stick with the rabid gear that I currently have. I believe the damage output is higher than dire.
Besides, I’m not having much trouble surviving in PvE on rabid. I also would require to go for a whole new set to switch for something that I might not find to be much different (I haven’t bothered with ascended weapons/armor yet).

Everlasting Sacred Path [ESP] (www.espguild.com)

New glory vendor cultural

in PvP

Posted by: Burjis.3087

Burjis.3087

Right now, it is PvP only as any other PvP gear. However, if what they have promised gets implemented, you’ll be able to use it in PvE as well in the future.

Everlasting Sacred Path [ESP] (www.espguild.com)

I'm terribly sorry for you guys!

in Necromancer

Posted by: Burjis.3087

Burjis.3087

I totally laugh at the dhuumfire and jagged horror jokes but necromancers aren’t in as dire a situation as this thread somehow suggests.

Everlasting Sacred Path [ESP] (www.espguild.com)

I'm terribly sorry for you guys!

in Necromancer

Posted by: Burjis.3087

Burjis.3087

So now it will heal you when you take damage? That makes it completely useless.

A flat 300 damage reduction on every hit (which is what it was pre-ICD) is far from useless. Especially on the old version, where it also returned that damage. The datamined version was, frankly, OP as a passive effect, and it was on-hit. It was OP because with retal up (easily done) you would have returned over 550 damage every time you are hit, and been healed for 350.

The problem with the new version is that it directly competes with Blood Fiend for passive healing (and loses), loses out in group healing to WoB (by a massive amount), and loses in self-healing to CC.

The whole point of this skill was having a retal-like passive that also had some slight damage reduction via healing, and then a very high risk/reward active that was again, very damage based. The real soul of this skill was allowing the most aggressive class in the game to give up reliable burst healing for sustained damage/healing. It was by far the most attrition based heal we had ever been (almost) given access to.

Didn’t the passive on the datamined version have an ICD?

Everlasting Sacred Path [ESP] (www.espguild.com)

Signet of Undeath

in Necromancer

Posted by: Burjis.3087

Burjis.3087

People only take this for the active. Although the radius on the active is so small that the chance of you getting three players up is a bit slim.

Everlasting Sacred Path [ESP] (www.espguild.com)

Diamond Skin will SAVE this game!

in PvP

Posted by: Burjis.3087

Burjis.3087

It’ll make people not run cheesy condi builds in fear of running into an ele that is playing this spec. To counter the ele, burst damage is needed. In relation, there will be a rise of power builds and a new meta will form around power and burst. Staying condi based will not suffice because of this new counter.

Condition builds weren’t cheesy. They became so thanks to them getting over-buffed. Getting forced into a certain build to be able to hold off against the cheesy builds is not really a solution in my opinion.

Everlasting Sacred Path [ESP] (www.espguild.com)

Is there any sportsmanship in PvP at all?

in PvP

Posted by: Burjis.3087

Burjis.3087

That said, I find most of my experiences with individuals in PvP to be positive. Compared to other games I’ve played, there’s virtually no taunting and other deliberately negative behavior. So I should take that into account in my complaining.

Lucky you! Some of the matches I play, there are people who complain a lot when they are losing. Calling their team mates bad, noob, you name it. After a while they focus on nothing but typing and raging, not even helping their team. Once, in a solo queue game, I was constantly being targeted by one of my own team mates because the guy deduced half way through the match that I’m just a bad player!
Of course, I just ignore these kids in PvP, but I kinda feel sorry for being teamed up with some of them.

Everlasting Sacred Path [ESP] (www.espguild.com)

[merged] The Skyhammer Thread

in PvP

Posted by: Burjis.3087

Burjis.3087

I don’t like either maps, but I understand some people like them. So I won’t really call for their total removal from the solo arena. I’m kitten glad that they don’t exist in team arena though.

Everlasting Sacred Path [ESP] (www.espguild.com)

[Merged] Signet of Vampirism and related changes

in Necromancer

Posted by: Burjis.3087

Burjis.3087

This is a very PvE oriented heal skill it seems. The short duration, the small passive heal and the 1sec ICD on the active is kinda underwhelming and it will have 0 effect against anything that can dodge or block!
The signet appearing so vividly above the target just yells: “hey, dude, I’m trying to hit you to survive… please don’t dodge or block for 5 seconds, thank you!” (it’s at least 5 seconds right?)

Everlasting Sacred Path [ESP] (www.espguild.com)

Diamond Skin will SAVE this game!

in PvP

Posted by: Burjis.3087

Burjis.3087

If the condition meta was a problem, the solution was to nerf the conditions or make them less accessible. Instead, they introduce very specific things to the game that makes you able to deal with the meta. Berserker stance? AED? Diamond Skin? Defiant Stance (not sure about this one though).
So, explain to me, how pigeon holing the eles into the diamond form build would “save” the game?

Everlasting Sacred Path [ESP] (www.espguild.com)

Asura Animations Are Too Advantageous

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Posted by: Burjis.3087

Burjis.3087

I am totally against the introduction of legendaries in PvP. Their chaotic nature has no place in a content that requires you to clearly read enemy movements… which brings us to the topic at hand.
The clear advantage of an asura is its lack of readability. It’s much more difficult to spot an asura’s animations as opposed to that of a human (let alone a norn or charr), specially when the battlefield is covered with all sorts of special effects.

However, I kinda like your idea of an option that would let you view enemies with a default model.

Everlasting Sacred Path [ESP] (www.espguild.com)

(edited by Burjis.3087)

anet took a gamble on nerfing hammer over HS

in Warrior

Posted by: Burjis.3087

Burjis.3087

I kinda agree with the OP.
The warriors were nerfed where there were no problem. The warrior’s current OP state is thanks to an accumulation of all the big and small things that were buffed for them. Healing signet, berserker stance and cleansing ire among some minor other things.
They are right with their philosophy that too much damage and too much control should not exist in the same build but the problem is not really too much damage and too much control, as it was already there before they were nerfed (if the warrior chose so). Cleansing ire on really high adrenaline gain builds, berserker stance, lots of access to stability and the highest health regen rate of all classes, when these all become available on the same build, along with the high damage and high control, then there’s the problem.

The solution to the condition meta is not to introduce one or two builds that can heavy counter them. What about the rest? The solution is to nerf the conditions itself. Anet keeps saying that they want players to play what they want and with whatever style they prefer, but their balance philosophy seem to contradict that.

Everlasting Sacred Path [ESP] (www.espguild.com)

I'm terribly sorry for you guys!

in Necromancer

Posted by: Burjis.3087

Burjis.3087

[ramble]
Anet is trying to slowly throw conditionmancers out of the meta, not by fixing their easy access to condition damage on some crazy builds, but by giving other classes more access to their removals and protections against them! So, we’re still going to blow up everything that doesn’t fully spec in condi-removal but we won’t be able to do that, because everybody’s forced to go crazy on condi-hate builds (for example, I can’t help but to keep wondering, how can I stop unstacking my conditions on an engi when they pop their AED when I already have like 7 or something bleeds on them?).
But my real concern is that in Anet’s view, poor phantasm mesmers were apparently too bad and probably rangers needed another spirit because there weren’t enough already. And the next thing they give the warriors is another anti-damage stance. Build diversity… you got it! What’s gonna be next? A trait for necros that synergizes well with terror and dhuumfire (because those things apparently aren’t in good synergy already)!

And guess what? Anet did realize that life siphon necro builds are lackluster, so they decided to give us a signet that is sub-par to every other healing skill the necro has access to right now.

Don’t worry guys, anet has fallen in a sine curve with their balance it seems. Pretty soon, necros are gonna become underpowered and then a patch afterward will make us super OP again. And then the story goes on…
[/ramble]

Everlasting Sacred Path [ESP] (www.espguild.com)

so... is it true ? spirit rangers...

in PvP

Posted by: Burjis.3087

Burjis.3087

They are even adding a spirit as ranger’s new heal, encouraging more spirit rangers.
They will be in the meta for a long time to come.

Everlasting Sacred Path [ESP] (www.espguild.com)

[Merged] Signet of Vampirism and related changes

in Necromancer

Posted by: Burjis.3087

Burjis.3087

I’m kinda dubious about the Signet of Vampirism. You siphon health when you are attacked? Like siphon how much health? 200? 300? 500?
If the numbers are too high, the skill is going to be OP.
If the numbers are low, you are screwed against high damage burst attacks (how can you heal through a 6k backstab?). Even if it heals you for 500 per hit, a damage of 2k is reduced by only 25% (less than protection!).
And then, conditions… try to heal through that!

Everlasting Sacred Path [ESP] (www.espguild.com)

CDI Topic: Rewards in PvP

in CDI

Posted by: Burjis.3087

Burjis.3087

Would you keep rank acquisition the same as it is now?

If not, what would you do to improve rank acquisition?

I personally don’t care if they keep or remove ranks. At least, I’m currently undecided.

What people are worried about (and rightly so) is that their only way to show off their dedication to PvP (which is through their rank and finishers) might be removed.
To clarify, a dedicated PvP player isn’t necessarily a hardcore or a great player nor does it mean that they necessarily have a good standing in the leaderboards, but they are those who likes PvP and spends a lot of time playing this content.
The game currently rewards our dedication through ranks, PvP exclusive finishers and better looking gear in PvP.
With the new system, PvEers can also have good looking gear in PvP and ranks will be gone. That leaves us with finishers. There are a couple of issues here:

1. You’ll be stuck with whatever rank you had before the new system is released and there will be no way to show off your further “dedication”.

2. Finishers will be tied to the ladder and thus will only show your standing in the current season’s ladder rather than your total time dedicated to PvP in general. Showing off your ladder rank in the game is cool, but then how accurate are the ladders anyway? I’m more impressed by people who have >1500 tournament wins than those who have 20 wins and are placed on the top 100 of the leaderboards! Even if the future ladder is accurate, most people still want to be able to show off both their standing in the ladders as well as their dedication time! And if ANet can provide some means for the latter (through finishers or otherwise), I’m sure most of the players who are concerned with the removal of ranks will be satisfied.

Everlasting Sacred Path [ESP] (www.espguild.com)

(edited by Burjis.3087)

I Hope Team Que Takes Higher Priority

in PvP

Posted by: Burjis.3087

Burjis.3087

Earning gold in PvP could end up either very good or very terrible.
AFKers and team switchers are the main issue here as already mentioned in this thread.

In case of team switchers in hot joins, there could be a solution. People should be rewarded based on what % of the time they’ve been in the team, in addition to the current factors.
If I switch to the winning team mid-match, I should only get 50% of the final winning reward (+ probably 50% of the losing reward) even if I score during my time in the winning team.
The current glory on wins system has given rise to many people who team switch or find an almost finished game, score 10 points and just get the full reward. This isn’t healthy for the system.
I also like some of the suggestions in this thread and I think a combination of various factors can work best.

AFKers (and leavers for team/solo arenas) should be punished in much harsher ways, otherwise they can totally destroy PvP.
As much as I like to gain some gold for playing my favorite content in the game (PvP), I prefer PvP to have no gold rather than seeing it turned into a farming heaven for bots, gold sellers and regular players. I don’t want GW2 PvP to turn into another red-resign arena!

Everlasting Sacred Path [ESP] (www.espguild.com)

(edited by Burjis.3087)

Are there ever going to be utilities?

in PvP

Posted by: Burjis.3087

Burjis.3087

I can’t imagine there would be any heal that would be more interesting to me than Consume Conditions for the necro… unless… it is a spectral or has something to do with life force!!!!
I still want a well elite though!

Everlasting Sacred Path [ESP] (www.espguild.com)

CDI Topic: Rewards in PvP

in CDI

Posted by: Burjis.3087

Burjis.3087

I’m very happy with the overall approach Anet is taking but I’m a bit concerned with the total removal of glory and making everything PvP obtainable through gold. There are players in the game who haven’t even touched PvP and have thousands upon thousands of gold stockpiles in their bank. It’s a bit discouraging to see someone like that have way better looking gear in PvP than most dedicated players.
BUT, that’s just some thoughts. I understand if gear needs to be shared, it has to be both ways. We also don’t know most of the detail yet so it’s really early to pass any verdict.

A few questions though:
1. How will the difficulty of obtaining the same gear be balanced between PvP and PvE?
2. Will there be any updates to the Win Reward Chests?
3. What will happen to the PvP crafting materials? Should we consider turning them into gear before the pvp-pve gear sharing update?

Also another concern I have is for legendaries to appear in PvP. Not because they are legendaries, but because of their chaotic over-the-top special effects which can make large PvP battles even less visual and more chaotic than it is already.

Everlasting Sacred Path [ESP] (www.espguild.com)

(edited by Burjis.3087)

Best PVP class?

in PvP

Posted by: Burjis.3087

Burjis.3087

First thing you need to keep in mind is that GW2 is not really like the generic MMO games out there. The mechanics are very different.
Also, the game balance keeps shifting from update to update. The now OP warriors used to be the most worthless class in PvP before they got their buff.
However, guardian bunkers have always been in the meta for competitive PvP, just with slightly different builds.
Currently, I think every class has their uses and roles in PvP, even on high end PvP. Some perform better in certain roles but you can’t make long-term plans on their current state as the Anet balance team keeps releasing patches that sometimes really shift the balance.

Everlasting Sacred Path [ESP] (www.espguild.com)

Enemy endurance bar

in PvP

Posted by: Burjis.3087

Burjis.3087

In fact, lets just make sure we can’t see our HP in combat or our enemies. Just judge based on the damage counters you see in combat how much HP you probably have left.

And which part of this thread is about seeing our own information?

In fact, a game mode in which you have to figure out an enemy’s boons and conditions through physical indicators rather than icons would have been interesting. If only the game visuals weren’t so chaotic at times.

Everlasting Sacred Path [ESP] (www.espguild.com)

[Custom Arena] Guild Permissions

in PvP

Posted by: Burjis.3087

Burjis.3087

We also deal with the same problem.
Not being able to delegate admin capabilities to someone else makes it very hard to manage a custom arena for the guild.
Even though I’m more concerned with the above issue, the fact that when your server runs out of time, the only person able to add time is the owner and the low grace period of 2 weeks also add to the hassle.

Everlasting Sacred Path [ESP] (www.espguild.com)

Is TPVP dead?

in PvP

Posted by: Burjis.3087

Burjis.3087

What Anet should avoid is power creeps… but they have failed so far trying to prevent that. The balance currently doesn’t need any buffs. You want to offer build variety? Lower the effectiveness of the currently glaringly OP stuff and they will be on par with the rest. Then we’ll have build variety.
Currently Anet has fallen into a vicious loop:

1. skill A is too powerful…
2. buff skill B to counter…
3. skill B got too powerful…
4. buff skill C to compensate…
5. skill C got too powerful…
6. buff skill A more to compensate… back to 1

It’s certainly not as simple as this but you get the picture.

Everlasting Sacred Path [ESP] (www.espguild.com)

Enemy endurance bar

in PvP

Posted by: Burjis.3087

Burjis.3087

I never said it’s easy and it’s not supposed to be. But it’s quite possible.

I might as well ask anet to also implement a “Win the Game” button. It makes everybody’s job easy wouldn’kitten (why the hell does the forums turn “wouldn’t i t” into this?!)

Everlasting Sacred Path [ESP] (www.espguild.com)

(edited by Burjis.3087)

Enemy endurance bar

in PvP

Posted by: Burjis.3087

Burjis.3087

I totally disagree with this.

This would be one step toward making “good observations and battle reconnaissance” less important.
Currently, a skilled-enough player can count the enemy dodges and bring vigor into considerations. During the match you can even analyze enemy movements and roughly figure out whether the enemy is using energy sigils or not. All these are possible with good observation and being vocal with your team.
An enemy endurance bar just kills all of these for people who can observe these things without a bar telling them so and just makes it plain easy for those who can’t. It just further lowers the gap between a great player and a normal one.

You might as well bring GW1 cast bars into GW2!!!!

Everlasting Sacred Path [ESP] (www.espguild.com)

Is TPVP dead?

in PvP

Posted by: Burjis.3087

Burjis.3087

How was the sPvP better in GW2 a year ago than it is now?
Just because a bunch of high-end teams matched up against each-other and everybody else were so scared to even try the tournaments because the results were usually so ridiculous that you couldn’t even learn anything from it.
Now, there are still lots of AAA match ups AND there are opportunities for people in the mid+ tiers to compete against each-other and improve until they can reach higher tiers.
Previously, tournaments for B and C players were nothing but frustration because you can hardly learn anything if you only face teams worlds better than you. Learning is gradual. Now GW2 gives everyone the chance to compete against same-level players and improve gradually until they reach and compete against the masters when they are almost ready.

Everlasting Sacred Path [ESP] (www.espguild.com)

Hardcounters in pvp - please adjust

in PvP

Posted by: Burjis.3087

Burjis.3087

The OP isn’t asking for 1v1 balance. A hambow warrior can still kick a conditionmancer’s back side even in a team fight at least eight times out of ten. Please don’t confuse the issue of “hard counters” with the issue of “1v1 balance”. Even though I have to say 1v1 situations are all over the place in tournaments, this isn’t what is being discussed here.
Being a hard-counter to something isn’t really an issue on its own. But it becomes an issue when you are generally good in most situations and still can hard-counter certain builds. The warrior being a hard counter to condimancer would have been OK if the warrior would have had to sacrifice a lot to reach that point. But currently, this isn’t the case. Necro being able to counter many things would have been OK if they had more weaknesses than just the current meta warrior.
Hard counters of this nature are detrimental to the notion of GW2 pvp which revolves around player skill + coordination + tactics and shifts it more towards battle of team builds and gives rise to the mostly non-intuitive meta that we have on our hands today.

I didn’t know 1 change deep into a trait-line that no Ele currently goes into means that the entire class changes. I highly recommend you actually PLAY as an Ele before spouting nonsense, so you at least know what it’s like to have the lowest health/toughness out of any class, track 15 different double-layered cooldowns, almost zero build flexibility and have all your survivability tied to dodging (something that everyone else can do as well). Maybe then you’ll realize that Diamond Skin change is almost irrelevant because of how much the Ele has to sacrifice to get it, and royally screw themselves against any build that can deal the slightest amount of direct damage.

I am not very familiar with eles, but I’m gonna assume that your analysis is true. If so, then that’s an example of how hard counters should be (even if they are meant to exist in the game). If an ele has to kitten itself in many areas to reach that level, then it’s totally OK. They have to take a huge risk to heavily counter something. On the other hand, if an ability like this comes in naturally and effortlessly to an elementalist, it’s going to turn into another meta/power creep issue that warriors currently have.

Everlasting Sacred Path [ESP] (www.espguild.com)

(edited by Burjis.3087)

Is TPVP dead?

in PvP

Posted by: Burjis.3087

Burjis.3087

the downfall began with the necrobuff – most competive players left short time after this cause it was not more fun to play this game

and after this they even made something more op and brainless – the warrior

atm we have a game noone rly have fun anymore and until arenanet step up and revert this changes the downfall will not stop

I kinda agree with this assessment although I don’t think of this as the main reason.
As a necromancer, I was somewhat happier with the pre-buff necros than their current state. What we asked for was mostly survivability and attrition, but Anet gave us a nasty condition burst instead!
And to fix the warrior, they went completely the opposite of their policy by making those dudes one of the best anti-condition classes in PvP!
And with rangers came the petting zoo…! No strings attached.
Power creep after power creep.

Even though these haven’t stopped most of us from pursuing our interest in PvP, but it has surely caused a lot of frustration.

Everlasting Sacred Path [ESP] (www.espguild.com)

Anet please explain this.

in PvP

Posted by: Burjis.3087

Burjis.3087

Or maybe not performing a miracle to make a completely out-ranked team win?

Everlasting Sacred Path [ESP] (www.espguild.com)

Anet please explain this.

in PvP

Posted by: Burjis.3087

Burjis.3087

After “reset”, such match-makings are somewhat natural, because pro and beginner alike are treated the same at first.

Kinda off topic, but fighting 3 people on the far point, at some point in a match doesn’t necessarily mean that you’re being helpful. The most common cases of such an event is when the opposing team has won 2 points, holds them with defensive characters and sends 2-3 roamers back to their contested home. When you have 3 enemies on one point, it doesn’t necessarily mean that you have 4 allies fighting a 4v2! The enemy could be simply outnumbering you while the rest of your team is rezzing, moving between points or busy with the enemy bunkers. In such cases, constantly rushing to a 1v2 (or 1v1 vs a tough bunker) isn’t really helpful, specially if you can’t neutralize their point.

Everlasting Sacred Path [ESP] (www.espguild.com)

Matchmaking works

in PvP

Posted by: Burjis.3087

Burjis.3087

It wouldn’t be this odd if it was team queue.
I would really welcome a better match-making system, however I’m not sure if the current issue with the match making system is the system itself or a small player pool the system has to draw from.

Everlasting Sacred Path [ESP] (www.espguild.com)

Is TPVP dead?

in PvP

Posted by: Burjis.3087

Burjis.3087

I wouldn’t call a game with its tournament queues taking 2-3 minutes on average as “dead”.
Maybe you could expect a higher player base and a higher pool of players for the match making system to draw from, but it’s far from “dead”.
As far as the rewards go, most of the PvPers don’t do it for the rewards but because it is the most amusing content in the game for us.
Of course, I’d be happy with a more rewarding PvP. The fact that we can now purchase toxic spores with glory means that Anet is working toward it.
Also, even though some people in this thread seem to think of tournaments as “casual”, it is the most intimidating part of the game for most people.

Everlasting Sacred Path [ESP] (www.espguild.com)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Burjis.3087

Burjis.3087

In PvP, the dhuumfire+terror combination IS the top-of-the-notch conditionmancer build. Yeah, you can go with other specs, but you’ll only be gimping yourself.
100% fear duration, over 1k damage per tick on the fear, an often occurring burning, the ability to deal every condition in the game except for confusion and a lot of ways to CC the opponent and the most bursty condition build in the game.
Other necro condition builds are just a piece of this. Yeah, they are not unplayable, but they shy in comparison.
I admire people who don’t want to stick to the meta, but it won’t help that this build is the proven best necro condition build in pvp.

Everlasting Sacred Path [ESP] (www.espguild.com)

Best trailer ever!

in Fractured

Posted by: Burjis.3087

Burjis.3087

My jaw just fell flat on the floor after seeing that cinematic!
OMG! I can’t stop replaying this!

There are some pretty exciting cinematics coming in the futureā€¦I hope you guys will receive them as well as the Fractals piece.

Thanks again!

If the coming in-game cinematics are even half as good as this one, they’re gonna rise to the top of my best in-game cinematics list!

Everlasting Sacred Path [ESP] (www.espguild.com)

(edited by Burjis.3087)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Burjis.3087

Burjis.3087

Dark Path applying Torment instead of Bleed is an interesting suggestion which could actually impact PvE even more than PvP (considering that it won’t count toward the full 25 stack of bleeds anymore in huge fights).
But honestly, I don’t think Dark Path needs any changes, as the skill works really well right now.

Everlasting Sacred Path [ESP] (www.espguild.com)

I want old Corrupt Boon back...

in Necromancer

Posted by: Burjis.3087

Burjis.3087

This nerf to Corrupt Boon brought more stability into play in sPvP and made full runes of lyssa a very strong choice for many builds.
I am personally quite OK with the 5 boon limit of the skill, but I’m unhappy that stability is one of the last to get removed in a huge stack of boons.

If I’m to give necromancers more torment in place of their bleeds, I would give it to other skills.
Corrosive Poison Cloud is my prime suggestion for Torment.

Everlasting Sacred Path [ESP] (www.espguild.com)

(edited by Burjis.3087)

"Antitoxin Spray" = "Consume Conditions"

in Necromancer

Posted by: Burjis.3087

Burjis.3087

Antitoxin Spray is a mediocre heal at best. It’s not comparable to Consume Conditions (one of the best heals in the game), not in the slightest.
I don’t think I’d see many people running around in WvW with Antitoxin Spray.

Everlasting Sacred Path [ESP] (www.espguild.com)

How to Tell the Victor...

in PvP

Posted by: Burjis.3087

Burjis.3087

In this meta, it’s more like:

War +10
Guard +5
Necro +5
Ranger +5
Engineer +2
Mesmer 0
Thief 0
Elementalist -3
AFK/Absent Player -20

Everlasting Sacred Path [ESP] (www.espguild.com)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Burjis.3087

Burjis.3087

Here are the best suggestions I can make for necromancers:

Nerf warrior’s cleansing ire and berserker stance (or at least fix the kitten thing)!

There you go! Now you can go ahead and start “fixing” the necromancer.

Everlasting Sacred Path [ESP] (www.espguild.com)

(edited by Burjis.3087)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Burjis.3087

Burjis.3087

One should consider two things when making any nerf to condition damage:
1. How many builds are out there with troublesome condition damage. If certain skills are nerfed, how are they gonna affect the non-op builds out there?
2. Considering the sheer amount of condition removals already in the game, any nerf to condition damage could equal to removal of this play style from pvp unless they also tone down the condition removals.

Nerfing both condition removals and condition damage would have one benefit: Condition heavy builds vs condition removal heavy builds are gonna stay almost the same, but builds low on condition removals aren’t gonna get devastated by conditions as they are now.

Everlasting Sacred Path [ESP] (www.espguild.com)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Burjis.3087

Burjis.3087

You’re right in that it does absolutely nothing to hurt the potential of a condition necromancer. It does however hit hybrids hard. And this is exactly why this nerf is a poor one which should be revised. The oft complained about condition necromancer will still enjoy burning his victims down with impunity.

As a direct result of these misguided nerfs we’re pigeonholed into relying on Dhuumfire. This is how you kill build variety.

I agree. Instead of dealing with the real problem, anet tries to nerf some more generic tools in a necromancer’s kitten nal. Staff #2 might look very powerful on paper but it has been there for a very long time and hasn’t caused any problems. If there are problems now, it’s not because of Mark of Blood or the like, it’s because of the current best way to combine the most powerful damaging aspects of the condition necro into one build. Nerfing the only range 1200 dual handed weapon of the necro doesn’t just nerf the problematic meta build. It will nerf everything.

Everlasting Sacred Path [ESP] (www.espguild.com)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Burjis.3087

Burjis.3087

Side Thought - Make Terror do damage based on how ugly your character is…

lol. I like that one.

Everlasting Sacred Path [ESP] (www.espguild.com)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Burjis.3087

Burjis.3087

The reason why Dhuumfire wasn’t a good idea initially (in my opinion) was because necromancers got powerful with that trait, after which, condition removals got buffed to compensate. Now anet is aiming to go as far as to nerf staff bleeds! But what happened to the condition builds that didn’t utilize dhuumfire? They were not as powerful as dhuumfire builds and yet they now have to face an even higher amount of condition removals, overboosted warriors, etc. The power creep has destroyed most of the once-not-so-bad conditionmancer builds.
I love the necromancer. I have done 88% of my tournaments on necromancer. But introducing a build to the class that can overshadow every other build of that class is not something to be happy about.

That said, I’m a proponent of the idea of not changing dhuumfire’s functionality at this point in the condition that it is moved to grandmaster curses along with terror. It would open up so many options for conditionmancers and fixes the terror+dhuumfire problem.

Everlasting Sacred Path [ESP] (www.espguild.com)

(edited by Burjis.3087)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Burjis.3087

Burjis.3087

Yeah, kitedyou, I noticed it and edited my post. Please read it again.

I also think hybrid builds do need some buff as they are a bit underwhelming at their current state. They don’t gain too much offensive punch for what they have to sacrifice.

Everlasting Sacred Path [ESP] (www.espguild.com)

(edited by Burjis.3087)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Burjis.3087

Burjis.3087

Edit: oops sorry, I mistook close to death with near to death. Although I still don’t think that would be OP.

With 30 in spite and 30 in curses with Terror moving to GM, you won’t have many points left to spend on defensive stuff. On a hybrid build, your gear would be either Carrion which doesn’t give you any precision or Rampager which is right on offensive with close to no defense.
It could be very powerful offensive-wise but not very powerful in the defensive area.
The problem with conditionmancers is that they go rabid, which gives them a nice chunk of toughness.

Everlasting Sacred Path [ESP] (www.espguild.com)

(edited by Burjis.3087)

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Burjis.3087

Burjis.3087

Moving Terror and Dhuumfire both to GM curses could be, in my opinion, a good move although I don’t think Terror would need that huge a buff if it finds its way to the GM tier. Its damage scaling with the number of conditions would make it superior to even the current dhuumfire + terror combination.

Also, on the “necros don’t want dhuumfire” debate, I didn’t want a trait like dhuumfire either and it came as a shock to me.
But what’s worse than this trait existing as it is, is to replace it with something even worse. By worse I mean something that is broken either by being too overpowered (like dhuumfire in its current position) or totally underwhelming (like Withering Precision).

Everlasting Sacred Path [ESP] (www.espguild.com)

(edited by Burjis.3087)