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Chaith I love the ideas since the current GM traits are near useless.
How much time did you spend using them before you came to such an enlightened conclusion. Heck, we have skills now that are staples of builds that many called useless on release, because they hadn’t learned how to use them yet.
Indeed, it’s generally not the best decision to assume as though you know the exact value of a trait that could be ambiguous. But 3s of Haste, on Synaptic Overload, 5s of Fury from Experimental Turrets when dropping Rifle Turret, or 3s of Retaliation when casting A.E.D, these aren’t ambiguous at all, and are really easy to size up.
Things like the Elementalist’s ‘Lightning Rod’ which deals unknown damage upon interrupt.. what if it was like 2000 base damage? That’s something you shouldn’t underestimate yet.
That’s just not true.. D/P, S/P and S/D are all in a pretty viable place right now. Thief’s core that everyone takes: Shortbow off set, 10/30/0/0/30 with Shadowstep, Shadow Refuge, and often Lyssa runes – slap on pretty much any weapon and any 3rd utility of choice, and heal of choice, and go ham.
Even P/D with the meta thief build hits hard as hell with Shadow Strike & the Stealth Attack. Thief is doin’ fine.
Chaith I love the ideas since the current GM traits are near useless.
As for the bombs getting extra abilities… As I run EG for over a year I can say giving fire bomb acid bomb would be far to strong. Maybe half the damage. (1k power procs + 600 ticks on burn is way to much).
Heh, yeah dude, Fire Bomb would be very strong on a power/hybrid build. But would you give up Grenadier, and be forced out of using grenades for it? I think it’s a pretty good incentive to go power bombs. Power bombs is just not possible outside of PvE.
But for real, it probably would be too strong on a 10s CD. Maybe shave 25% off of the ‘new’ Fire Bomb’s damage, but you get the concept.
Just to reiterate, these grandmasters goal of implementation is to provide a new kind of playstyle that was previously unavailable, as opposed to competing with Grandmasters in popular builds.
kitten that needs a hero Grandmaster, to promote this objective (that is not AIDS like dps A.I turret builds)
So, like, any tweaks or separate suggestions that would go towards achieving these goals, I give the thumbs up.
(edited by Chaith.8256)
Some cool proposed changes, but about the Flamethrower: with your suggested change, does this not cancel out a FT HGH build? The reason that works so well, in my experience, is because of the 10 stacks of might due to Juggernaut.
How so? Juggernaut grants one might every 3s.. that lasts for 15s. My proposed Juggernaut grants 3 might every 10s that lasts for 15s. Lol.
your version of autotool installation would be.. very compelling, to put it lightly. 25% cd reduction on blasting healing turret and giving us another 1350 heal with it? idk man, i think you need to make some kind of exclusion for it or something.
flamethrower grandmaster amuses me. bombs grandmaster amuses me. and i like the metal plating suggestion too, though the point of that trait seems to me to be more about keeping any of your turrets alive, rather than keeping a turret nest alive. so like what if it came with a base damage reduction for the turrets, like now, say 10-15%, and each one throws out a stackable 5% reduction aura? so nests are slightly better off, but you can still have the majority of the traits utility with just 1-2 turrets rather than directly nerfing the times when some of your turrets are on cd.
All great points.. I think that using Auto-tool Installation in a DPS build, just for healing Turret would be viable. What if the healing procs on auto-tool installation were the kind of ‘benevolence’ kind of healing where it wouldn’t affect the Engineer, but his allies?
…as the traitline would end up having up three flamethrower traits – an adept, a master and a grandmaster. Having such buffs via traits, all together, would likely work against the balancing of the base one as they would fear making the traited one too strong.
Even grenades didn’t start up weak, they got nerfed over time because of the traited version (even if the logical choice would have been to review the trait, rather than nerf the base one to oblivion). More than being a “best in slot”, we should talk about it being a “forced choice” after all the nerfs.
Also, i don’t think that the abysmal attack of the weapon or the issues with retaliation should be fixed via traits. Especially since it is a problem shared by many multi-hit skills – whose major advantage was food on-crit processing, and was greatly nerfed via the addition of internal cooldowns on foods.
If anything, it is retaliation that should be reworked. But we’re OT with that.Regarding gadgets…well, that’s just because we are extremely lacking with gadgets. Any trait would be considering best-in-slot for a build that focused on them, seeing as we haven’t got many choices in that regard.
Grenade traits are definitely all must haves when you run the Grenade Kit. It kind of sucks.. because everything’s balanced around them being taken, yes. You are pressured to take: 1) Shrapnel, 2) Short Fuse, 3) Explosive Powder, and 4) Grenadier. Then throw in Incendiary Powder being a must-have and Forceful Explosives if you run bombs. There is definitely an explosive trait bloat. But at least it’s usable ..
Also, Flamethrower is a pretty huge outlier when it comes to damage out vs. retaliation in. It’s such an outlier, I don’t feel that specifically making it affected less by retaliation as a trait, is such a bad idea. Seriously.. it procs so much more retal than just about anything, for the damage it does.
Imho, putting others single-kit focused grandmaster traits wouldn’t solve much. Those weapon would suffer from the same issue of the grenade kit – basically, being balanced upon their traited versions, thus making the base ones very underwhelming.
In a way… but I did plan for that. (Disclaimer, I do not think my suggestions are flawless, lol)
For example, Taking the suggested Explosives Grandmaster to upgrade Power Bombs and increase combo field blasting, this trait will be completely glossed over by the meta Bombs/Nades condi build. Condition Bombs are quite prevalent, and as long as this trait isn’t the best-in-slot for any bomb user, than it won’t be another Grenadier. It’s more a focus on a bombs only, power build using bombs as the main source of damage.
Also, my suggested Firearms Grandmaster to upgrade Power Flamethrower will never be taken by any who uses Flamethrower for a utility Kit or condition weapon. It’s just one aspect of the Flamethrower that it’s designed to buff – a focus on the #1 and #2 skills as sustained damage. That’s why it won’t be another Grenadier, because not It’s not best-in-slot for every Flamethrower user.
My suggested Tools Grandmaster to grant Gadgeteers an actual method of condition removal would definitely be a best-in-slot for all gadget users.. because Gadgets have nothing. Lol. So yes.. your point rings true on that front, I am still thinking on it.
I respect your opinion.
Yep
I hope that you don’t actually think you are winning this argument though.
Uh huh
By throwing things out there and just hoping they will stick.
O
Thank you for your contribution.
NP
I see what your trying to do and I respect that but no k, your not making a solid argumnet over your side.
Darn
Possible becasue your not as familier with warriors and thier game mechanics as me. I really dont know.
Lol. Since you seem to have everything straightened out, Master Chief, I’ll keep an eye on the patch notes for your changes to Warrior.
Inventions:
^I don’t have a problem with this trait. I think that it will be utilized extensively in PvE and perhaps even WvW, so while I feel that is not attractive in PvP yet, I am okay with this. These new grandmaster trait reveals has shown to have a trend, and that is a more supportive, group oriented direction for Turrets. Personally, I could not be happier – Turrets cannot succeed as damage dealing A.I, nor should it. I see a huge opportunity to create a functional support build out of Turrets, amongst the now cheap and useless Turret traits. Here are my proposals:
^Metal Plating was such a forgettable and boring trait with no identity – what did the Engineer, his allies, or his foes care about the Turrets having one more blow left before dying? Now, Engineers could actually fortify allies with a unique damage reduction while the Turrets are functional.
^ Engineers could directly heal allies by detonating nearby Turrets, or Foes that AoE down the Turrets would inadvertently proc AoE heals on the area they are zoning.
Alchemy:
^This trait is alright, simply for the fact that a Rifle Turret could be responsible for a high amount of group fury, admittedly, much more useful when using multiple Turrets, and keeping those Turrets alive, but since Alchemy is doing quite fine, moving along.
Tools:
^Super disappointed with this Grandmaster. Having Gadgets at the core of an Engineer build is still a horrible decision, even when taken with the Adept, Speedy Gadgets. There’s no playstyle adjustment as a result of this trait, I feel that the Gadget traitline needs a hero.
^This will give Gadget builds a strong defensive core. To run a Gadget heal (A.E.D), the Engineer has to accept absolute zero condition removal. (No Elixirs, or Healing Turret) This simply is too much to ask, so A.E.D can never get play in tPvP or small WvW encounters. Realistically, a build that takes multiple Gadgets is severely limited in defensive and offensive power, and is right off the bat forced into 30pts into the Tools traitline.
Whelp, that’s it from me, folks. Let me know what you guys think of our revealed new Grandmaster traits, and my proposed ones!
-FiveGauge
(edited by Chaith.8256)
I’m going to briefly recap all of the scheduled April 15th changes to the Engineer profession, and provide suggestions, where applicable, to maximize the flavor, uniqueness, and how memorable some previously bland mechanics can be.
In my opinion, a lot of Professions deserved better balanced, higher synergy, or playstyle defining traits than what has been put on the table, so far. I am most experienced at the Engineer profession, so what I did was evaluate the new Engineer Grandmasters based on: the Balance, the Synergy, and the Playstyle definition. Where I saw problems, I created suggestions.
Here goes:
Explosives:
^I have an extreme dislike for this trait, so far. It seems to be extremely disjointed and short on synergy with the rest of the Explosives trait line. Engineers have a distinct lack of synergy with quickness due to extremely short casts all around, and are not auto-attack intensive. This trait really lacks a soul.
^Concussion Bomb would be increased to Pry Bar Strength and Fire Bomb would be increased to Acid Bomb Strength. A great amount of blast finishers and fields are what makes Engineers so unique and fun. This grandmaster gives further viability to Engineers with power-explosive utilities as their build’s core in PvE/WvW/PvP. An un-written goal is to create builds that can fight against a Grenade and condi dominated landscape, as well. This trait directly competes with Grenadier, and viable Grenade builds.
Firearms:
^I’ve been pretty puzzled as to why this trait is in the Firearms tree. I can see this trait perhaps being used in certain 30/30/x/x/x builds. Unfortunately, this trait is in competition with Modified Amunition, and both of those traits aim to do the exact same thing – more gratuitous damage. The question is whether the damage increase is better from modified ammunition, or the mines will be useful enough to overcome that. There simply aren’t any unique or interesting combinations that this can be used with. Boring.
^Flamethrower is, hands down, by far the most memorable, unique, and disappointing kits. The purpose of this trait is to give Engineers with Flamethrower in their build’s core a much needed boost in teamfight practicality, pressure, and heroic effect. Being able to position properly is a must, and Grenades have a huge monopoly on dealing adequate damage without being right on top of the target.
Extra Firearms proposed change:
^ This solves the problem with Flamethrower’s cruel and unusual punishment by attacking foes that stack retaliation. The Flame Jet would still hit up to 3 enemies for 10 hits each, so retaliation would still be a huge problem, but it would be less like instantly dying, and more like how other profession’s multi-hit attacks are punished. It also adds offensive boons to those with weapon kits (Toolkit, Elixir Gun, Flamethrower)
(edited by Chaith.8256)
I dunno man cleansing water will still take priority IMO
Cleansing water is getting a massive buff, back to pre-ele nerf when it was a must-have.
Not even " Soon™ " yet, unfortunately. On the distant horizon of late 2014, Early 2015 perhaps? One can only speculate
(edited by Chaith.8256)
Well, no,
When the map was unveiled it was very specifically mentioned in Readyup Episode #8 that it will be a Custom Arena only feature.
And right now most if not all of the traits are either not used or are useless. They might receive use if my changes happen but without giving warrior benefits.
You seem to know a lot about Warrior builds, except the fact that you don’t seem to believe me that opportunist is indeed only a 20pt requirement in Arms, not 30.
Like, I’m not trying to refute what you’re saying, that with the way the trait system is currently, that there are inferior combos.
What you seem to be missing is that that’s how GW2 is. Inferior trait combos are a direct result of how the trait opportunities are structired by intended design. The trait system is a casual construct not for min-maxers, but there are few min-max options.
Fury is an intended mechanic, by design, to be available like air for warriors. If you for some (casual) reason want to take Rampage for an elite, and you don’t want Shouts, the system is structured so there are fury options for that setup.
Your argument that 800 toughness and 10% revive speed while reviving for 5pts is not overpowered because all Warriors have lots of toughness, so it’s diminished, that’s utter crud, Lol. Assuming maximum toughness values for all Warriors as a starting point for balancing a trait is simply not how it works. You can only see the trait lines through your own build’s perspective, and not taking into account that the system has to encompass every unpopular, underpowered trait combo.
I could spend a bunch of time talking about ways to get underused, redundant, or plain bad traits into getting used right now, but there’d be a fundemental misunderstanding on how the trait system is supposed to work.
Why would any of these suggestions be good for the game?
You want to make Determined Revival way too good for a 5pt Minor. Double the toughness and slap a 10% revive speed increase on it. Good job.
And.. Opportunist is an Arms traitline Master, not a Grandmaster. And it’s not correct to say that just because Warriors can get huge Fury uptime with Signet of Rage means that other Fury sources are underwhelming, and should be moved – in the future, there could be a build that will not utilize Signet of Rage, and it it’s good balance to have the groundwork laid for other builds to function properly.
As for your other suggestions, I don’t disagree with most of them – but your justifications for giving Warrior trait lines this kind of overhaul is a bit lacking.
Paraphrasing, you’re pretty much saying ‘Warrior would hardly be any better if we made all these buffs, so we should add tons of small buffs to Warrior traits.’
The purpose is just not very convincing :P
So, let’s say we wanted to look into decap engineer, where would we start? I’ve heard a few different opinions on the topic, and I have a few opinions of my own as someone who has played against decap in top 100 rated solo/team arena games and also played the build myself.
In the same way that it was difficult to look at the September ’13 Hambow warrior and point out a single specific key to its strength, I think decap engineer is much the same.
I think it’s important to understand the areas in our game where decap engineer is strong, and then go from there:
- Conquest
- Situations where communication is difficult (solo arena)
- Against teams that have difficulty rotating appropriately
So, with the above in mind, what are some ‘low-hanging fruit’ type of suggestions for changing the way decap engineer works, without affecting existing builds unrelated to decap? That is to say, suggestions that would not require significant amounts of development time to implement.
We’ve already seen a few threads on PW, so I’ll focus on decap for now. ^^
The super low hanging fruit, as stated many times, is Automated Response. This is pretty much the one and only low hanging fruit that won’t affect existing builds unrelated to decap. You can’t mess with Engineer’s defensive options without dropping it to B Tier in conquest. You certainly can’t nerf Flamethrower or Rifle knockbacks, because the weapons channel the entire weapon budget into those knockbacks, and are terrible otherwise.
As you say, Automated Response, is grossly overpowered in Situations where communication and rotations are not good. But it is also grossly overpowered in other situations, too.
So, my suggestion #1:
Suggestion #2:
Your build is too man-mode and has not enough defensive traits/utilities. Ellesee nailed most of it.
If you face an obnoxious amount of Condi Necros and or Condi Rangers, Condi Engineers, then learning a power build will put you at a huge advantage.
http://www.twitch.tv/chaithh/c/3933105
The build is my regular power tournament build:
http://en.gw2skills.net/editor/?fcAQFAUlIqiY38SyF17IyIFdmoJSh+ZZfe8WtFEC-ToAg0CnIqRVjrGTNyas1ME5AB
But with Lyssa runes and Elixir X over Supply Crate. It’s quite specialized..
The new traits are as follows:
Explosives: Synaptic Overload – gain 3 seconds of quickness when you hit a foe with a knockback skill
Firearm: Bunker Down – Create a proximity mine at your location when you critically hit with an attack. Mines have a 10s duration, 2s cooldown (mines do not remove boons)
Inventions: Fortified Turrets – your turrets are surrounded by a reflective shield when created. 4s duration, ends if the turret is picked up or destroyed.
Alchemy: Experimental Turrets – Turrets apply boons based in a 600 raidus around them every 10 seconds. Thumper turrets: 3 seconds of protection. Net turret: 10s of swiftness. Rifle turret – 5s of fury. Healing turret – 3s of vigor. Rocket turret – 3s of retaliation; Flame turret – 3 stack of might for 10s.
Tools – Gadgeteer – gadgets grant additional boons upon use. Boon vary based on the gadget being used – AED – 3s of retaliation, Personal Battering Ram – 5s of fury; Rocket Boots – 4s of Vigor; Slick Shoes – 8s of regeneration; Throw mine – 6s of aegis; Utility Goggles 5 stacks of might for 8 seconds.After 1800 hours on engineer and two legendaries as well as two full sets of ascended armor, I feel I’ve explored this class quite well in my time on GW2. You name a build, I’ve played it. I’ve played many that most of you probably haven’t even heard of or tried, but every one is a learning experience.
This patch is not the end-all for us. In fact, it’s quite decent. Let’s examine two possibilities, off of the top of my head, that can incorporate these traits into very powerful (pun intended) builds.
The first will be the glass cannon roamer – Seeing as the new GM trait in Explosives has no ICD, 30 30 0 0 10 will still be very powerful, but with the two new traits in place of the old. Quickness on knockback, right? We’re engineers. We have TONS of knockback. But how do we get ready access to it? Well, ANet handed that to us – Firearms XIII. You crit, you drop a mine (a “throw mine”, which won’t take a boon but WILL be unblockable and a knockback) – critting is easy. Anybody melee on you? The job is done for you. Drop bombs, rifle 1, whatever you like – crits on crits with a good glassy power build. They run into one, knocked back, rifle 2 —> 3s quickness massacre. Your traits would be III, V, and XIII with healing turret/rifle turret/PBR/your choice. I suggest taking static discharge and seeing what forms of movement will be available to us via rune sets come this feature patch.
The second is more of a defensive/dueling engineer. × 30 x x 30, both GM traits XIII. You crit, you drop a mine, and with the new Tools GM trait you get 6s of aegis through the mine. On a 2s CD, essentially, nobody even has to hit the mine. You just get aegis every 2s after you crit.
Hope this’ll keep you guys strong, I see a lot of negative feedback and I think it to be wise to place oneself outside of the box. These traits have a lot of promise.
Cheers.
EDIT: In before “It’s supposed to be 6 6 0 0 2” etc
I don’t mean to bring you down, but a couple notes.
- 1) Synaptic Overload has a 20s ICD
- 2) ‘Bunker Down’ dropped Mines have no Knockback or Boon Rip. They’re just damage-only ‘Mine Field’ type mines, not throw mine. Therefore, they’re not proccing ‘Synaptic Overload’ ever, let alone every 2s. Or 20s. o_o
- 3) ‘Bunker Down’ dropped mines will not ever give Aegis from ‘Gadgeteer’ or even count as Gadgets. So if you only bring Throw Mine, and are taking Gadgeteer, you might as well take Armor Mods to get Aegis slightly more often.
So, pretty much every synergy that you are hyped about, doesn’t actually exist. I’m sorry! I wish it functioned more similar to how you describe it, too. The traits are very underwhelming.
Yeah, that’s been pointed out – don’t remember what I was reading last night but at least dulfy’s post didn’t mention anything about an ICD, which I thought may’ve been too good to be true as well. Oh well, it’ll still be very useful.
To be honest, I think Synaptic Overload should not have an ICD. For any other profession, that would be nuts, but you have to look at in context of the Engineer profession.
I kind of doubt it’s usefulness compared to how amazing the Explosives traits are, generally.
Quickness is .. pretty lacking for Engineer. The only thing I would want quickness for is tossing Grenades faster, but Synaptic Overload directly competes with Grenadier.
Honestly, I have no freaking clue why we have a Quickness Grandmaster, as well as a Quickness utility? (Elixir U) There is not a god darn thing that synergizes super well with Quickness except Engineer 1spam. Quickness was nerfed all around due to the insane things that Warriors/Thieves/Rangers could do with quickness, and the overwhelming Time Warp meta, but even then it was meh for Engineers.
“…our mid is neut, shyt! How that happen?…”
Entertaining stuff.
Gratz Ally on r20yeah, keep it comming
Lol, yeah. Times were had. You should have seen when Genyen was new to tPvP /Shots. I kid, I kid.
Yea, especially Allie, show us your cojones xD
They won’t accept the challenge. It would mean they admit that they are incompetent when it comes to balancing things in pvp.
Allie was willing to play some superpug teamq with us, this week. We had a decent approximately ‘top 50’ group and we faced another ‘top 50’ group, there abouts’.
http://www.twitch.tv/chaithh/b/512575057
3:53:30 and on, Allie did team queues for a good chunk of time!
She was worried about not being experienced enough to play against coordinated teams, but she showed she was interested in learning and listened well!
(edited by Chaith.8256)
The new traits are as follows:
Explosives: Synaptic Overload – gain 3 seconds of quickness when you hit a foe with a knockback skill
Firearm: Bunker Down – Create a proximity mine at your location when you critically hit with an attack. Mines have a 10s duration, 2s cooldown (mines do not remove boons)
Inventions: Fortified Turrets – your turrets are surrounded by a reflective shield when created. 4s duration, ends if the turret is picked up or destroyed.
Alchemy: Experimental Turrets – Turrets apply boons based in a 600 raidus around them every 10 seconds. Thumper turrets: 3 seconds of protection. Net turret: 10s of swiftness. Rifle turret – 5s of fury. Healing turret – 3s of vigor. Rocket turret – 3s of retaliation; Flame turret – 3 stack of might for 10s.
Tools – Gadgeteer – gadgets grant additional boons upon use. Boon vary based on the gadget being used – AED – 3s of retaliation, Personal Battering Ram – 5s of fury; Rocket Boots – 4s of Vigor; Slick Shoes – 8s of regeneration; Throw mine – 6s of aegis; Utility Goggles 5 stacks of might for 8 seconds.After 1800 hours on engineer and two legendaries as well as two full sets of ascended armor, I feel I’ve explored this class quite well in my time on GW2. You name a build, I’ve played it. I’ve played many that most of you probably haven’t even heard of or tried, but every one is a learning experience.
This patch is not the end-all for us. In fact, it’s quite decent. Let’s examine two possibilities, off of the top of my head, that can incorporate these traits into very powerful (pun intended) builds.
The first will be the glass cannon roamer – Seeing as the new GM trait in Explosives has no ICD, 30 30 0 0 10 will still be very powerful, but with the two new traits in place of the old. Quickness on knockback, right? We’re engineers. We have TONS of knockback. But how do we get ready access to it? Well, ANet handed that to us – Firearms XIII. You crit, you drop a mine (a “throw mine”, which won’t take a boon but WILL be unblockable and a knockback) – critting is easy. Anybody melee on you? The job is done for you. Drop bombs, rifle 1, whatever you like – crits on crits with a good glassy power build. They run into one, knocked back, rifle 2 —> 3s quickness massacre. Your traits would be III, V, and XIII with healing turret/rifle turret/PBR/your choice. I suggest taking static discharge and seeing what forms of movement will be available to us via rune sets come this feature patch.
The second is more of a defensive/dueling engineer. × 30 x x 30, both GM traits XIII. You crit, you drop a mine, and with the new Tools GM trait you get 6s of aegis through the mine. On a 2s CD, essentially, nobody even has to hit the mine. You just get aegis every 2s after you crit.
Hope this’ll keep you guys strong, I see a lot of negative feedback and I think it to be wise to place oneself outside of the box. These traits have a lot of promise.
Cheers.
EDIT: In before “It’s supposed to be 6 6 0 0 2” etc
I don’t mean to bring you down, but a couple notes.
So, pretty much every synergy that you are hyped about, doesn’t actually exist. I’m sorry! I wish it functioned more similar to how you describe it, too. The traits are very underwhelming.
How is a low level/new to PvP solo queue team comprised ehem “randomly” of warriors, gaurdians and mesmers supposed to beat a 3 stack of necro’s and two thieves when all our boons are turned on us in a split second, they dump wells on the cap point and we are killed before we can even see them them/not be feared. It’s not solo necro’s I have a problem with or even thieves (Even though thieves aren’t real people), My problem is the complete imbalance of classes when teams are formed, my worst experience was a full 5 stack of necro’s who quite frankly were just as bad as us but we had zero chance of winning even when they are weak to CC, you CC them they just get back on the point or drive you off with wells, not forgetting the three effective HP bars they have.
This Isn’t a rage thread but a frustrated cry for help, I want to get good at PvP so I can play more WvW without being told by elitists guilds that we aren’t welcome and should join the pug zerg that unfortunately on my server doesn’t exist coz the guilds are leaving for sad and pathetic reasons such as account hacks accusations, racism and us not being a 100% WvW server so they all jump ship to better ranked server hoping for easy wins on the backs of hard working guilds.
In terms of combating Necromancers, in no way/shape/form is Guardian, Warrior, or Mesmer unprepared to deal with them!
A good mixture of professions trumps triple-classing almost everytime, too.
So, I read a bit closer and see that you actually are looking for help versus these Necro heavy setups, while disguising this thread as a Necro rage thread, lol.
In reality, you should focus on picking the right builds to face such an obvious comp, and focus on the many holes in the 3 Necro team’s armor.
Triple Necro is so very easily countered.
http://www.twitch.tv/chaithh/c/3919969
Lol, yeah, this is a gem from last night.
Well, literally, you can still play for gold, increased rank points, and fun.
It’s funny how all these whiners are pretending like glory meant so much now that it’s gone.
Well.. yeah glory wasn’t all that, but it WAS convertible to a bit of gold. Alliance bags were nice, too. But whatevsies. Little difference for me, as you say.
Well, literally, you can still play for gold, increased rank points, and fun.
In my humble opinion, you sir are wrong…. I click my spells and I try to avoid all contact with my keyboard, Having to type wud be a real let down…. And anyways I am the best team pvper ever and i have people who might vouch for me so i know what im talkin bout, who are u !?!? VOIP in game is the only way for this game to procceddd
Really?
VoiP in game is what the game needs to proceed??
Seriously?Out of all the issues in GW2, the lack of teamwork between classes, bad maps, bad queue system, bad particle effects, bad UI, bad leaderboards, bad custom arenas, bad meta, bad patch speed…. you chose VoiP… something a large portion of the playerbase has been using since launch…
>.<
I hate to be the one to have to tell you, but you just got baited and trolled.
1. Get Better Internet, I am rich, I never lag
2. Stop Random Evading, that is why your evades are “missing”
3. Balance is more important than your poor internet
4. Your slow that is why your ability “goes off too late”
5. GO to PvE if PvP is too much for you
You’re on a (t)roll tonight, Backpack! Ah ah ah.
Typically, there is a somewhat useful Blog Post before a huge change is rolled out, and the playerbase is free to discuss how that will affect the game for them! An example is the mention that ranks are intended to be removed when the new PvP progression system rolls out. This was super useful to mention – and the feedback given made this decision pull a complete 180’.
Currently, with this (hopefully) imminent PvP progression overhaul, things are locked up SO tight behind closed doors. I can only imagine one outcome, really.
We’ll have a lot to talk about, so be sure to catch the Ready Up this Friday.
Ah. #ReadyUpHype. So you guys will finally dish on some of the PvP Progression overhaul. I’m still sceptical of what developers are allowed to discuss, but I will tune in for sure. Thank you.
And we don’t know if this new system will work, because they never tell us anything. So when it is implemented, it could end up being bad again in the long run and its deja vu all over again.
I see that as being a big problem, too.
It’s an undeniable fact that overwhelmingly one sided feedback from players DOES hold sway on the iteration process of features. There are tons of unexpected reactions, on tons of features that Anet has implemented.
3 Round paid tournaments as an intended design has proven to be not what works with the game/playerbase. This was changed!
No map-rotation, as an intended design. IE: playing the same map for a week at a time has proven to not be what works with the game/playerbase. Thank god this was changed!
The intention of removing Ranks in the new PvP progression system plan has proven to be not what works with the playerbase. Thank god this was changed too!
Typically, there is a somewhat useful Blog Post before a huge change is rolled out, and the playerbase is free to discuss how that will affect the game for them! An example is the mention that ranks are intended to be removed when the new PvP progression system rolls out. This was super useful to mention – and the feedback given made this decision pull a complete 180’.
Currently, with this (hopefully) imminent PvP progression overhaul, things are locked up SO tight behind closed doors. I can only imagine one outcome, really.
Uh, well. I think you have an interesting perspective. It’s amusing to think of all the changes to PvP since launch as ‘deletions’, but I think you’re pretty misleading in a lot of your points.
It was obvious that the paid (tickets purchased), 3 round tournaments were not what the playerbase wanted. It’s more accurate to say they changed the 3 rounders into a 1 round match, and removed the buy-in as well as the gem reward.
As for what’s happening in 2014, it’s pretty clear to see that the ill-thought out PvP progression system that also is apparently not working, is being replaced with something different, which I will pass judgement on when the time comes.
It does suck that there will be an undetermined period in where Glory won’t be attainable, and we won’t be progressing in the NEW PvP system. This is obviously what’s been the cause of “straw that broke the camel’s back” threads like these from the PvP community. It leaves a bad taste in my mouth too, because I don’t know if my character progression is stopped for a week, or 6 months? Nobody knows the feature patch date.
Why you need so many infinite lights?
It’s believed that one day PvP and PvE skins are unified into one ‘Wardrobe’ to create a universal appearance across PvP and PvE.
However, some PvPers (not I) hold the opinion that suddenly all the unlocked PvP items will become sellable skins, and the Infinite Light skin retails for like, 850g.
I don’t believe they will be sell-able skins. I just like the skin!
Well, you’re in luck, because you have enough Vanishing Light skins to equip 8 Sword/Sword Mesmers or Warriors! Haha.
Chillomancers can be annoying, but generally speaking, they rely on easy-to-dodge skills to have that kind of effect.
I’m not sure I agree with that assessment there. Dark path is a 1200 range, homing, and unblockable attack. Like you said, it’s a non-projectile so absorbing it is out, too.
Chilblains.. marks in general are extremely accurate and responsive as far as 1200 range AoE goes.
Chill of Death (Spite X). This is completely un-preventable, if you drop below 50% HP, then the next successful attack will strip 3 boons, deal significant damage, and chill for 5s base. (lol when you proc this in Lich form at the same time as Deathly Claws, in a non-meta power build)
In a Meta condimancer build (30/20/0/0/20) with Nightmare runes… Chilblains -> Dark Path on an enemy below -50% health, proccing Chill of Death, that’s an 19.6 second Chill when you factor 40% condition duration.
The cooldown on dark path is 15/12.75s, untraited and traited respectively, Chill of Death is a 20s cooldown, and Chilblains is 20 second cooldown.
This is just a freaking’ metric ton of chill. In the Meta build, Dark Path chill is a 54.9% uptime (7s chill, 12.75s CD), Chill of Death chill is a potential 35% uptime of chill if an enemy is below the threshhold (7s chill, 20s CD), and Chilblains chill is a 28% uptime (5.6s chill, 20s CD)
Every Meta 30/20/0/0/20 Necro is a chill-o-mancer, haha.
Why you need so many infinite lights?
It’s believed that one day PvP and PvE skins are unified into one ‘Wardrobe’ to create a universal appearance across PvP and PvE.
However, some PvPers (not I) hold the opinion that suddenly all the unlocked PvP items will become sellable skins, and the Infinite Light skin retails for like, 850g.
Immobilize is a very powerful condition if used right, and it can be a detrimental factor in a player’s survival if they’re immobilized with no way out. I feel immobilize should exist, but I think a good change would be making immobilize not stack. If a player wants to apply immobilize to a target, he or she should only be to able to receive the application if he or she isn’t already under the effect of immobilize. That would stop players from reaching inescapable deaths from continuous immobilize.
Some of you may say just condition cleanse, but those of you who say that should realize you’re not always going to have condition cleansing readily available. What would happen is that immobilize is no longer stacked, but if players know what they’re doing, they can chain immobilize a target. That sounds like smart play to me, and there would be a chance you could dodge roll before it hits you.
There has been a lot of outcry since the maximum Immobilize stacks was increased from 1. With the maximum amount of immobilize stacks being one, there was much more timing skill and or/coordination between allies required in order to keep something immobilized.
Bringing it back to one stack has been suggested many times, but unfortunately seems to be unlikely due to Anet’s original decision to go the opposite direction. I truly feel it should be reverted as well – and I’ve heard endless unanimous opinions from the competitive community.
On a slightly different note, but still in the same discussion, Fear is pretty cringe-worthy in how easily it is stacked, too. (Ever been attacked by two fear users?) Fear compounds in power at an exponential rate when multiple fears from possibly multiple players keep adding to the stack. Necromancers are the most common users of Fear, so I feel that that the proper way to keep Necromancers in their A tier 1v1 capability zone while reducing the obliteration of multiple chain fears would be to reduce the maximum number of fear stacks to 1 as well. Good Necromancers could get the maximum fear duration by themselves, but multiple fear abilities (Stolen Skull, Fear Me, Other Necromancers) would waste duration if it was simply spammed willy nilly to stack up an excessive hard CC.
But really I think that all hard CC oriented abilities (including Immobilize and Fear) should be modelled after how other hard CC in GW2 functions, like Stun.
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You should be able to turn it off, and easily mute specific people. For PvP, I’d use it. For PvE I wouldn’t. I wouldn’t expect everybody to use it.
Voice emotes are helpful but robotic. They’d be a step in the right direction but in a PvP game I’d prefer to be able to illustrate ideas beyond the scope of what they’d likely implement via voice emotes. I don’t want voice emotes to become a restriction on game content, either.
There are two clear camps of those ‘for’ and ‘against’ GW2 VOIP.
I will agree that an optional VOIP system feature could never worsen the player experience, since you could easily mute or leave.
Here’s where the problem lies. In SoloQ, I see it being very unrealistic that there will be consistent use of such a VOIP system. Used sporadically at best. SoloQ in try-hard mode, with proper participation in VOIP, is simply not the reason why people do SoloQ.
A good percentage of people do SoloQ for general amusement, testing builds especially. It’s generally accepted that people in SoloQ aren’t always playing their main professions, or peak performance builds. The level of competition in GW2’s SoloQ makes GW2 supported VOIP a very ill-fitted tool, in my humble opinion.
After using a VGS (Voice Guided System) in a MOBA I currently play, I absolutely fell in love with the way that players communicated with each other in the SoloQ system. Some of the fully voiced emotes you can communicate to your team are hilariously awesome: IE: After winning a 1v2: /vvgb: “BYE.”, or /veg: “I’m the Greatest!”.
People may say that ‘typing’ during matches is just utterly unpleasant, and I have to say that once I memorized the commands, finding a quick lull in the action to direct SoloQ rotations would happen a lot, and I wouldn’t mind typing 4 characters in chat, lightning-fast style.
With a VGS, I feel it would be a viable feature in an MMO, but only when the player is in a Party or Team channel. My experience is that using this feature has made me care a lot more about supporting my teammates and being a team player. VGS could make players a lot more connected to your small party/PvP team whether you’re in a small party in PvE, PvP or WvW.
And of course, real, robust, VOIP applications are always available for peak levels of competition/coordination.
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In GW2 PvP, it only makes sense to play multiple professions. Everyone is on equal gear positions, and can have a different role with the switch of a character.
Switching when your original comp is bad is part of learning the game. Many MOBAs online have this same ‘picking’ experience.
“It’s a trap!”
I support this one
Haha, yeah, that is an enjoyable one from SMITE. I also like:
“Quiet.”
“Curses!”
“Bye.” (When laying the smack down)
It’s 2014, come on we should be able to speak to them in game, just like every other game out there. Nobody wants to type while in combat.
VOIP is intrusive. It’s not always possible to be on VOIP because of what’s going with your surroundings. Not everybody wants to be in a call, especially with potentially annoying or abusive strangers.
Teamspeak exists for a reason, if you need those features, everyone has it. Implementing voice chat into the game seems to be redundant. I remember voice chat being implemented into another MMO that I played, and it was low quality as well as hardly ever used.
So, that’s why I am all for empowering team-wide voice emotes.
Smite’s system is awesome too. There are a few prerecorded voice-messages that can be played by typing specific keys in your keyboard.
SMITE’s Voice Guided System (VGS) is by far the easiest, and most efficient way that I’ve seen to streamline communication in non-voip pickup game situations.. this is the future in solo-queue MOBA or any conquest style PvP, in my opinion.
Load all the ‘calls’ that players have to make on teamspeak typically, as pre-recorded voice recordings.
“Attack Middle/Far/Home”
“X Incoming Middle/Far/Home”
“Be careful Middle/Far/Home”
“Defend Middle/Far/Home”
“Gank Middle/Far/Home”
“Retreat Middle/Far/Home”
“Elite is ready”
“It’s a trap!”
“Group up!”
And of course small talk would be fun, too. IE: Sorry, Thanks, Wait, Cancel That, Yes, No, Be Right Back, Bye, Good Game, ETC.
The FGS is used as part of Dungeon speed runs and destroying objects quickly in WvW and sPvP. They are significant parts of the game, and would have been dealt with if it were a bug. While you claim it’s a bug, other people claim it’s a feature.
I’m of the mindset that it’s a feature, because it’s something that takes skill and/or coordination to pull off, and I’m all for giving high reward to skillful and coordinated play.
100Nade burst was not a feature. It was removed – despite taking coordination and high risk.
If Anet feels that a 20k Fiery Rush corpse cleave is a thing, it’s definitely not exempt.
Minions are telegraphed attacks. They’re like conditions… Except you can kill them and kite them.
How you figure’ minions have telegraphs? Everything pretty much just instantly womps on you every few seconds. Rigor Mortis on the Fiend doesn’t have a telegraph as far as I’ve been able to pay attention to, the Golem Charge is fast and instant. The Putrid Explosion on Bone Minions is un-telegraphed as well.
I guess you feel that actively reacting to the passives is a legitimate counter, and what should be done, but I find that topic kind of absurd.
Your logic in this post is the same as “PU mesmer is underpowered because it isn’t good in team fights and lacks stability”.
You choose to play with this scrubby, annoying build. So yeah, it should have weaknesses.
Minions should not be massive raw damage against any amount of targets, single or otherwise. Your damage should come primarily from you with telegraphed attacks.
Again, I don’t know how much clearer this can be.
I second this. Minionmancer does not need to be useful in other ways, in PvP. For the good of the game, all attacking A.I builds need to be flat out inferior to non-AI counterparts when used in mid to high competition.
The reason for taking A.I in tPvP should be one of these:
Auto-attack based A.I builds need to either disappear from tPvP, or remain shrouded in obscurity. Spirit Weapons, Turrets, Minions, Thief Goons, all of these abilities are just cancerous to a competitive game that is enjoyable to play, watch, and cast.
You said it yourself, “The rewards weren’t that dynamic or thoughtful.” that’s GROUNDS enough to kitten the system as poor.
Sounds like you’re just giving up on saying it’s not rewarding, and looking for an excuse to vent.
It’s exactly like getting $100 for Christmas from a relative. It happens once a year, and it’s not that thing you’ve been wanting, but maybe you could use your brain, go to the store (trading post) and get some rewards yourself?
Ok the grounds or basis in the complaint is that the system is not rewarding. Over a year and half we’ve received the ability to accumulate items to make items we have OR make dyes. Sounds like a fair and rewarding system to me.
Well, you left a couple details out in your argument on why the system is not fair or rewarding. Here’s what you can do with Glory in the last year and a half. In over a year and a half, dedicated PvPers since launch have had the opportunity to use Glory to level all characters to 80 through PvP, make insane (500+) gold from Wintersday gifts, bypass the grindy ranks and directly buy the upper ranked PvP gear.
That’s from spending glory. Dye crafting is the less favorable, more grindy way to spend glory on consumable tokens, but a proper way to ensure you get the maximum reward for your left over PvP by-products.
On an unrelated note, now we get cash from playing PvP matches, super increased Rank Points from tournaments, and tons of Bags of Alliance supplies.
A lot has changed in the way PvP players are being rewarded in the last couple months.. actually.
I agree that the system was was very disappointing compared to what could have been. The rewards weren’t that dynamic or thoughtful. They’ve more or less just been throwing money at us, or speeding up progression very fast. But dedicated PvP players have no grounds, (there’s that word again), to say that PvP progression has only received the ability to make dye, or PvP items, like you just said.
Right now though, the focus is tying up the loose ends in order for the better system to go live.. it’s actually pretty exciting for someone like me who likes GW2 PvP.
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just one character…..
Have fun spending an entire dye clicking your kitten off making dyes….Sure youre looking forward to it.
Clearly nobody has Runescape’d before, as a pre-teen. Hahaha. The game was pretty much an endless dye-making game, when put in perspective.
Killing a treb with a 3 minute CD elite is fine.
As for one-shotting players…sorry what? If you’re referring to Rush + Lightning Flash trick, the AoE is absolutely tiny. If the target even moves a few inches they will be out of it, moving targets are out of the question (and everyone is always moving). Whoever dies to FGS should feel bad.
You are missing a few key facts about GW2 PvP.
#1.
Downed Bodies don’t move that much. Neither do the people reviving them until it’s too late. When someone dunks a downed body with the FGS rush & Lightning Flash, there are going to be tons of frustrated players. This is a fact. Thank god there are only so many good Elementalists that are coordinated enough to do this, it is quite rare. It pretty much takes Elementalist becoming a FOTM profession where there are 2 per team in order to recognize that this is a VERY dangerous mechanic and should be tweaked.
I rather spend glory on Tomes of Knowledge. Also its a terrible amount of clicking to make dyes. No thanks.
Well, I guess with the priorities you have, you’d have to do enough PvP in order to get all characters leveled up, and then focus on consumable tokens (200 glory each). To make 1000 dyes (liquidate a massive collection) it takes about 200,000 glory.
I didn’t have that problem because I play tPvP consistently, with boosters, and have excess glory – I’ve bought all my tomes and gear back in December. But I can sympathize.
Sounds like many people people are out of glory, have a ton of boosters, and aren’t PvPing to get some consumable tokens.
Your giant collection will go to waste if you don’t buy some consumable tokens and make Dyes… that is what you need to do if you don’t want to miss out on hundreds of gold in return for your big collection of PvP Materials.
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I have every right to complain. Who exactly are you to tell someone they can’t?
‘Grounds’
8. The foundation for an argument, a belief, or an action; a basis. Often used in the plural.
I’m saying the belief some people hold that the PvP system has no way to be rewarded for amassing PvP items is a really inaccurate stance, that makes your complaints pretty unfounded.
I’m not saying you have no right to complain in the first place. You are always allowed to whine.
Saying someone is blaming the system means the system isn’t at fault. It 100% is the system. He isn’t blaming it, he’s pointing to how broken it is.
This thread makes my head spin how much you are screwing yourself and blaming the system. Lol.
After hearing about the Glory Removal coming, I mystic forged all my Arcane Dust and Arcane Slivers into about 300g worth of Dyes, after selling them on the Trading Post. I’ve been spamming boosters and using excess glory on copper chests. This strategy landed me more dust, which meant more dyes to sell.
In the last two weeks, (or whenever the Bags of Alliance Supplies were added to PvP), I have collected 10,000 blade shards from tournament chests. I think that our plight as dedicated PvP is the same as PvE players in that we need a dump for all these freaking Blade Shards.
From the Bags of Alliance Supplies, I also have gotten enough ‘Found Belongings’ in order to buy and resell 40g worth of Watchwork Sprockets on the Trading Post.
Saying someone is blaming the system means the system isn’t at fault. It 100% is the system. He isn’t blaming it, he’s pointing to how broken it is.
I’m a dedicated Tournament PvPer.. and the system currently makes me feel well compensated and rewarded for winning Tournaments. If you are too lazy to use the system and liquidate your PvP material collection into dyes (like the guy above posting his PvP material collection screenshot) then you have no grounds to complain about the system being broken.
The OP of this thread is claiming that there’s “nothing he can do with this kitten” so my purpose of writing this was pretty much to say…. yes, the Devs are not talking out of their rear ends when they say to “USE IT, SERIOUSLY”.
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That’s a lotta dyes.
You should start crafting already.
Hey, yeah. The guy’s sitting on 500 dyes right now, and he he gets another 5000 dust from buying copper chests/forging his orbs & tokens, then he can make another 500 dye potentially, because he has enough Arcane Slivers.
Do you know how much gold 1k dyes will get you?
This thread makes my head spin how much you are screwing yourself and blaming the system. Lol.
After hearing about the Glory Removal coming, I mystic forged all my Arcane Dust and Arcane Slivers into about 300g worth of Dyes, after selling them on the Trading Post. I’ve been spamming boosters and using excess glory on copper chests. This strategy landed me more dust, which meant more dyes to sell.
In the last two weeks, (or whenever the Bags of Alliance Supplies were added to PvP), I have collected 10,000 blade shards from tournament chests. I think that our plight as dedicated PvP is the same as PvE players in that we need a dump for all these freaking Blade Shards.
From the Bags of Alliance Supplies, I also have gotten enough ‘Found Belongings’ in order to buy and resell 40g worth of Watchwork Sprockets on the Trading Post.
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