Been seeing this more and more lately. I do appreciate the creativity and strategic value of the placements HOWEVER this is a bit ridiculous. You have to switch to a ranged weapon and specifically target these easily replaceable turrets just to destroy them.
I’ve seen them on top of the statues at keep also on Forest map. Again, I applaud the creativity, but it’s an exploit that needs fixed.
Honestly, this isn’t as big a deal as people are making it out to be. Using SB/LB in my build I’m nearly 1v2ing people and HAVE 1v2’d them today. It IS a noticeable change, I agree, however it isn’t as bad as you all are letting on.
Maybe I’m just in the zone tonight, but I’ve had no issues with it. It could also be that I just now started using LB in my build and wasn’t playing like a total nub like I usually do, but still. If I can beat people fairly easily with it I don’t understand why people are griping.
Besides, the SB did kinda need a small nerf and that’s what it got.. a SMALL nerf. I would be more concerned with how it’s working with quickness. That being said, maybe THAT was the intended angle all along; Quickness is still pretty OP.
There is another thread here about this but this only started happening to me after the game patch yesterday. And so far it only pertains to sPvP since that all I’ve been doing since the patch.
It usually lasts up until either the match ends and goes to a different map OR I force close the game. Then it’s fine for a couple hours, although the times seem very random.
Happens to me in sPvP. Has been doing it ever since the update. Isn’t an internet issue as everything else works fine. Hopefully they put up an emergency patch and fix it. It’s becoming a huge annoyance.
Posted this same problem on gw2guru also so maybe someone will see it and find a fix.
Why the kitten do I have to waste time to learn my profession when I can reroll Thief, Crossfire Ranger, Guardian or Mesmer and faceroll everyone?
Crossfire Ranger? Lol.
To compare a Ranger with a SB to Guardians, Mesmers and Thieves is just uneducated.
Like a good portion of our traits, they’re pretty useless and a waste of a spot in our character builds. I like at their buffs sometimes and think “Wow, the procs would be nice if the thing giving them wasn’t so useless and the proc rate so low.”
Will be interesting to see. Thieves I can can beat more often than not—Necros is really a race to the finish trying to burst them before their DS gets built up.
We seem to really be lacking in condition removal and it really sucks to get sucked into a 1v1 with a condition based enemy. At least for me it does; anything that rocks good condition damage (especially Mesmers) rock my world.
I’ll PM it to you. What builder would you prefer?
Yeah for some reason our condition removal is garbage. A lot of people don’t even both with running the signet. I’m starting to want to incorporate Protect Me into my build and just trying to mitigate as much of the damage as possible before dying but even that doesn’t look very appealing.
You could take the heal that removes them in pulses BUT that limits you to that very short amount of space for a profession that should really be very mobile and dodgy. We just don’t really have the condition removal/avoidance as other professions (from our perspective) and it saddens me.
I feel the weight of pet AI myself. Some of our traits are garbage but you can spec out of them into something else, but our pet is there no matter what. As it is right now, as useful and smart as my pets seem to be when they are actually attacking and using their skills, half the time I just think it would be fitting to seem them running around with a chat bubble above their head that said “ kitten #8221; every so often.
Their animations are way too long (especially F2 skill animations omfg) and it’s VERY unresponsive sometimes. We are indeed very weighed down by our pets.
How do you deal with condition builds like Necro? >.>
Still watching the video, so far haven’t seen you fight any.
I made a thread similar to this on the guru forums but I think I may have come off more as QQ than what I had intended, but I’m letting it run it’s course. I’m simply going to ask here, what do you guys think of it?
My personal opinion is, it’s “ok”. With my signet build and having SoS, I don’t think I’ll use it unless I’m getting absolutely rolled by someone and QZ isn’t helping me damage wise (obviously because you can’t DPS if you’re dead).
I feel that pets, even bears, seem to take way too much damage once you pop it. This usually results in pet death because you’re using it to avoid being burst. In my opinion, this is a very harsh price. Although pets aren’t amazing, the utility they give us is. Immobs, Fears, KDs, Cripples, etc. All of that put on a 60s timer because of one skill. Now granted, if you’re using it to begin with it’s either because 1) you screwed up, 2) you’re fighting a really good player or 3) you’re running away and are close to dying.
I personally feel the price for using it as opposed to say, SoS, is far too high since pets take so much damage from it. I’m wondering if it would be too OP to give the pet protection for the duration of the damage transfer?
Thoughts? Is there another way to use this utility that I’ve yet to discover?
It sounds like your wife has anger issues or something. :/
I don’t think GW2 is the problem, but I do understand the situation.
The people that keep bringing up AA skills are still in the mindset that autoattacks are meant to be weak and useless skills that you use when everything else has been put on CD. Why does this HAVE to be the case?
The whole fun of it is developing skill and learning your profession better imo. I’m still having a blast with sPvP and rarely do tournies since I have no static team. I also still do PvE and am slowly gaining levels when I want to take a break.
That being said, they could add more cosmetic PvP rewards to be seen outside PvP matches, such as character aura’s or special unique items that grant you set skills for a period of time on use that are permanent but can’t be used on PvP maps or in PvE/WvW.
I also wouldn’t mind some CTF modes as soon as they fix the Mesmer portal while carrying bundles/repair kit. That would be some fun times I think, I loved it in RIFT. Whitefall Steppes was the most fun map in that game.
My name is Cheshire.. I play a Ranger and I.. I use Crossfire.
Most PW Thieves are countered by Immob, cripple, chill, daze, stun, knockdown, knockback or invul. Every class has access to at LEAST 3 of these but I’m pretty sure every class has access to all of them and can have them all in one build. 100b Warrior is also the countered by these same methods. Line of sight and range could also counter these but since they are melee abilities it’s assumed that even a below average player has enough sense to be in melee range of you.
Crossfire spamming Rangers are countered by range, line of sight, reflect, knockdown, knockback, stun, daze and invul. Again, access to all of these by pretty much every class and two of them you don’t even have to spec into—it should come with common PvP tactics. I didn’t list Immob, cripple or chill because Crossfire is a ranged attack and not necessarily hard countered by these but they do help you access others.
Any of the listed professions/classes above spamming the said “burst/op/spammable” abilities and ONLY those abilities is bad and if you die to them, you’re worse and need to L2P. Fact. That being said, these abilities appear at the top of your death breakdown as highest damage done because that’s their intended purpose—to do excessive amounts of damage to you above everything else in their arsenal. Sometimes this requires very little setup/preparation but most times against good and sometimes even decent players it requires a setup.
By setup, what I mean is a stun, daze, knockdown or knockback. However, that is only one of the required steps to ensure that the target takes the most damage possible. You also have to take into consideration “Do they have endurance to dodge?” “Do they have a hard counter up?” “Will their class mechanic counter it? Have they used it yet?” “Have they blown a few utility skills yet?”
These are all things people aren’t considering when they face these enemies. Good players aren’t just spamming these abilities; they are baiting you and forcing you into the state they need you be in before they unload that “OP-one button-to-win” skill that you’re complaining about. Sometimes teammates do this for us, other times it has to be done by the player himself.
At least this is how I have been doing it since I rolled my Ranger and it works out very well in some cases. Better players may not have to do quite as much as me to get that kill, but I can bet you decent players aren’t going around just spamming their #1 or #2 skill.
Haha. That’s awesome. I was in a room once where this one Thief consistently hit 400 per game with so many thieves on the other side. It was insane. I think I play too cautiously to score that high on my Ranger, I’m almost always trying to back cap. I miss out on a lot of fights and such because of it so in a good game I’ll only get around 230 points. Think my highest so far was 330—I’ve never hit that 400 point mark yet.
So I posted this on guru but wanted to share it here also for those that don’t visit the site much anymore. I don’t want to repost the entire thread, so here’s a link to it instead. This is just a few pictures to lol too and isn’t meant to make any kind of statement towards anything. Please read the text provided in the post, however, as it may help to clarify what is actually being shown; though the descriptions are purposefully very brief.
#1. Change your build. No viable ranger build uses GS
#2. Get a shortbow
#3. 1 so hard
#4. Die to retal
#5. Come to GW2 forums and post threads
I lol’d hard at #3.
The rest is just funny because it’s true.
10,000/50 = 200 per hit.
Never focus the Guardian first in a team fight.
Since you stated it was a PUG I understand somewhat, but still.. Call a different target and hope someone else focuses with you.
Was that even written by Jon? Unless I read something different when clicking on the link, the language and communication skill being shown in the replies and such don’t even match what we’ve seen on the forums. It’s almost like he forgot how to use the English vocabulary.
I don’t even use SB in PvE. I use GS/Axe+Torch to keep the fights engaging. I fight right up in the fray with my bears, and when I need to duck out to range I have my Axe which also does AE damage. You get a decent amount of combos from this, Flame Shield with GS+Torch and burning with Axe+Torch. Not to mention plenty of bleed stacks, chill and cripples.
It’s only going to be as fun/challenging as you make it and that goes for any profession, really—though maybe for some more than others in regards to challenge. Personally I still think classes are lacking some balance as far as traits and such go anyway.
I should add that if you’re talking 8v8, it’s a zerg fest and shouldn’t be hard to find another body to assault points with in one match or another; that right there makes fighting any profession easier than it would have been otherwise. Don’t expect to go into an 8v8 and suddenly become Rambo.
As a Ranger you shouldn’t be in a spot to where you’re losing to a thief 1v1 anyway, imo. We are best suited as roamers in tPvP and every member of the top teams I’ve talked too (AC, Team Paradigm, etc.) have all reinforced that IF they ran a Ranger, they would be a roamer. What this means is, we aren’t point defenders. We don’t sit on a node and wait for a fight, we go pick a fight.
Thieves are also Roamers. What this means is, that unless you just casually run into each other on your way to a point for cap/support, you shouldn’t be 1v1ing anyone in the first place. To push this further, Thieves are suited for assaulting points that are flipped or providing support. So in most scenarios, that Thief you are so concerned about should already be in a fight with someone else by the time you get there OR should be coming into a fight where you have teammates around you.
Now, that being said, I don’t think we should need teammates to win fights against them. In fact, I’ve beaten my fair share of Thieves in 1v1’s anyway—especially with my new build. Someone already said this before but you have to remember that Thieves run on initiative—make them blow their ini by either dodging/kiting or going invul and they’ve effectively taken themselves out of the fight. The trick is knowing when to dodge, when to go invul and how to kite—all factors that lead to beating any Thief.
The only Thieves that ever give me real trouble are the ones that catch me right after I’ve finished a fight with someone else (meaning everything is on CD, and even then I’ve beaten some of those) or the ones that stealth A LOT. Stealth, imo, is the only thing that pretty much EVERYONE has to suffer through so in that regard I’m fine with it; it does suck however when you can’t even attack back.
I’ve beaten every class 1v1 with my Ranger and I have to say that Thieves are NOT the hardest to beat for us. Bunker/Retaliation Guardians are giving everyone (eeeeeeeveryone) hell right now and well played Mesmers (like Xee from TP) will destroy almost anyone that isn’t another Mesmer in 1v1. Those are what you should be worried about. Both of them will take at least 2 people to beat 98% of the time, and that’s fact.
For PvP it’s straight up Wolf and Drakehound for their amazing knockdowns and CC skills. There just isn’t a better option for my power build and I love. Those knockdowns have saved my butt numerous times as well as let me dish out an amazing amount of damage with QZ while the person is CC’d (especially that Drakehound).
Underwater pets, for both PvE and PvP though, those Jellyfish are AMAZING. With my PvP build my jelly’s are hitting/critting people for 5k+ with their F2. I hadn’t notice before but it seems insane for a pet that has high vit and an AE regen ability. If you haven’t yet, try them. They wreck people in Capricon and I now really enjoy underwater fights with them. Even in PvE they destroy enemies they’re tanking, and can dish out tons of damage on numerous mobs while you do some of your own.
Now to ground PvE. Bears. Using black bear for his AE weakness and white for the AE chill. I mostly just keep out the black bear because with the AE weakness plus the Asura racial Radiation Field he can tank tons of stuff and keep Vets/Champions on him far longer than anything else. All the other pets seem to die way too fast at my current level of 20 (should be 40+ but kept rerolling lawlz). I haven’t made it to a point yet to where I can maximize their survivability/damage via traits, but I can only imagine what they can do once they get those. I’ll probably keep them til end-game or until I start doing some WvW at which point I’ll switch it up to dogs. I may even switch out the White bear sooner for grouping and put in the Fern hound for more damage and AE regen for the party—I’m still debating.
In PvE I use Axe/Torch and swap out the WH when I’m running. The burning damage, at least at level 20, does huge amounts of damage to mobs while the bear is tanking them. Add in the Axe MH for more AE damage and stuff dies pretty fast. The Axe #2 also goes well with the GS #2 for bleed stacks in PvE which is what I use.
In PvP though, I run SB/Axe+WH because SB is our best single target weapon for both power and condition builds. I run power and axe does really awesome AE damage and is effective against single targets as well. The #4 on WH hits for around 2-3k and has never “missed” just had the damage reduced—so it’s a guaranteed hit regardless. The #5 WH skill buffs everyone around you which is amazing in team fights, especially if your teammates are running crit builds. If I were running a condition build I’d definitely swap it out for torch though.
Me and a friend were talking about Character builds just moments ago and an idea hit us: Why don’t we have the option to save character builds so we can swap between them at the press of a button (or two)?
For PvE this could be enabled anywhere while not in combat and would allow players to fill in builds they want, save them, then when the time arrives that they need another plays style they don’t have to go in and refill all their traits and skills.
For PvP it would work the same way, however it would ONLY be enabled in the Heart of the Mist outside combat. This would keep everything in SPvP the same except cut down on time for the player who needs to switch it up. WvW could work the same way as SPvP or as PvE at the developers/players discretion as to what would be OP and what wouldn’t.
We could start off with just 2 slots to save (1 for PvE and one for PvP) and then more slots could be sold alongside character slots in the Gem store. It’s a win/win for developers and players alike.
Learn to use condition removal and stop crying.
It isn’t crying, it’s a discussion. Take your L2P attitude elsewhere.
On topic: Immob is probably the most annoying thing you can do to someone currently. Why it isn’t countered by stability or stun breaks I don’t know but it definitely has easier application that most other conditions and stacks even better with the exception of Bleeding and Burning.
I would love to see this be taken away by stun break, but that’s because my poor Ranger only has a single condition removal in his arsenal right now and that’s only because you pretty much HAVE to have at least one. Sadly, that’s pretty much all we have lol (the bear doesn’t count imo, it’s ONE condition that it removes every 30 seconds or so).
I agree with the last two posts. Either make it a queue system by default OR take away the benefits of Winning. I would also suggest lowering the points obtained from kills from 5 to 1. That way the game becomes even more focused on capturing points and getting other players out of them by any means necessary and even less emphasis on running around zerging the map looking for kills. This would make point defending/capping more rewarding as well, at least in feeling anyway.
There should also be glory rewarded for amount of time spent inside captured points for people who actually defend. Often times people don’t stick around captured points because they are missing out on glory but actually securing objectives, which seems a little antagonistic to the whole goal of the maps.
If this increases glory gain per match, the simplest solution would be to increase cost of vendors.
Since I’m adding suggestions still, I’ll add one more and say remove glory sharing between characters as well as Rank; but that is just a personal preference, and I think it would give people more reason to pvp with other professions if they wanted more bragging rights or something.
The main thing I’m seeing behind these complaints has to be that Quickness is OP because all of my other utilities are on CD. I’m not sure I’m seeing the defense behind this though. Quickness is OP because you don’t have a counter to it, because you either used it on something else OR you don’t have it in your build. I’m sorry but these are not reasons to remove it, these are reasons for you to experiment more and practice.
Ranged with Quickness is countered by Reflect skills/traits while Melee with Quickness is countered by damage immune/avoidance. Quickness lasts for VERY little time (not counting the Mesmer elite) and does have drawbacks. Warriors take 50% more damage, Rangers can’t be healed for 4 seconds after it’s used, etc.
There ARE counters to the “boon”. Just because yours are on CD or you refuse to use them is no defense. You think you should always be able to counter it even when you’ve used your CD’s? You think Quickness is the only thing that can’t be countered when you have no CD’s up? Under this logic I could say condition damage should be removed because Rangers don’t have very many condition removing skills and the ones we do have are under really long CD’s.
Want Quickness for yourself? Make friends with a Mesmer and ask them to run Time Warp instead of Moa. Time Warp rapes.
So why should this be removed again?
I’ve been mowing thieves down with my Ranger lately honestly. I’m actually killing them easier on my Ranger than I did with my Mesmer, funny enough. Today (so far at least) I haven’t lost a single 1v1 to a thief. Now granted I’ve been killed by them several times, but that was because I was either engaged right after fighting another enemy or mid battle and even then they are so predictable that I could nearly kill them anyway.
But Dirtjumper, saying Thieves only get 3 seconds of stealth is a huuuuuuuge understatement. I’ve seen thieves go stealth and chain it so well that they were only visible for about 5-10 seconds before stealthing and healing to or near full HP only to be able to dish their damage out again. So I have to disagree there. I also have to disagree that they die in 2 hits. They can take a bit of a beating in between stealth chains.
I’ve killed a few while they were stealthed though. Swinging wildly does deal some damage to them while they are stealthed. What I don’t get is why stealth varies from Thief to Mesmer. Mesmer stealth breaks as soon as they take damage, but a thief can take a beating and it doesn’t break until moments after they’ve started to burst you. Not sure how I feel about that yet.
“I want to play with my friends in spvp”
You have to understand that the game is not only you and your friends playing, there are other people as well. If hot-join spvp allowed you to “play with your friends” on the same team easily, what do you suppose more organized and serious minded players would do with it? The common complaint against tournament play is that “it’s too hard and we lose all the time to super serious teams” — which is exactly what hot-join spvp would turn into if it was easy to collect people on one particular team.
This.
This topic brings back memories of RIFT pvp as well back when it was first launched. Anyone remember this monstrosity? Premades would que up in pvp groups and just curb stomp teams for hours on end and you got little to nothing from losing. NO ONE enjoys losing every single match for hours on end.
This is what would happen if groups could que together in random hot join pvp. It would ruin it for pretty much everyone and only the truly dedicated would want to pvp in this environment. Sorry but I do NOT want a RIFT repeat in my pvp.
TIP: People complains about the Mesmer downed state… it’s pretty simple, when they vanish, the first one to appear is a fake, kill the second one.
Or the one with the red arrow above his head. It’s somewhat easy to miss but it’s just a delay tactic like all the other downed state #2 skills.
Like you said, it’s pretty simple. Not sure why people are complaining about it. Try being a Ranger or Necro when you’re downed. It kinda sucks; even if you run the Wolf and use the Fear howl, it still kinda sucks—mainly because you have to have that pet just for that AND it has to be alive.
I can confirm this. Kind of annoying for a map that is already annoying. Also, you don’t appear to get any points for using it.
You don’t, which is slightly disappointing. It can really turn the tide of a fight though if you can keep someone on there.
I would wager that should a Meta evolve for this map, the cannon would become more vital of a point to control than the ruins.
Rangers can be a little OP imo on a good team with a Shortbow and haste. Mine can demolish people, especially squishy targets after they’ve used their escapes and other CD’s it’s usually game over. I’m not really built for 1v1 but I’ve learned to kite Warriors, Guardians and Thieves that I can win 75% of the time against them. I don’t fight a lot of Engi’s but those are usually long drawn out battles because if they are built tankie, they can’t burst me down and that’s usually how Engi’s are built. Glass ones have beaten me several times but I can also burst them down if I time things right and don’t fumble on my keyboard (happens a bit still).
That being said, Ranger still feels very underpowered and pigeon holed to me. Short and Axe/Warhorn seem to be the only way to play in SPvP. Shortbow for ST burst and A/W for AE damage. If the longbow had a better firing rate at reduced damage I would use that instead because it would be a lot more versatile and fun to play than Shortbow but currently SB is just too good to pass up.
Now with my thoughts on Ranger aside, HS and Pistol whip is being nerfed so the rumors say. They’re getting well deserved cool-downs from what I’ve heard. Mesmer’s get ALL their damage from Phantasms but I’ve faced a few that ripped me apart simply because I would get confused with clones and the Phantasm/Shatter damage along with being caught in close range was just too much. I can get those players to about 35-45% hp before I finally drop; but again they are the best 1v1 profession right now imo and I’m not built for 1v1 survivability at all.
Long post short: Ranger needs tweaks, Thieves are being nerfed, Mesmers need tweaks, Warriors can be beaten but could probably use some tweaking as well. Overall classes are, believe it or not, fairly balanced; numbers just need some tweaking—be it cool downs, damage, etc.
Just my thoughts.
Heartseeker and Pistol Whip are both supposedly getting CD’s. Retaliation damage is insane in 8v8, I’ll agree. I don’t see it a lot in 5v5 however; but then again I only do PUG tournies and usually my group barely makes it past the first round (/facepalm).
Quickness can be debated. Those professions that do have access to it only get it for a very brief moment and it usually has a lengthy CD associated with it. Somewhere between 45s to over 1 minute per use. Cause someone to waste this and it takes a huge chunk out of their damage/burst and most people don’t know how to compensate the loss of their major burst combo.
Phantasms definitely need damage tweaking. They’re still hitting for around 4-5k every few seconds and are still a PAIN to kill when fighting a Mesmer, especially if that Mesmer knows what he’s doing. I personally think they should be utility skills but I doubt Anet will make that change. A longer CD may fix this and give people a reason to focus on Phantasms. Well-played Mesmers would still be a huge pain to bring down as you’d first need to kill their illusions.