Showing Posts For CntrlAltDefeat.1465:

How do warriors beat triple meds?

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

To be honest. I Love my warrior, but I also have a guardian. You don’t beat. A well played meditation offguard will almost always down a well played warrior. It is no secret that guard melee build doesn’t suffer the same bugs as warrior. Teleport is reliable..rush skills are not. This is the number one, and most fair compliant players have with the warrior nerfs. They were dumbed down, watered down and generally weakened due to overwhelming community demand that guard does reasonably the same damage, has better in combat movement, more blocks, viable cleanse etc..

Now were seeing ppl hate on engi and ele and solid bunker builds..why? because their natural predator (Hugh burst warrior/thief) has been devolved too much to accommodate the mass QQ warrior has been getting for a very long time.

It is truly sad when you see 99% of all warriors carry longbow and all make investment into sustain traits..because they have no real burst with frenzy diminished, the ir gap closer’s for running double melee sets are habitually never functioning properly and they rely on strength runes and battle sigils just to do respectable damage, but far from devastating burst damage, which was the natural counter to bunkers..hit them hard and fast so they can’t react in time.

It is sad..but for now, med guards played at optimal level will usually down a well played warrior. It is not a 50/50 you win some and lose some situation. Warriors have just been dumbed down way too much.

what i hate about playing necro

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I have to agree. Some quick counter points to common arguments I’m seeing.

  • Fear can be used defensively. It can, but only against a single target. In multiple sources of damage or damage from different sources fear won’t help or save you like block or evade on use skill.
  • Necro has second health bar. It kinda does, let’s not confuse life force with health. Health is health and life force is life source.
  • Survival skills are not massive health. Fractals overwhelming proves this. Mai trin at lvl 25 has 2 attacks that can instantly down you. One can be blocked, but not dodged. The other can dodged, but not blocked. Necro has no blocks..even with full lifeforce Mai will remove that and 90% of hp bar if it is full. If your not full on both..you’re smoked. This highlights again that high health or life force is not a survival free pass.
  • Necro has high cripple, immobilise etc to make up for their lack of leap finishers and in combat mobility. They do, this is true. The immobilise has a 1 second cast gesture, so it is fair game to evade it. However with mobile strikes and other professions rough equivalents soft CC isn’t as powerful a tool as what ppl are suggesting. We all know this, so this is a very fragile point built very high on unstable ground.

The necro is arguably one of the better designed professions for hybrid make ups,..but the lack of burst means they can put up a good fight, but rarely will they win it. That is why you only see terrormancers and berserker’s life blast builds. Their diversity is extremely narrow and they are the most under developed profession.

In the CDI about who needed help the most, ele, ranger, necro were the elected professions. Ele got good buffs. Ranger got some formidable changes to how fast they can deal damage with longbow; greatsword, pet and signet buffs..necro got, um..more survival skills that were basically just small touches to passively entering deathshroud and some dagger adjustments for their melee builds that have no blocks, evades, reflects, stability, mobility. The update was underwhelming for necro and their profession development didn’t move forward in any meaningful way.

necro needed some of the a fore mentioned skills and some serious adjustment to corruption skills and how they work and how regularly they can be used and to what effect. This is why it is still terrormancers or life blast berserkers..the landscape didn’t change for them.

(edited by CntrlAltDefeat.1465)

Skyhammer - The Best sPvP Map

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

It encourages ugly play. With skills like magnetic pull etc being unblockable, with rangers being able to capture side points and then move up high while their pet remains below etc all creates an map that should be fun, and is fun, but players resort to ugly tactics. There is no sense of unity or team anywhere in Pvp due a-net removing monks and making each profession self contained to various degree’s and making each map conquest where your team must divide to win. Skyhammer accentuates this where players can go for nodes, the hammer, preferred positions (like rangers up high) or hover close to pull points. The map is good, it is just everything else about PvP short coming that makes it really not fun to play. There is only so many times one can be pulled down holes, rapid fired from above, blasted by canons and constantly duel people who you can see are purposefully hovering near edges in order to hopefully knock you off before it just becomes flat out tiresome.

Post-Patch Glass Cannon Powermancer: GUIDE

in Necromancer

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

It is a nice builds for vets, but against other vets who you’ve stomp already in a match they don’t fall for this build twice. After glass canoning a hammer warrior they adjusted their berserker/endure/stability use better against what weapon I had active at the time. It made them a lot harder to deal with. Against power/crit longbow pew pew rangers with control pets it all came down to LoS..if I had it, I did well..if it was open ground they mulched me quick. With no blocks, reveal, reflection or stability I shouldn’t cry..they were always going to have the upper hand…then I did cry, why don’t I have blocks, reflects and reveals like most others?..then I realised, some how after this last patch I have more survival skills..it just doesn’t feel like I did in a downed position about to be stomped. So I looked on line, and sure enough crouching on the ground in a emergency is in fact a survival technique..that’s when I realised a-net nailed necromancer survival skills.

sorry, small rant about what necro was never given..but all in all I had fun with this build.

Thoughts and observations on axe

in Necromancer

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Axe has it’s purpose in power builds, but it is more or less a finisher when using daggers as your primary. To be completely honest I find axe is only useful after a fair amount of control and exiting DS straight into dagger immobilize..then swap and using axe’s channel . I can’t actually think of a time of when I would purposely start a duel with axe. If I have it out, it is more likely because i have paired it with focus and am expecting boons.

Death Shroud Degen- Out of Combat

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

9)giving us combo fields. We have only one type.

We got four ._.

Light – Well of Blood
Dark – Well of Suffering – and all the others actually
Poison – Chillblains
Ethereal – Spectral Wall

CPC is a poison field as well.

Upon rereading i didn’t make it very clear, I meant method of application pardon me. However I did forget about spectral wall. Ty for clarification.

Engineer is highly comical

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I like how this discussion is going..so far what I have learnt is:

Is that one profession out of 8 (necromancer) running one specific set of runes (nightmare) That proc’s passively once every 90 seconds is the hard counter to turrets.

Yup. That sounds pretty well balanced. One specific build running very specific ‘passive fear’ runes hard counters one specific build that holds point the entire time while it’s superior hard counter build stands at it’s longest distance and pushes it off point whenever it can.

Whatever game your playing,..it truly doesn’t sound fun when you say it out loud. It really-really doesn’t sound fun to play or watch.

Keep up the good work with this discussion. It does in it’s own way explain why less than 2% of players even bother with PvP.

How to deal with conditions as a ranger?

in Ranger

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

As a condition necromancer, how do i deal with rangers?
1)I have no blocks
2)I have no leap finishers.
3)I have no reflects
5)I have no evade on use skills
6)I have limited cleave for the pet only if i use daggers
7)Blind only stops the very first arrow of rapid fire.
8)I have no reveal for hunters shot

First world problems friend..you can only remove 4 conditions every 10 seconds. A true crime if ever there was one. I feel for you that you had to co promise damage in order to have a cleanse. It must be tough being a ranger these days. Rangers got sweet buffs last patch..let’s not be overly greedly and make them the face roll profession that will no doubt go down the same road as mesmer, thief, necro, warrior..all mega buffed, then all reduced to worse than when they were originally buffed.

Death Shroud Degen- Out of Combat

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I agree death shroud should degen out of combat. When we make this change can we also consider;

1) Giving necro a block-we have none.
2) giving them an evade on use skill-we have none.
3) giving them a leap finisher, that can also act as a escape-we have none.
4) giving a mobility boost-we have none.
5)giving a reflect skill-we have none.
6) giving us an aura effect-we have none.
7) more easily acessible stability-we have 3 seconds at grandmaster level only.
8)Giving us more user friendly blast finishers-we have one.
9)giving us combo fields. We have only one type.

Now, what were we saying about life force should degen OOC..

what i hate about playing necro

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I play 6 alts. One when you play 6 cross the board somethings become obvious.

Necro lacks;
1) No leap finishers
2) lack luster staff
3) very limited grand master stability.
4) virtually no usable blast finishers
5) no blocks or evade on use skills.
6) Boon corruption is weak. When you see an with ele 21 might-protection-fury-swiftness-vigor and you corrupt them and see it becomes 20 might-2 seconds vulnerability-2 weakness-4 seconds cripple and a sudden change to water tree and literally in under 7 seconds you see them with 21 might-protection-fury-swiftness-vigor again, That is when it is obvious boon corrupting is useless and it may as well just be boon removal.

All in all a hybrid necro should be fairly ferocious with how much they can bring, but their lack of burst means they have no follow up with what is some good skills, but no ‘necessities’ skills. Their builds just lack that essential ability to finish what other people start with you in pvp.

[PvP]How to improve with GS?

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I’m still having problems. Guards, S/D Thiefs, Mesmers are to much of a problem and I end up going back to Hambown. Yet none of these are a problem when I play Medi Guard.

Advice? I’ve been playing Zerker GS/Bow, is celestial 0/4/6/0/4 more effective?

keep a defensive set on your off hand, such as mace/shield. Particularly with med guard/sd thief. Their damage is front loaded and inexperienced players will burn their blocks or evade on use skills earlier. If you can absord the first 12 seconds without blowing too much cooldowns, swap back to GS and they become easier. However experienced players won’t do this, so keep fast hands rotating regularly and use skill according when you need them to either defend or interrupt their play style.

[PvP]How to improve with GS?

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I am a GS fan. Helpful tips are;

1) always try to stay within 600 units. Many of the movement skills (rush/whirlwind) Have much higher degree’s of contact the closer proximity you are. Even when the range indicator will cue you are in striking range, they will in fact miss. Try to keep very close to target.

2) try not use blade trail when on a incline. It will rebound off terrain rather than travel it’s full distance.

3) stuns are valuable, but currently after the last patch they are not performing well. So don’t rely on them, but don’t discard them completely.

4) Count dodges/stuns break. If you see 2 dodges close together get close and unload 100B

5) slashing power is good to have, but not as useful as great sword training.

6) keep whirlwind as a fast ground target skill.

7) sigil of rage is useful. Ultimately you want to have it proc on 100b, but even if it doesn’t it is a useful sigil for GS.

8) sigil of generosity+brawlers recovery+hoelbrak runes makes for ok cleanse for hotjoin/soloQ matches which can free trait points for you to invest in other skills that will benefit GS. Cleansing ire is probably more reliable for tpvp matches where you want cleanse a little more on demand.

(edited by CntrlAltDefeat.1465)

Wow! What a rare suprise!

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Mad props to you for at least staying in the match. When I have this happen it becomes me vs 5.

Build: Power Ranger - I am The Laaw!

in Ranger

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I wouldn’t recommend eagle eye. There is very few area’s in maps that will allow to use 1500 unit range without some form of line of sight interference. If this build relies heavily on it’s team mates for condition clearing and assistance just to do single target damage then helping out your team that is supporting you should be more of a priority than the limited times you’ll find someone for a few seconds in that sweet spot of 1200+unit range. Generally the ,ap area won’ allow for many good LoS area’s like thius, or it will only be a matter of seconds before they are now under 1200 unit range making the skill only have limited useful for you, and you only. No one else will be able to engage at 1500. Whereas spotter..well, everyone around you benefits from that.

LB Ranger killed rifle

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

dude, LB ranger killed 100b.

Agreed. Where we used to warrior’s and thieve’s..we only see rangers now.

Low FPS since last patch in all PvP maps

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I have heard others are experiencing it. I don’t suffer it, but found if your running onedrive or skydrive, disable that thing. It slows everything while it sync’s and demands attention 3 times a day.

Research the oasis

in Bugs: Game, Forum, Website

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Creating a successful potion and makes your character freeze in place.

Attachments:

Longbow rapid fire is perfectly fine

in Ranger

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Rapid fire is fine. However a strong knock back, stealth and pets that can chain immobilise or fear combined with an off hand weapon sets that possess above average evades makes for a very complete package. I won’t say it is OP, or otherwise..but same reasons that got warrior nerfed (too many escapes, high single target damage, immunity etc ) are all now present in ranger..however they don’t have the toughness and health.

Did ranger need stealth?..not really. I’d look at that skill first if there was any considerations that needed to be made and the cooldown on rapid fire second.

though it can’t be built on all builds we have to choose what we want to use .

I have had a ranger for 2 years. I understand the concept of building. However the facts I mentioned about longbow -1200 unit range-average AA damage-rapid channel burst on 8 or 10 second CD-stealth-strong knockback-Large Aoe for average damage and cripple and numerous pets all with the same ability (all spider have 3 second immobile. Hyena/dog have knockdown) can all be used without placing a single trait. All signets can be used on both ranger and pet with placing a single trait point. This means everything beyond this nice package is optional. Not a bad package to start off with and still have full trait point allocation as well. Again, I won’t say it is OP because my mesmer/warrior can make short work of a longbow ranger with specific builds..however my necro with no blocks, no evades, no teleports, no steals, no distortion or immunity…well, lets just hope I have full life force. It is what it is..a very nice package to start off with no investment of any trait points. The same as warrior..immunity to conditions, immunity to damage, high stability, high armour, high health..all this before a single trait point allocation. We all saw what happened to warrior..it didn’t last.

[WARRIOR] FIX Bull charge, Rush & Savage Leap

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Don’t be greedy. lets take this beyond just the warrior profession.

just fix the freaking thing.

I’m greedy now ? for asking simply that my skills actually hits, instead of facepalming ?

A little bit, yeah. Perhaps we could go with fixing all the skills and not just the ones you favor. So yeah, you kind of are greedy the Second your reply was anything short of “good iedea, we really need all of them fixed equally”…….

I think the point is that Warriors are a melee class and when your gap closers don’t work properly you’re more and more inclined to bring a LB. This patch would have oppened some more options for double melee sets but not when Bull’s Charge doesn’t hit the vast majority of the time. There’s no substitute for that skill in particular. On my Engi I don’t HAVE to take Rocket Boots and the like. They should all be fixed, but the ones that are hurting the classes the most should be prioritized.

Thank-you for stating it so diplomatically. After 12 pvp matches using bulls’ rush, shield bash and rush (mace/shield-greatsword) The success rate of all the movements has become noticeably unreliable. At first if you used them in relatively short proximity to how far they could travel they connected often (80%) But currently it seems the skill insists on making its full movement distance before activating the strike. It made running duel melee sets ungainly to use and frustrating.

There is no such thing s a melee profession. As well, your excuse to claim your main profession, should take priority in bug fixes is the opposite of saying anything diplomatically.

I have reread my past posts,..a couple times over 6 months I did state these bugs in bug fixes. However, your statement that there is no melee professions shows where design is at. Good design looks like what it is, it’s form follows it’s function. It is nice to use and intuitive. Considering warrior has all but 2 ranged weapons, I say that makes it melee focused. Considering 90 of it traits are directly or indirectly related to melee skills makes it a melee profession. However why do we see warriors use ongbow 90% of the time?..why are they using 60% of the time in encounters in PvP?..because as Burr stated, their melee sets rely heavily on there gap closer’s. They do not have the ability to teleport or steal like med guard or thief. This realistically limits builds which is bad for everyone in general. Lastly, the title of this thread is specifically tagged for warrior skills. I understand other professions have these issues as well, but it is about warrior’s and other professions can post sister threads. So for now, let’s keep it topical to what the title of the thread is.

Low FPS since last patch in all PvP maps

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

If you’re playing with everything on max, try tuning off vertical sync.

Lower each graphical field and try to isolate which one(s) is causing the lag.

Check any recent driver update.

Combat is unbearable now

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

The squeaky wheel gets the oil. Rapid fire is the squeaking loudly in the community see’s currently. It will probably get nerfed because it generates too much adrenaline.

Burst rotation comparison ( Ranger vs X)

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Good balancing results in greater profession representation. It evens the playing field between what is ‘weak’ and what is ‘strong’. It provides a new lease of life on under played or ‘ugly’ professions builds. The last balance patch revitalized the ranger community. However with the last balance patch warrior’s reduced and thieve’s disappeared. There is no denying there is a huge increase in longbow rangers, and they are all running the exact same build and pets. This is not coincidence.

If it is not O.P , then why the 1000% increase in ranger longbow? If being played and found to be no more powerful or less viable than any thing else, why the persistence with seeing 2-3-4 per match, and at times per side? Even in lion’s arch you see them every where now. Again, it can’t be coincidence. The good things that happen to ranger also bought bad. It is being over played with little diversity and creating an “annoy” factpr…we all remember dhummfire and hambow..we all know where this is going to go.

Really let down

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Melee set warrior’s depend upon their gap closer’s/leap closer’s to be accurate to be effective. When they carry high failure rates it promotes longbow as a more secure reliable offhand weapon selection. This ultimately can be seen already in warrior and ultimately narrows their build variety.

The unique mechanic of warrior being adrenaline feeds multiple aspects of warrior from damage increase to healing. The changes in principle were good, that burst skills carry a reward/risk assessment in their use. However with the damage being lowered in previous patches with burst mastery reduced etc the balancing act of risk/reward has been diminished somewhat. Currently spam play, or even just a roamer in broken play knocking back your target etc can result in warrior losing their unique mechanic for trivial reasons. This ultimately creates moderate reward/ high risk situations. You can lose your entire mechanic because of this, but if you hit it, it doesn’t deliver the high reward feel.

Warrior is currently playable..much like mild lag is playable and some people will insist on playing with broken toys for sentimental reasons. However there is just too many short stops in warrior now. All adrenaline gain is universal despite the weapon, and all loss is universal despite the circumstances. Too many traits have been diminished and specific play styles enforced because of sake of ease reasons.

Warrior could have it a lot better and the last changes be effective for them if the general house work of their coding is given a tidy up. An evade or block or immunity is a lose of adrenaline. A straight miss is punishable, but because of above stated reasons it shouldn’t be 100% of all adrenaline. The movement/gap closer’s is really the biggest issue, they need to be accurate and form follows function. Lastly the recent patch is, unto itself a nice overall balance and justifies the reversal of ‘some’ previous nerfs that were trying to achieve what the last patch was hoping for. The same can be seen with necro. So many little nerf’s and then finally the big nerf to balance them which made the earlier minor ones unnecessary.

[WARRIOR] FIX Bull charge, Rush & Savage Leap

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Don’t be greedy. lets take this beyond just the warrior profession.

just fix the freaking thing.

I’m greedy now ? for asking simply that my skills actually hits, instead of facepalming ?

A little bit, yeah. Perhaps we could go with fixing all the skills and not just the ones you favor. So yeah, you kind of are greedy the Second your reply was anything short of “good iedea, we really need all of them fixed equally”…….

I think the point is that Warriors are a melee class and when your gap closers don’t work properly you’re more and more inclined to bring a LB. This patch would have oppened some more options for double melee sets but not when Bull’s Charge doesn’t hit the vast majority of the time. There’s no substitute for that skill in particular. On my Engi I don’t HAVE to take Rocket Boots and the like. They should all be fixed, but the ones that are hurting the classes the most should be prioritized.

Thank-you for stating it so diplomatically. After 12 pvp matches using bulls’ rush, shield bash and rush (mace/shield-greatsword) The success rate of all the movements has become noticeably unreliable. At first if you used them in relatively short proximity to how far they could travel they connected often (80%) But currently it seems the skill insists on making its full movement distance before activating the strike. It made running duel melee sets ungainly to use and frustrating.

Longbow rapid fire is perfectly fine

in Ranger

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Rapid fire is fine. However a strong knock back, stealth and pets that can chain immobilise or fear combined with an off hand weapon sets that possess above average evades makes for a very complete package. I won’t say it is OP, or otherwise..but same reasons that got warrior nerfed (too many escapes, high single target damage, immunity etc ) are all now present in ranger..however they don’t have the toughness and health.

Did ranger need stealth?..not really. I’d look at that skill first if there was any considerations that needed to be made and the cooldown on rapid fire second.

Really let down

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

1) All movement skills (Rush, bull’s rush, shield bash etc ) over shoot their target by up to 300 units now.

2) Lose all adrenaline on miss. In theory sounds fair. That is of course until a passive proc of shared anguish, necro runes etc kicks in and you lose it all with no cue to know that was waiting under the hood.

3) Evade on use skills that have been spammed, when someone else without co-ordination use’s point blank shot or fear etc on your target from range causes you to miss your burst. Go straight to jail. Do not pass go. Do not receive $200. Losing all adreanline when i get the evaded or blocked prompted i can understand, but 100% lose on miss which may/may not be out of your control (not to mention latency)?

4) Greatsword, the most under used warrior weapon in PvP is given a nice clean f1, but damage lowered for unknown reasons, and as stated above it’s movement skills now habitually over shoot.

5) Axe revamp underwhelming, disappointing and without much designed purpose apart from whirl and damage, whirl and damage.

6) Adrenaline easily manipulated now by opponents. If they can’t challenge the point, wonder off for 15 seconds and come back.

Each weapon should have it’s own specific adrenaline coefficient. Axe being high melee should gain adrenaline fast, but also lose it fast. Mace being a defensive, single target control should gain moderately and lose moderately. Hammer being high control vs single target and group should gain more slowly and lose more slowly. The blanket rule of thumb of each weapon is affected the same regardless that each weapon has it’s own specific uses kinda illustrates a universal mechanic law isn’t doing any weapon justice.

The ability to do what warrior does, and make impact is all but gone in PvE. When charging the hammer in cliff side fractal and I gain all adrenaline only when the trash mobs are dead and then lose it all gain before the next ones spawn, even though I can see them just off screen makes warrior underwhelming. No might fields for team mates to make use. No opening burst mechanic to soften target. I am essentially just the US in world war 2. I enter at the end once everyone else has soften everything up. Imagine the impact or how different it all could have been if their entry was earlier? Just like that example, I am nothing more than 2 big bombs at the end on a opponent that is already defeated and morally shattered.

I agreed readily with the changes on paper. I felt it would sort the wheat from the chaff in the warrior community. However how they have been practically applied is less than desirable. A balance patch on paper should be to even the playing field while making each profession retain their unique play style. It should follow the principles of all good design. 1)Form follows function and it looks like what it is. 2) Nice to use and intuitive 3) creates a nice platform for future development.

Warrior has for the last year epitomized this. They look like what they are. Their form followed their function. They were nice to use and intuitive. Without reading walls of text and theory crafting and watching tutorials a player could pick up a warrior and after some immersion time understand them easily just by using them.

It is said music is the highest expression of communication. I give to you this song.

You were as useful as a waitress in a kittentail bar in Pvp
When I buffed you
I picked you out, I shook you up and turned you around
Turned you into someone new

Now one year later on you’ve got the world at your feet
Being hated by every other player has been so easy for you
But don’t forget, it’s me who put you where you are now
And I can do the same for ranger too.

Don’t, buff than nerf me?
You know I can’t believe it
When I hear that you have planned something exciting for me

Don’t, don’t buff than nerf me?
You know I don’t believe you
When you say that these balances will fix me

It’s much too late to find
Is it too much for you to try
Your changes to warrior before,.. they,.. go,.. live!

Don’t you want me in tpvp, baby?
Don’t you want me, ohh?
Don’t you want me, baby?
Don’t you want me, ohh?

I was about as useful as a waitress in a kittentail bar
That much is true
But even then I knew I’d find a much better place in PvE
Either with or without you

The one year we have had have been such good times
I will still try to play you
But now I think it’s time I live my life on my mesmer
I guess it’s just what I must do

PvP, don’t you want me?
You know I can’t believe it
When I hear that longbow was balanced fairly

PvP, don’t you want me?
You know I don’t believe you
When you say that ranger is now better than me

It’s much too late to find
When you think you’ve changed your mind
You’d better change it back because 90% of people have dropped me

PvP, don’t you want me, baby?

Oh Sweet Lyssa, Phase Retreat So Bugged!

in Mesmer

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I believe this always been the case to some degree for quite some time. If have a warrior and trait missile deflect;
1)hunters shot will stealth you. Always has since it was given the stealth mod.
2)mesmer scepter AA 3rd strike will produce a clone of you.
3) I can’t bothered listing all the other anomalies, but I’m sure you get the point.

Reflect has always had peculiar short comings.

Fixing Rapid Fire in 5 Easy Steps

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

1) Add a 1s Pre-cast
2) Add a telegraph similar to Pin Down
3) Reduce range by 300 – 600 units
4) Increase recharge by 2 seconds
5) Remove vulnerability

There. Rapid Fire fixed.

It’s now easily dodgeable, requires some cost to the ranger, has the same recharge as a single dodge and doesn’t also stack vulnerability. It retains the same damage output and cast time and can still be used to snipe targets. Overall functionality is exactly the same.

And before the Rapid Fire Defence Force comes in with the arguments only Hotjoin Heroes would use:

Reflects are not a proper defence, as their recharge times are typically 30 – 40s and few classes have access to them
Dodging skills like Rapid Fire requires an actual telegraph
Volley does not do the same or more damage
Kill shot does not do the same or more damage
1500 Range does not allow for gap closing
Stability is not a valid counter to PBS given the recharge time
A skill with this much damage requires some kind of cost to use

So, any objections? As far as I’m concerned these changes would fix the weapon and make it reasonably balanced.

“Its now easily dodgeable.” Just what this game desperately needs, more easy to dodge and simple skills. Pretty soon gw2 will ready to receive its “Suitable for ages 6 and up.” sticker.

The fact you list perfectly acceptable arguments as hotjoin fodder only shows your arguing the person, not their statement. To list it against other skills blindly only shows your being stubborn with straight refusals rather than rebuttals. A PvT ranger using all these things will not strike any where like a berserker or assassin..yet you use generic statements that each in their practicality have dramatic differences.

So yeah, from a reasonable point of view, your idea’s aren’t worth considering because you never founded them properly and use cheap low brow defense to try and give the illusion that it is justified.

I don’t even main a ranger, or have particular love for them. Their longbow glass attack is predictable as hell and upset numerous ways from;
1) good terrain positioning.
2) upsetting their pet AI
3)blocks, reflects, dodges, interrupts, dazes, knock downs, immunity, protective boons, blinds, chill,retaliation,confusion…the list goes on. If this list alone ain’t enough, then this is nothing more than a my sweet 16 year old complaining her diamond watch doesn’t have enough diamonds. Let’s not mention all ranger bow attacks cancel if you move behind or beside them. They have the lowest peripheral hit window. I ‘m still wondering why anyone would even take distance over spotter to achieve this 1500 unit you mention..98% of the time you’ll always be within 1200 unit range. It is a skill that promises much, but in reality offers very little. Which makes me believe your judging ranger from one narrow mode of game play rather than overall from lvl 50 fractals, dungeons, wvw, hotjoin; tpvp, pve. Remember a balance change affects all game modes, not just the mode you are currently grumpy with them in.

(edited by CntrlAltDefeat.1465)

Most mechanically intensive profession?

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Elementarist and Engineer would be the top ones by a good margin.
Elementarist need to keep switching attunements to be effective.
Engineer kits and toolbelt also force you to press tons of buttons, specially if you want to combo between kits.

PS: Mesmers need precise button pressing but not much quantity of button pressing, as in skill intensive but not mechanically intensive.

So a 25 bedroom house has a higher skill cap than a 10 bedroom house. Because with the bigger house you have m ore rooms assigned for more purposes, and you need the right room for the job.

This argument i see often. If you can successfully use a smart phone, you can easily use a ele/engi. They require no more or less skill. Much like the larger house, the occupant may require more immersion time to memorize where the rooms are. because like the rooms which do not move, nor their purpose change, it is the same with ele/engi skill and f1-4 abilties. They never move, nor do they change function. If your argument was correct, then it would be fair to say a new occupant in the 25 bedroom house is likely to wake up one night and stumble into the kitchen and drop a dump in their kitchen sink and say, “Gohh..this house has such a high skill cap to use.” Just because engi has some skills that serve duels purpose only makes them akin to the taps in the house. They are either off, or cold or hot..which is not inherently skillful, it is just a matter of memory again. A build with only 10 skills and very cooldowns will require ultimately as many key strokes and making use of combo fields and leap finisher etc as a engineer with their current cooldowns. In others words the sword/dagger thief with shadow steps and teleport withdraws and evades etc that has no cooldown on its weapons and short cooldowns on its utilties will more likely require more button presin/key strokes than a engineer. So this make the thief have a higher skill cap?..no, because like the engineer it is only a matter of memorizing what does what.

A "less OP" rapid fire rework

in Ranger

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I think we should make rapid fire a 2 second long self rooting crouching single shot attack that hits for 8-13k. Because we’ve all seen how effective that work with warrior kill shot. Let’s make rapid fire not be rapid at all and dumb this complex skill right down. Slow and easy wins the race kinda thing. We can rename slow shot.

hide team scores in hotjoin (anet servers)

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

All great idea’s!!

One question though, if i wanna play with a friend online just for fun, nothing too competitive? How Am I now meant to get on the same team as my friend? Because there is just a the ‘join’ button and we can’t select sides. Gaming after all is meant to be fun and something social you can do with a friend. Or should we just join soloQ or PuG tpvp and get told how to play and have ppl rage at us because we’re just here for fun, and nothing too competitive,..because you know..gaming is just meant to be for fun..not purely for competition every single time you login.

So how do we get around this?..you know..making it fun for a person and there friend to be on the same side?

Rusc has the right of it. Denying people having fun with friends is anti-gaming..next the government will be telling me I need to forgo personal rights in order to protect national security…kinda doesn’t make sense s when the government puts itself before the person and the game mode is put before the ability to have fun with friends. May as well just call it mode and remove the word game altogether.

(edited by CntrlAltDefeat.1465)

If anet ever comes to changing RF....

in Ranger

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

The changes to Longbow revitalized the ranger community. It is proof evident it was a good change. Before the change Ranger was nothing more than spirit/home defense in Tpvp and kicked from dungeon groups. One point of balance changes is to open up new builds to augment the meta. Currently many have flocked to ranger leading to them being over represented and now other professions being under represented (Namely thief and warrior numbers have dropped substantially.) This indicates the ranger changes were good, but the melee professions of thief and warrior were over board.

I solved Warrior build diversity issues

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Nice attempts at balancing. I hope, if nothing else it provides discussion internally.

Taking autobalance trolling to a new level

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

If it is competitive, and in the game it is worthy of addressing. However by virtue hotjoin doesn’t get the QoL of standard models, and there is no reason it should not have been included my conclusion is that hotjoin players are valueless and not worthy of feature patch upgrades or fixes.

Diessa plateau

in Bugs: Game, Forum, Website

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Assist the blood legion quest on sorrows furnace the mines cannot be disarmed.

When will rangers get nerfed?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

That much damage from that far and at that speed is the problem.

They can’t retain all of that

That much damage from that far and at that speed with blocking, evading, immunity, reflecting, adsorbing is a problem. How?

When will rangers get nerfed?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Honestly I think overall burst in general needs fine tuning. Fresh Air ele’s, Backstab Thieves, and Rapid Fire Rangers all need their bursts toned down. They may just be cheese builds that aren’t viable for tournament play but they ruin other aspects of PvP and turns away a lot of potential players.

For the love of God, hell no…

I see too many “full bunker” teams… Granted, it is a way of playing, and I am fine with that, but I am not fine with reducing the burst, thus giving these teams a free ticket out of jail

Not just that, but burst classes no matter which one, requires input and coordination from your whole team – immobilize, stuns etc, all these things will ensure you land a burst, which means you have to take all these into mind when thinking about bursting someone down…

Also, with this in mind, glass classes have a strange position in the game already – they either rely on invulns or escapability to survive, means giving up the point – why would you even think about nerfing the only thing they are good for?

I understand this, and in a tPvP I can see how it’s effective. But I’m talking more of lower tier PvP. Bunker builds are near pointless and glass builds require no team coordination and can have players at 25% HP before their target even realizes they’ve been engaged.

I’m sure it sounds kittened, but every day I see people griping about players queuing in tPvP with no idea of what they’re even suppose to do. Some of this is likely just someone seeing what the difference between tPvP and hotjoin is; but isn’t it also possible that they are players looking for a different style of small scale pvp where they aren’t instantly melted as soon as they step foot inside a circle?

I’m not saying nerf burst into the ground so that bunkers are the end all be all; that would be kittened. I’m just saying it that such high burst does leave an impact on potential pvp players just starting out. If it doesn’t turn them away from that aspect of the game it either makes them a worse player ( because they think that’s how they are suppose to play) or in rare cases makes them want to go the harder route and find ways to better themselves and their playstyle to both counter those builds and help an organized team.

TL;DR – I’m not saying all burst needs nerfing into the ground, but it does have a negative impact on pvp outside of tournaments. That’s just my average player, regular pvper, opinion. Nothing more.

If the target is at 25% health before it evens knows it is being targeted, then they are not ready for any form of PvP. One also needs to consider that not every gamer is a PvP natural, or will even make it in PvP. We potentially can all be president when we grow up, but most of us won’t be..you can’t lower the game skill floor to accommodate the lowest unskilled denominator. That only ensures high level play will never exist because no one ever gets better. The good get dumbed down and players who just can’t get their teeth cut in PvP get cotton wool wrapped and carried. WvW zergs and EoTm groups would better suit those players. They are being accommodated for, then they see glorious armour..get pulped trying to get it because they never developed ad come onto forums and complain that everyone is OP and the cycle continues.

When will rangers get nerfed?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Hopefully never. They are already too easy to beat.

5 Viable Warrior Spvp specs post-patch

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

0-0-30-20-20

Rousing resil, lung capacity, shrug it off.

every 28 seconds you proc shake it off. This in combination with shake it off act as inependent stun breakers that grant 1000 toughness for 8 seconds every 28 seconds passively, and with balanced stance/shake it off every 16 seconds in rotation.

With soldier runes+berserker amulet GS still cleaves 2.5K/100b for 7.5k work perfect hammer by dropping cleansing ire (which you don’t need with 3 forms of condi removal)

Entirely viable. Super strong.

Balance Issues In Hotjoin.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“The problem is you hotjoining. Use soloQ or Tpvp.”

Actually the problem is I play out of the south pacific, so when I get home and have the time I find I can wait 25-40 minutes before I even get a match. Once I’m in the match it is anyone’s guess if it will be 4 vs 5, we’ll have a leecher or a quitter.

However, if all else fails there is hotjoin, at very least it is pvp, just maybe not the pvp you want. To make it even more unenjoyable they introduced standard models and then applied them to custom or ranked matches only. You know, a QoL mechanic that was optional, but reserved only for the rich and the poor degenerates in hotjoin or genetic falures that use glasses like myself ain’t worthy of having a little quality of life.

And that sums it up. Never look at what a person says, just at their actions. Actions speak louder than words. A ranked system that best suits anyone in the northern hemisphere, a MMR system that fails to recognizes when teams are incomplete, stealth nerfs and QoL adjustments that only apply to people who are ranked or wanting to be ranked.

The same reason they removed monk (Too many ppl looking for monk sounds like waiting to have fun, but not actually having fun.."..Try playing pvp from anywhere outside EU/US..it is the definition of waiting to have fun, but not actually having fun. Can’t even get feature updates on the one mode that is accessible to you.

Yet so much head scratching as to why esports never kicked off.

(edited by CntrlAltDefeat.1465)

Invulnerability skills and capture points

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

With both Warriors and Rangers able to contest points while not taking power damage (which is the primary source of damage in a spike), it’s possible for a team to contest a point with near-complete safety for extended periods – without any effort or skill besides popping one skill and backing off when it runs out.

All ranger invuln skills disable capturing. It was clearly indicated in there tool tip. The signet of stone change now prevents physical damage and clearly states you are open to conditions and control effects, but can still node capture. If you wish for this to be a constructive conversation, lets stick to what utilities can, and can not do. Hunters shot creates stealth. All stealth denies capture progress for the stealthed person(s) on it.

Whole sPvP is about Bleeding and Burning.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

All warrior burst skills have been nerfed. Hammer, axe, arc’ing, skull crack. All mesmer damage has been repeatedly nerfed. All thief damage has been repeatedly nerfed. These power damage builds used to strike hard, very hard. Now ppl think rapid fire is too up when it hits for 6k. Repeat this every-single-patch…

-physical damage+-physical damage+ whining about power damage+-more power damage= Condition/tank meta.

It is just kinda how it has gone. Even the glass canons of today aren’t a glassy as they used to be and don’t hit anywhere near as hard as they used to.

IMO, engineers are OP

in Profession Balance

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

engineer is not so much over powered, they just bring a lot to the table. They in essence do not require any sort of higher game play, they just represent what every profession could be taken to. In other words, warrior with 10 weapon skills and 3 utilities +heal+elite= far too easy. The human brain can easily keep track of 20 variables once.

The big probelm with engi is the player behind it. A skilled player who has played M.M.O’s for years and so forth is going to gravitate to builds like engineer because of how much they bring. They will use pulls, well placed turrets, or elixirs etc in an efficient way and rotate their skills well. However if the engineer could only take one kit and cool downs between swapping were longer, this forces the player to do the best with what they may be stuck on cool down with, or hold off using skills for more optimal moment because of prolonged cool downs. This essentially slows down the rotations.

But as it stands, you could nerf engineer any which way you like and an efficient player will still get respectable results with them. The issue is with how much they were given, and at this point there is no going back because of how unfair that would be to players who have invested heavily.

petless option please

in Ranger

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I can see the point here. Ranger pets have a a magical ability to draw all foe and upset specific builds..whoever, this can be micro managed with how you control your pet. I can see why some players may want to opt out of having a pet, but this also makes 50% of traits useless now and 40% of your utilities have no purpose.

Countless's PvP Suggestions

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

You could possibly make tpvp a blind draw similar to the old team arena’s in gw1. You can’t see what the other team composition is until you actually see them in the arena. You may get a PuG, a gimmick or balanced team. Although half of why this was a good idea in gw1 was because if your team won, you automatically went through to the next team where again you didn’t know what they were running until you made sight with them in the arena.

[WvW] Warrior QQrushing - Video

in Warrior

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I see a lot of PvE titles and one avenger.

At 3:41 you can clearly see your wolf pet crit for 2.5K. The rest of the time i see a lot passive evade on use weapons skills with the pet being the mule for most of the sustain damage. It is pretty evident you have cherry picked a pretty low quality of warrior with 90% of them all using endure pain while above 80% health and within the first 20 seconds of duel. The fact for most of the time you are either out side of melee range and blocking while the wolf/cats do your damage shows it would have been fairer if any of these warriors had maintained a longbow to compensate for your pet doing damage at 1000 units and they (warriors) have all been equipped with 200 unit melee range weapons.

All in all, a successful video illustrating why one profession shouldn’t have a weapon combo set that has 3 evades and a escape and their 2 handed weapon should have a 3 second long channel block and evade every 3rd auto attack and a evade on its gap closer. Pair this with 2 interchangeable heat seeking pets that can crit for thousands and it all equals awesome stuff for rangers, how badly warriors got nerfed and what a botched patch it was overall, so ultimately we’re all losers.

I am happy for rangers, they needed this patch. I also have one. I am sad for warriors. I have one also.

Good quality video. Nice editing. Good music selection. Nice production. But as explained above, a very specific build that would allow a cloak and dagger thief to ride rough shod on you as they constantly have a target proc (your pet) always in range and plenty of boons on the ranger (you) to feed off.

MASSIVE lag spikes

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Playing out of New Zealand, South Pacific. U.S server
Generally lag is not an issue. Average ping is 95-120ms
Noticable lag tonight, but not the worst I have ever seen.

64.25.38.240.0

Hopes this help to have info from this far away.

My day as a Ranger

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Sounds very selective story telling to me. I like the new ranger meta. One shatter and they are downed. From a mesmer point of view, they are just free points. The glass they are, the easier it is. The change to illusionary bypasses a lot of LoS issues which ranger still has. I still don’t see the why people think they are very strong. They do as much damage as thief, warrior, mesmer, off guard and have none of the benefits of defense. Just ppl attracted to glass canon damage and having a well deserved population increase for the moment. Finally ranger isn’t the fractal/dungeon kick on join guy and they can use longbow now better than a warrior.

My Final Balance review on new Patch

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Funny how people sriously think ranger is good just because it does high single target damage as a full glass canon spec. On any competitive level your opponents will pick you off or line of sight.

^I can’t agree enough with this. Like everyone I’ve tagged by a ranger getting thrills from rapid fire. When I set up my mind wrack shatter back, i thgt something had gone totally O.P when they dropped like a sack of spuds. After that I felt is was one of the fairest builds. You do respectable damage from distance, but anyone who gets inside and can spike their burst out in a non-channeled fashion (shatters/backstab, clean eviscerate, fresh air updraft etc) and your just a grease spot on the ground. Even on my mesmer in shatter build (Glassy as heck) walked away from their damage. I just don;‘t see where ppl are coming up with this “Minimum low risk/high reward 9K” damage stat. To effectively hit anyone for minimum 9k is 1 part skill on your part and 3 parts super squishy build on their part. I mentioned before patch I couldn’t understand why ppl asking for mesmer torment nerf when ranger was gonna be the obvious up’ed profession,..even now I think their buffs are nothing more than a storm in a tea cup. They do the same damage, just rapid fire isn’t a 5 SECOND LONG channel..if 2.5 seconds ain’t enough time to react, or even 1.25 second..well, the fault is not really the ranger. Stop wasting your vigor on unnecessary dodges and using your blocks to avoid auto attack and use them when their needed.

Nerf Rangers

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Whoever gave the ranger the ability to produce 3 clones of it self and burst for 9k should be slapped.

Whoever gave the ranger the ability to stealth and backstab you for 9K damage, and try repeatedly if you block should be slapped.

Whoever gave the ranger the ability to use total immunity to physical damage and conditions and eviscerate you for 9K should be shot.

However gave the ranger the ability to CC you with updraft and spawn 7 boons and lightning flash spike you 9k damage should be shot.

Whoever gave ……….