I am not in favour of them. They are a mish mash of things that don’t make sense. Spawning jade tentacles etc in the middle of aetherblade base just seems confused and like the well of good ideas has run dry. It feels like they simply adopted a, “More is more.” ideology and have simply tried to put 10 pounds into a 8 pound bag. The whole concept now is to defeat Bosses with huge HP while working around a spam of annoying mechanics that just don’t fit, or make any sense to the fractal.
Fractals were meant to be about playing through Tyrian history. Now they’re just this Frankenstein kinda ugliness. Heap as many annoying features together as possible and stitch them all together and call it “challenging.”
I have been very vocal about this very topic, but from a different perspective.
Personally, I feel the issue is with the limited design of the raids themselves. While I do think playing at the highest level (which does include min/maxing) should result in the highest reward, there should be a raiding experience for people like the OP who enjoy different playstyles.
To me, the answer is variable difficulties with scaling rewards, thus offering raid experiences for people with a wider range of playstyles. This isn’t unprecedented (in fact, most of the game works this way) and is something the raid developers should strongly consider.
They tried it with fractals. There is no scaling reward because anet has opted for RnG. You’ll get offered a better loot table table the highere you go, but RnG will still play the largest role. It is why I can get an ascended chest from doing daily lvl 8 and only an ecto from doing Mai trin lvl 100.
Was there even a single DH in the ESL? I don’t remember seeing any.
You are thinking of warrior. No warrior in the final..that was the profession the pro’s felt was the weakest link. They murmured something that the warrior community has said for years..no team play, terribly placed traits, buggy skills, nothing a revenant can’t do better…or words to that effect.
To be honest, I have run all fractals to 100 with rampagers. I have done raids with rampagers. With food buffs I was comfortably reaching 8k burn stacks+3k bleeds. The issue is that yoiu need to rinse-repeat the same attack patterns to achieve this and it can get boring.
I swapped to vipers with rampagers trinkets and the condition stacks don’t tick for that much higher or longer. They are only marginally better on huge HP/toughness bosses…however the base power damage is double, so essentially you’re increasing your bottom line and getting some better numbers on your top line.
However against trash mobs, vipers melt them infinitely faster. In saying that though, if you caught in a bind at fractals 85 or higher,..you’re dead in vipers, but could brush the whole thing off in dires.
Get dires and get good at high lvl bosses. Once you’re comfortable, swap to vipers.
I do like this idea, but this would be even less balanced. Like I would pick:
cleansing ire, rousing resilience, and heightened focus.
greatsword trait, endure pain trait, and brawlers recovery
shield block trait, berzerker reduction trait, and berzerker stun break trait.That build alone would be very kitten good. And this is just me thinking up 30 seconds. I am sure it could be even better. The same can be said about other classes.
It would be less balanced in terms of PvP, but would optimise PvE, raids,fractals. Ultimately in regards to PvP, when you create a PvP scene of pure chaos, everyone is equal now,…so in a demented kinda way, it still works. It would be Survival of the fittest, not survival of following a meta.
Arguably the best thing anet could do is just get rid of trees.
Players get to choose;
3 x grandmaster traits.
3 x master
3 x adept
6x conjunction traits.They can choose from any trait line tree to make a specific build for their play style.
i like this idea.
It would get ridiculously O.P.,…but everyone is in the same boat now.
My condi fractal build can take furious, body blow, Rousing Resil, king of flames without having to kiss warrior sprint or fast hands goodbye..I can even throw in longer bow strings and actually make a condi build..not a “kinda condi”..or “the best condi I can manage.”
Yes guardian gets two symbols on two underused weapons and suddenly its so OP? hahaha
Where are your threads from season 1,2,3 that guardian has too many block?
In seasons 1-2-3 necro had a much larger presence. Their use of soul marks and its unblockable marks/corruption kept DH blocks in check. This season necro has been diminished and no longer has a presence with chronomancer wells…….hence chained blocks are an issue. There is no point in discussing what was back then…the only value is in discussing what is right now.
during season 3 theres a lot of QQ thread about DH being OP and stomping players from amber to ruby. theres also threads warning Anet that if they buff the nub friendly class which was stomping all new players it will be a bad idea. season 3 i see at least 2-3 DH in both teams. now we see 5-7 DH in both teams. Season 1 ELE, and Mesmer being the OP class you dont see stack of 6 of them. this season even for druid the most u see is 4 in both team. DH was in a good spot during season 3 except they not viable in High gameplay. i dont wanna see DH get nerf but i want other class that counter them get buff. imo
A player who was in legendary x3 divison and posted video’s of themselves becoming the current #1 Ranked E.U ranger showcased DH symbols and traps were very much alive and well in high level play. Perhaps in VOIP teams they are undesirable, but in soloQ DH is very much alive and well in high level play and doing what they do well…melting 60% of a HP bar in seconds and chaining persistent blocks to thwart any sort of counter.
When a greater extent of sigils/runes were available, players were creating builds with celestial ele, chronomancer etc etc that just couldn’t be beaten in any reasonable time frame. This lead to every organised running these combo’s because they were just too efficient to not have. This resulted in;
1) Unexciting matches to watch.
2) Unexciting matches to play.
3) A massive decrease in build and team diversity.
4) Some builds became as simple has button mashing and the build itself could carry lack lustre performance.
5) It only increased the always angry Spvp community venom and feedback.
The game itself can never be balanced when you have raid bosses with enoromous toughness and HP, Fractal instabilities and all the gear needed to deal with that, then you throw all that onto a player with 1.8k toughness and 15k HP…people were either getting insta gibbed, or they were god mode.
As stated above, the PvP team doesn’t get final say on balance, even though PvP is where balance it most needed. The changes they would need to make who make the rest of the game unenjoyable, so they did what they could and removed all amulets with toughness and high healing power and changed/remove specific sigils.
Obvious backpieces have obvious dye slots.
Fractal beta capicator=fine
Shining blade can be dyed when in flight, but not when static=not fine and queer.
Try thinking of this way…
$250 cash you could have used on the next best thing in your life.
A legendary isn’t something that is tangible and can be used. $250 is.
Legendary weapons have the same stats as ascended, but at 3000% the price.
Ascended you can transmute into any appearance you wish. A legendary can as well, but what is the point in doing that if you’re going to transmute?
By all means support anet with purchases, however remember anet has loaded it in their favour.
When you buy gems wholesale it automatically increases their value. The math may $250=3000 gold, but it will never work out that way. Your first purchase of $100 for 8000 gems and then converting will alter the exchange. The more you do this, the more you will get less gold per gems traded.
I haven’t practised my maths in sometime on a equation like this, but ultimately it will probably cost more in the order of $350..also when speculators see someone is cashing in 16,000+ gems they start hitting the market with their stores which is hard to predict because the Market is across all servers, nut just EU or US
But my advice would be buyer beware, you can effectively have the same power on a purchase for much less and have real world money at your dispose for real tangiable items.
I don’t see the logic behind this massive sustain overbuff on war while at the same time you nerf the sustain of others
Let’s try this time to have an “unbiased” discussion, there is too many stacked traits on warrior…and I’d rather don’t talk about it. I want to ignore all of it, let them have it all!….but pls just take a look at Rousing Resilience.
A really broken combo on war atm is Rousing Resilience + Outrage
By combining the two a warrior can:
-Increase his toughness by 1000
-Stunbreaker
-Gain adrenaline
-Heal for over 2.5k health at 0 healing powerAnd this every 10s..I’m not even considering : Healing Signet; Adrenaline health; Dead or alive; blocks; reflects tc etc
Now I’m not asking to destroy war sustain, we just need an ICD on Rousing Resilience; especially now that you buffed war endure pain, allowing them to chain both the trait and utility
Sorry are we talking about warrior or druid?…compare the two. RR doesn’t hold a candle to a druids capacity to sustain. If you wanna make suggestions on sustain, best start from the top down. Healing sig, adrenal health have all been nerfed over previous patches. If you’re having a hard time with warrior sustain, it is either a food buff derived (Which anyone can use.) Or it is because you simply can’t create enough spike damage..or worse your using your best DPS spike while endure pain is about to proc.
Above average guard is solid.
Above average necro is excellent.
Above average ele is poor.
Above average Thief is bad.Being above average with some professions is not the same as being viable, or even good. You are either exceptional with them and get exceptional results,..or you’re letting your team down. Thieves low armour and HP make them a class example of how they have very little wiggle room. Being good only ensure you a 40% win rate. Being above average will only ensure you a 50% win rate. You need to be on point and consistent if you want results from them.
Ele is the same. You either spam and just annoy opponents and eventually lose, or you purposefully and knowledgeably use them to counter and prevail. There is no in between anymore where spam and constant heals will save you.
Thief is bad????
Read the whole statement. Thief is far from bad..but they are terrible when not in the hands of someone who is dedicated to them. An above average thief is nothing to sweat about. An exceptional thief is.
My number one tip would be to drop hammer.
Don’t use it in PvP.
Don’t use it in WvW.
Don’T use in PvE.
Don’t use it in Fractals.
Don’t use in Raids.
Anet wanted to “separate the damage from the control.” After that hammer became inefficient in just about every conceivable way. It has a slow response time. A F! berserker burst that is subpar. A burst skill that is overtly animated and cannot apply consistent damage to keep an opponent on the back foot.
To be dead honest, the last time i faced a hammer warrior was years ago. All I had to do was wait for the swap to hammer before I was able to down them before they could swap back…that is how magnificently terrible a weapon it has become.
It is sad considering in years gone by Hambow, Hammer Greatsword were extremely viable…now hammer is the weapon of choice for players who wish to defeat themselves before they’ve even encountered another player.
Above average guard is solid.
Above average necro is excellent.
Above average ele is poor.
Above average Thief is bad.
Being above average with some professions is not the same as being viable, or even good. You are either exceptional with them and get exceptional results,..or you’re letting your team down. Thieves low armour and HP make them a class example of how they have very little wiggle room. Being good only ensure you a 40% win rate. Being above average will only ensure you a 50% win rate. You need to be on point and consistent if you want results from them.
Ele is the same. You either spam and just annoy opponents and eventually lose, or you purposefully and knowledgeably use them to counter and prevail. There is no in between anymore where spam and constant heals will save you.
I wouldn’t underestimate those qualities.
Playing fractals at 90+ is vastly more straight forward and quick with a competent mesmer providing boons and alacrity.
There was a saying in gw1;
“An average warrior is average
An average ele is average
An average mesmer is bad.”
They can do a lot that makes life easier when they play to their team.
Arguably the best thing anet could do is just get rid of trees.
Players get to choose;
3 x grandmaster traits.
3 x master
3 x adept
6x conjunction traits.
They can choose from any trait line tree to make a specific build for their play style.
Berserker mace.
Auto does nothing
2) Can block and reflect if traited
3) A small stun with little damage
burst) slow 4 second stun
f1 burst) Condi application.
Just so have this right,..you wanna nerf the condi application on a weapon that is 80% useless on a condition build about from its f1 burst that you need to be berserker to use and have full adrenaline?
Sounds reasonable.
I have 140 AR on my armour and trinkets.
I have +10 on my active weapons.
Yet my combined agony resist is still 140.
It used to be that you’re combined armour/trinkets and weapons all counted towards your total AR..now my weapons don’t seem to figure into the equation anymore. If I remove them my AR still remains at 140.
Anyone else had this and can explain why agony resist on active weapons doesn’t count anymore?
This is more a helpful video about all the reasons why is not as easy to play/low skill floor as what is said. Every thing the warrior did, or could do was predictable and well telegraphed.
If all the cond damages have their damage reduced by toughness
95% of all amulet that provided toughness have been removed in SPvP.
So this essentially makes this a 5% good idea.
It’s bad. Rifle sucks if you go full condi. Like, there is no way to make it work, the only skill you want to use on it is the Berserk burst. You basically have 1 weapon set if you go for this.
You have just described condi mace perfectly. It only has one condition application on the berserker burst.
Passive skill procc’ing was needed. When you had non standardised player models and legendary amounts of particle screen pollution to the point no one could clearly see what the heck was going on, the only way to balance it was automatic passive skills.
Everyone has seen a cluster bomb of light and magic happen when mysteriously you see-BLOCKED- pop out of the madness. That was your passive saving you from something you couldn’t see coming, from a player that you’re not too sure what they cast or exactly where they were.
In another thread a few players commented on rush. Shortly afterwards some adjustments were made to it to address the unreliably of it.
Just F.Y.I reminder bulls charge is potentially awesome..if only it didn’t habitually over shot its mark.
Thanks in advance for any adjustments that can be made to help stabilise this skill so its movement animation stops once the target has been struck.
Nope, there’s a reason why they do outfits and they are technical reasons that make total sense, plus outfits have proven to be more successful with the player-base than the armor skins were.
With Armor Skins, they have to commit about 9 months to complete each set because each individual piece must not only be designed, but they must also put a skeleton for each component so that it will work with each race. There are 3 armor-types (Light/Medium/Heavy) and 5 races to tailor each piece of each set to. With outfits, they don’t have to do even remotely the same amount of work, they can do all of it in one go, for an outfit that can be worn by anyone despite their class, which opens them to a much greater variety of themes for each outfit. Also, you don’t need transmutation charges.
All in all, I am much happier getting a new outfit, to add to the variety and diversity available in the game, on a more regular basis than waiting the better part of a year for a single Armor-Skin set that may not even be usable for my favorite character due to class.
What really needs to happen, is better outfit designs and they have improved tremendously from before. Look at Marjory’s new outfit for instance.
Your reason does not over rule my stated first reason.
“It is easier for them to make outfits” vs “If you’re a for-profit business model you need to cater to the client base.”
Take any business in the world that chose to go with easy instead of what the client wants..I’ll show you a list of fail of failed companies. Just a reminder..anet just posted their worst financial quarter.
Mike Tyson in his early career was asked;
“Do you think your win streak is because you’ve been placed with lesser opponents?”
“Then i’ve done what any champion would do and defeated them quickly.”
Sonny Chael was given a short notice chance at a title fight and accepted it immediately and was defeated badly.
Jon jones took a short notice title fight and won.
Jon Jones back out of a last minute title because of change of opponent and the pay per view was cancelled.
If you’re gonna compete, then accept all challengers. If you’re going to compete, then you accept all opportunities.
MMR shouldn’t matter at all.
If you wanna compete…then compete. End of story.
It doesn’t matter what anet wants.
If you’re a business for profit then what matters is what the customer wants.
If you’re slow on delivering what the customer wants, then you need to improve and let go of your excuses.
Guild wars does admirably well in its customisation, but if the customer wishes for more, and for it to be of a mix and match nature, then that is where they should be focusing some of their energies.
When you deliver what the customer wants, the customer is willing to pay for it. That is the entire point of a for profit business model.
Lets be some what realistic. How many people do you see in the cooks outfit or executioners?..A lot of their outfit models are remarkably under performing. You just don’t see them being worn. This equates to wasted time and resources. Out of the 27 outfits, 75% could have had their resource investment placed into making 6 new armours, all of which had individual pieces.
Let’s be realistic again..how many people do you see just wearing one piece of a armour? Arguably more than you see wearing outfits.
This highlights armours arent wasted effort as people will buy the whole set simply to have a single piece.
It seems fair reasonable that armours shouldn’t be over looked in favour of outfits.
Thanks for the reply Josh
By the way, I am talking about mostly solo ques.I see how MMR settling can create win streaks or lose streaks. But then why does my MMR never settle? I’ve played since day one of release and through every ranked season to date, with somewhere around 8000 matches played to show for it. What I notice are consistent patterns of win streaks and then lose streaks. Very rarely do I see win/loss/win/loss rhythms. I also notice exactly when the shift happens. Whenever I begin a season, I start out on a hot foot and usually win the first 10-20 matches with little interruption during that win streak. By “little interruption”, I mean that I may lose 1-2 matches during this initial run. As soon as the win rate begins to push around 75% of the initial run, strange things begin to happen. I begin getting put in to teams with players that are clearly less capable than the opposing team we are against and it results in complete blowout matches. The thing is, this goes on for as many matches as it takes to drop my win rate back down to around 50%. As soon as it reaches around 50%, I will always go on another win streak directly afterwards. From this point forward until the end of the season, I’ll notice the same thing happens at around 60% win rate. The match making begins to throw me in to losing teams that are clearly not capable of handling the players on the opposing teams. When I’m on those win streaks, it’s the exact opposite, I end up on the winning team. It lasts until I hit around 60% win rate. As the season goes on, the win streaks and lose streaks seem to get longer and longer as the whole number based matches played takes longer to bounce back and forth between 50% and 60% win rate.
I believe what you’re explaining to me. I’m confused because this pattern is definitely happening and I’m trying to figure out why. Can the MMR have such volatile change at 8000 matches to create such a scenario?
I noticed the same thing.
It became the disincentive to retire/give up leagues.
I could see the patterns and knew the outcomes before I played my first match.
The System has a value of how good I think I am, and does its best to keep roughly there. It doesn’t recognise significant growth and development of the player from in between seasons. Which is why in previous seasons I did well, then good for the amount of games played..didn’t play the next season..and this season found myself in my opening match against all champions with relative inexperienced players. The system felt I was ok,..but not good enough to beat champs..hence they get handed the easy win, i get dealt the crushing defeat..the natural order preserved.
Current number one ranked ranger in E.U.
Currently playing in legendary x2 division.
Current thinking, “You’ll never see dragonhunter trappers in any high level of play.”
Here’s a footage that shows 4 of them. As represented as the revs and thieves.
Well done on the achievement.
I have seen this topic before many times.
With a finite amount of professions that each have a finite amount of skills, there is no skill floor or ceiling. There is only time and immersion.
It is like arguing a a house with 9 rooms is inherently more difficult to use than a house with 4 bedrooms.
Sure it may take a a night of two of walking to the bathroom in dark to remember exactly where the staircase is and where the light switches are, but after that you do it without thinking.
The greater testament of skill of what you use in any given moment. You can take the most complex profession and button smash spam and or you can take the most streamed line and use them so everything is purposeful and decisive.
Much the same as the 9 bedroom home can be used simply as a family home, and the 4 bedroom and can also be used as a family home and run a small business.
The amount of skills, traits, sigils and amulets doesn’t have any bearing on skill, it is only when they used appropriately for an advantageous outcome that it can now be deemed skill.
In this sense, making more from less would be skill ceiling for skill.
Building a warrior that can solo, bruise, zerg and team support and provide utility would be the apex expression of skill, because you have taken the profession with the least, and got the most from them. (Provided their use is purposeful and decisive.)
Just finished up a match.
Didn’t find guard trapper that bad..just tedious.
Now lets make that statement a plural.
Guard trapper(s) just create an infinite amount of ugly pixel pollution and become the ultimate in tedium. It was only 2 minutes into the match everyone was just back back peddling them and leaving on a point to do nothing. Once they leave..cap it,..when they come back, let them have it and cap some where else..rinse repeat.
On their own, not so bad…in groups, just flat out annoying.
So time to skip another season entirely until they are made enjoyable.
In combining both bosses they marginalised each bosses health to make a complete feeling fractal.
This involved giving mossman a regretable amount of health and numerous flying adds, and giving bloomhunger a overwhelming health pool and invulnerabilities and pandemic amount of adds.
balanced has been achieved.
Here an article that really should be read by everybody, reflect upon it..and act accordingly..
http://vrworld.com/2009/03/24/mmo-industry-or-the-plague-of-nerfs/
I have my own faults, I contributed to this ugly trend, therefore I’m not here to lecture anybody from any high moral ground but at the very least I have the courage to admit it..what about you?
There is something that we must realize perfect balance does not means scenario where several professions can each do everything well, this idea is completely irrational, it’s insane.
We have 9 professions and each profession will be good at something, even if I complain about some condi specs, I can at least understand this much.
http://www.geaugaconstitutionalcouncil.org/userfiles/image/BrainSmallMinded.gif
Article has zero shares.
No stated author.
I stopped there. If you aren’t even willing to attach an authors name, I am not willing to read it. For all I know the king of trolls is the author of this. Like all authors who lack any form of credential or qualification they aim purely for the low hanging fruit, making large and sweeping statements, speak only in generalisations. They didn’t address the reasons for plague of nerfs, instead they just put it on the players as the fault.
The plague of nerfs, starts with Bosses, raids and end game content. Skills were balanced with a team trying to defeat a boss with enormous health, one shot mechanics, insane toughness. They then wonder why everything seems so O.P when used on a player target of low health, no one shot mechanics and finite toughness.
The plague of nerfs exists only because game developers try to run 2 or more different versions of their game and expect a one size to fit all approach to work.
If bringing over a cache of weapon and armour skins is so difficult, then why are there many games already on the market where players have independently created mods for free that do that very thing?
I can wear Elder scrolls armour in Tera
I can augment any armour in the witcher series to be re-textured.
EtcFor the herculean task it is,..members from other communities without qualifications in coding have successfully done it and updated it with each patch that game has undergone.
Just saying.It’s not difficult, it just requires a lot of man hours, both retexturing (not recolouring) and rerigging models (which can be a major pain in the behind if the new model is weighted differently) is quite labor intensive. This costs money. Even more so if the model is significantly different to the original being ported, eg, charr, asura as you will almost certainly end up with disgustingly bad texture stretching and clipping without major alterations (probably easier to remake from scratch).
Finally, some of those mods clip and stretch like crazy if you don’t use a compatible body shape mod, which is what anet wanted to avoid.
I personally think that anet just don’t have the manpower to devote to such tasks, unlike bigger studios like swtor or asian grinders which always seem to have more staff working on cash shop fashion than on anything else.
And yet, despite the labour and expenditure aside, there is home hobbyists who have done it for free. So it seems nothing is really “too big or expensive.” for someone that just wants to see it get done. When one person releases a mod that ports 50% of appearances from one game on an entirely different engine to another..well, the time and labour defense begins to crumble…lets remember, one person did this in their spare time on top of their full time employment.
http://kotaku.com/5979860/the-12-best-mods-for-pc-games
Seems time and money weren’t an issue for these 12.
Which kinda underlines what is being said here, time and money aren’t an issue if you want to see it get done and believe it will make it better. The more likely reason is, ’Can’t be bothered to do something I don’t really care about in the first place.’
There are some things However that would help that Guildwars has that could easily be brought over to GW2. Districts, Armor, and Weapon dying.
I remember a quote from an ANet staff commenting on how easy it is for people who don’t work for ANet to say it’s easy to do something.
1) districts
No quote, but I remember a post long ago saying that districts are not easy to put in due to the structure of how the servers are set up. I think it’s moderately obvious that after years of people asking for this that if it was easy for this game to have districts they would have been put in already.
2) armor skins from Guild Wars 1
Highly desired many, but again not easy. They’ve directly said that making armor is something that requires a lot of effort. Bringing in armor from another game and fitting it to the 5 races and 2 sexes in this game would be no easy task.
3) weapon dyeing
Again, desired by many but not easy to put in as it would require the remake of all the weapons in the game to add dye channels. A considerable task since there are several hundreds(?) thousands(?) (a large number at any rate) weapons to redo. They’ve already said they’re not going to do this. It would be too much work for too little gain at this stage in the game’s life.tl:dr
None of your suggestions are easy to do as already explained previously by ANet on other threads.
If bringing over a cache of weapon and armour skins is so difficult, then why are there many games already on the market where players have independently created mods for free that do that very thing?
I can wear Elder scrolls armour in Tera
I can augment any armour in the witcher series to be re-textured.
Etc
For the herculean task it is,..members from other communities without qualifications in coding have successfully done it and updated it with each patch that game has undergone.
I am by no means calling Anet lazy or anything, but developers in other games have listed their favourite community mods and taken them on board when developing any further titles in their series.
Just saying.
A well played ele vs 2 average joe’s will hold point all day long. In 1v1 their sheer healing output allows them to win.
In team fights your healing resource is beyond doubt.
Scrapper can do what your asking for, but you will have team situations often. They are slow moving and don’t bring as much to the table as ele.
Man time to make the most important decision in your life.
Hardcore spvp players play Unranked. Fast queue, better matching with people of your skills level, make all the differences…
But you know what? There is way more people that play different build in unranked.
Sayain (sp..!) is still playing burn guards, for Christ Sake!
Chaith play a druid build that seems less bunky but more damaging than meta build… Oh ho! Yeah hundred of great players still play Guild Wars 2 with their own build, homebrew and minor changes to WINS into unranked.
But… well, be sure it’s good before doing that… I hate losing, unranked is not for casual anymore. It’s Ranked queue for bad casual players right there.
So, it’s time to work on your unranked MMR and get to play with the real spvp players out there.
Cheers! And yes… this was the best decision in my 4 years playing Gw2. I did found that the mode I like, is better than the supposed to be “competitive” mess we got in rank luring all bad players from unranked!
Super… awesome move, I will never use a backpack anyway. I am a skin user.
Look, it’s not like your cheerful enthusiasm is gona change the reality here. The reality being that non-meta weapons are MUCH worse than the meta ones. I dont care about you giving as example professional esport players. Those examples mean zero. Those guys would likely win matches while carpet-riding.
The way GW2 skill system was built doesn’t help either, since your most important skills you have to choose them in blocks of 3 or 5, and kitten you if you wanted that meteor shower coupled with dragon’s breath.
The point is that no matter how long you play, at one moment in time you’re gona realise how much more this game could be if they 1) make ALL weapons competitive or 2) unlock the skills from the weapons, and perhaps, just perhaps, you’d be on your way to having 10% of the cool skill system GW1 had.
bitter vet rant over/come at me newbros
The cool gw1 system….
You mean the one where every single GvG ran the exact same professions, using the exact same skills.
It still remains that way today. Both GvG teams are mirrors of each other. Each professions intent is exacting the same as their opposition. The deciding factor is who uses their team rotations in a more timely manner.
It is way they put a timer on GvG matches..because they had become stalemates.
Add as much diversity as you wish. there will always be a meta. If you’re not playing it..you’re losing.
I am more worried that after approximately 4 years that rush/shield bash/savage leap are still unfixed.
Thief spammed dagger 3 , but not a lot of cloak and dagger. However the thief survived throughout the persistent encounter by simply spamming, and not making any sort of use of stealth.
My conclusion;
Revenants need a nerf. They can easily carry a thief only using one key 60% of the time and have them survive.
Anet has traditionally positioned themselves with a moderate style.
However, free to play games that have cash sale virtual stores that appear to be performing well have invested in appearance pieces that range from conservative-thematic-unabashedly sexualised.
I can understand from a pg13 rated game where they’d like to stay positioned, but from a sustainability angle it seems more and more free to play models are including the overtly sexual, which considering it is a fantasy environment, most are no more or less revealing than some people you’d see at comicon.
Tera being a prime example of believing that, “The less it covers..the more it protects.”
Ultimately more cosmetic choice would probably lead to more income, but it would probably also be on a slow march to have an option built in to select, “Standard player models” from the community members who don’t care to view near nude male/female appearances.
no warriors dont have enough healing – all their healing is in a single trait and the rest is just small numbers – thats why EVERYONE runs defense trait line – simply because of that one OP (minor, lol) trait. shouts need better healing with healing power, ermkelly + 1 – also AH needs nerf and there need to be more options for warrior healing distributed through all the trait lines trading off with damage traits.
I get what your saying, but warrior trait lines are already muddy and confused. Washing healing traits through every trait line to create opportunity costs will only muddy the water further. This how we end up with traits like inspiring banners being found where it is.
Anet does listen to these forums.
They have definitely heard these ideas about banners.
They definitely heard the good idea’s for thieves.
They then rolled all those great idea’s up and gave us Revenant.
Everything people asked for about banners became facets.
Everything people ask for about shadow stepping on certain attacks became mist attacks.
Be careful with what good idea’s you ask for with warrior. This forum is often the sounding board for what they use for rev development.
What counters it?
Power zerker warr, vanilla power warr to some extent if you manage resistance properly and things with good ranged pressure or lots of disengages. This build has absolute garbo mobility, a skirmish build druid with LB/staff for example will kitten it up hard if he knows how to maintain range. You’d essentially play around the weapon sets and avoid being in LB when he’s in mace/shield, when he swaps to LB you swap to LB and put pressure, when he’s in mace you abuse staff AA since it can’t be reflected and pop SotP to have stab and don’t get CC locked.
^
Basically this.
The HoTM Pvp community has an enormous whine factor and will have you believe a tonne of stuff is O.P.
However if you PvP in guild halls and roaming in WvW some of the builds that are described as useless or O.P get easily countered and outplayed by not having to keep everything in a smallish node/capture point and having a greater selection of amulets/runes etc
Berserker condi warrior is strong in HoTM, but in any other Pvp arena environment they are some what child’s play to negotiate. Most condi warriors recognise conditions aren’t that strong when they eat a gunflame for 12K and have it followed up by a volley for 7k.
Power warrior arguably still reigns supreme outside of HoTM, or should I say, forest or legacy.
People used to fist fight, then the club was invented and people who used it were considered cowards. Then came knives, they were for unskilled people because all you had to do was stick them with the pointy end. Ten came swords, were were even more unskilled because they longer. Then came bows which were for true cowards to fire from walls up high. Then came gun powder and pistols..the ultimate in coward…and eventually here we are at inter-ballistic continental missiles. Push a button from thousands of miles away and let the GPS, lazer sighting do the rest..the ultimate in unskilled, lazy and cowardliness.
Things change..either you change with them and protect against them, or sit round hoping to find that one person who will still draw pistols with you at dawn.
Warrior is a decent spot now. It lacks evades, boons and enemies can still kite it.
I think warrior still needs a few adjustments:
1. Adrenal health should be heal 33 % less with zero healing power and scale much better with healing power (currently it doesn’t scale much at all)
2. Skull grind (mace primal burst skill) inflicts way too many conditions + daze. Tone down by removing 2 out of the 4 conditions e.g. remove bleed + cripple
3. Warrior needs better alternatives to healing signet, a burst heal, otherwise we will see more and more passive condi bunker builds. Please reduce “To the Limit!” activation time to 1/2 seconds and it’s untraited cooldown to 25 seconds, but also at the same time reduce its base heal by 20 %. This would mean roughly same amount of healing like it does now. This would also allow more frequent adrenaline control
4. LB burst shouldn’t remove 6 conditions (bug)
5. Warhorn now removes 2 conditions traited, but the effects itself are weak. Increase warhorn #4 swiftness duration to 12 s and make warhorn #5 also inflict 2 s chill on 600 radius. Both would enable warrior to better stick on target.
Mace does no conditions. If you invest in condi with mace it literally gives you pathetic power and no damage. All it has is primal burst. So just to clarify..a weapon that has no condition application, little power output and requires you play berserker to have access to one condi application you think is over powered and needs toning down.
Hell, greatsword has pathetic condi application, maybe we should down that power down and make the primal burst apply conditions and call it balanced.
Power warrior is totally fine, but condi warrior is insane.
The amount of condition output they have is absolutely disgusting, especially on such low cd.
Their condition output has not changed since HoT. For 2 seasons they didn’t anywhere in the game apart from raids. So why the concerns now?..nothing has been buffed or changed with their conditions. They just have healing now that allows them to sustain…which was what the entire community said they lacked for the last 2 seasons.
At least someone got it ^
I get..therefore I do not play.
I passed on season one.
Did extremely well early to mid season 2..ups and downs in ruby, 50/50 in diamond.
This season I played three games and I could see by the quality of players i had been paired with the anet system has decided i am a scrub and jujst a stepping stone for other players. The system doesn’t take individual improvement into account.
This is why in ranked I started with 78% win rate, drop to 60%..eventuallydown to 51% by the end of diamond.
In any other format;
My unranked is 79%
My WvW solo’ing sits approximately at 80-ish percent.
Unranked thinks I am a demi god status. WvW thinks I am kinda a big deal. Hotjoin fears me..rank thinks I am a nub.
So your arguement is that by grinding out matches with absolutely no skill you should be rewarded with a top PvP rank?
You do understand PvP means Player versus Player right? And that you actually have to be better than other PLAYERS to get top ranked?
Yes, PvP is designed to make you lose against players that are better at the game than you are. Are you saying it shouldn’t be? Are you perchance a big fan of Call of Duty?
I like the high horse you’re on.
“players vs players” lol. It is build vs build. This was the major compliant every single single, that some builds, even when in lesser hands will consistently out perform other builds that are in more capable hands. There is no player vs player, there is only what professions are entirely up, and what professions are entirely down. If it were truly player vs players we’s still see D/D cele ele’s, because it wasn’t the build that was strong..it was just that really, really good players were attracted to double dagger ele’s.
You’re fooling yourself if you think this is an actual player vs player experience. That like putting a Honda vs a Porsche and saying, “May the better driver win.”
This is just personal experience;
But on rev I swapped shield to axe. The extra knock down and shadow step against warriors running outrage forces to either use it for head butt or hold on to it. This paired with staff knock back and block proves to be too many CC’s for warrior to deal with successively. The only objective is not to waste a high damage spike when you know endure pain is going to proc.
On the reverse end, I am finding running a vanilla old school warrior with balanced stance and last stand provides enough counter stability to stop the rev variation from being able to keep enough CC up to fulfill their damage rotation.