Soz..my answer was in response to kitten s, but gave it a clean start so re: didn’t exceed letter count.
^ This argument can be said for any skill though. Learning when you use your blocks/immobilize/condi clear etc etc all play an important role in how your build works. It is no different to making speed boosts non passive so players have to learn when to pop the swiftness and when just to wander along. I agree timed heals is a premium skill use to learn when to back up and when to push your red bar a bit further, but so is knowing when to snare and when to count how many times they have evaded and are low on vigor. As it stands with condi/sustain being the vogue, healing signet has risen to favour for now. This is perhaps the closet the warrior has been to being able to bunker to any degree. In a game that encouraged all professions can play all roles, then healing signet is making good on that statement currently when traited/paired in specific ways. For the record, I do have a bias. I like healing signet for it’s ticks and accept that if popped it does pathetic healing and has a longish cool down to justify it’s passive..but I have a low opinion of this flavour of the month stunlock build we’re all seeing. I’m a duel swords guy..cuz shields are for wimps.
So we all do less damage. Maybe they could remove armour benefits and just gives us blank armour that only runes can be applied to. They could also remove trinkets and only give us amulets. They could then change amulet stats to be different from PvE/WvW. They could also remove runes of perplexity etc….
oh wait,..they’ve already done that….They have already diminshed damage output.
Your idea that auto does ‘jab’ damage..well good luck to mace guardian/warrior where their mace primary three do auto-block-stun/ward…as you can see, the auto is the only sustained damage to that weapon. It is easy to say I’ll down grade my scepter which attacks at range in a channeled fashion as long as you down grade your melee weapon that doesn’t channel and requires you to be in constant melee range to connect. The day maces do ranged damaged in a channeled fashion, then that would be a more balanced idea. As long as blocks, evades, glancing blows exists, melee weapons auto should be able to connect for worth while damage.
With all due respect, people need to let go of the healing signet hate. The problem is not the signet, it’s that most warrior have taken cleansing ire at 20 points which is directly tied to toughness and healing. That is where the strength of it comes from. Anyone who invests in toughness and healing should see dividends that reflect that. The power/precsion/crit dmg focused builds that annihilate healing signets tick heal are out of vogue and no one uses them. Glass canons just don’t do well in spvp anyone unless played in small population maps. In WvW (Which this is not the WvW forum) With trinkets it can begin to get excessive I agree, but in spvp, it is what it is. This paired with sigils of impact and a few melandru runes is why they can output fairly decent dmg and still survive fairly well with hammer/mace. If your heavily invested in toughness/healing and have traited to increase crit on stun and maximise stun damage, this is more an example of build success. You have made over self a well rounded build. It is not the warriors problem that nobody is focusing on in-your-face spike damage and instead focusing on sustain which is not cutting it for them in the end. If anything, if you moved cleansing ire to any other trait line, healing sig would now reflect that heavily because people who want to use it won’t be invested to at least 20 points in toughness/healing. Again..form follows function..you invest in healing/toughness…you have a lot of healing/toughness=you’re a lot harder to down now.
I am just super tired of thief black powder and/or stealth on finish. It gives you no chance to even use down state.
Reasons for my listing is pure representation based. No theory crafting or views on individual abilities, just a real world litmus test of what classes a team will bring when a real consequence to losing exists.
The data I am using comes from the PAX invitational, both the final and the Open qualifier finals for NA and EU, and the ESL Open Finals and Grand Finals. That is a total of 8 teams, each reaching the highest levels of success.
S:
=Ranger
9/8 On the 8 teams being most successful in these tournaments there were 9 Rangers. One team was willing to bring 2 rangers over any other class.A:
+Guardian
8/8 Every single one of the 8 teams had 1 Guardian. May be closer to S class.+Necromancer
8/8 with one Necromancer per team. May be closer to S class.-Thief
6/8 Six of the 8 teams gave a team spot to a thief. With 8 professions and only 5 spots on a team, no profession should expect 100% representation. With 40 total spots over 8 teams, each profession should have 5. The thief may be the only true “A” but I will assign it a – and give the other two A class professions a + to denote the difference.B:
=Warrior
3/8 Warriors were found on only 3 of the 8 teams. Two of the teams were finalists so Warrior may deserve a +, only more tournaments will show that. Regardless warriors are under-representing since each profession should achieve 5 spots out of 40 or 12.5% representation in top teams.=Engineer
3/8 Three of the 8 teams had an engineer spot. One of the engineer spots was a finalist team. Engineer may be a – when compared directly in this category with warrior. Finalist spot is a very close distinction, and both are equally under-represented, so both are simply listed as =.-Mesmer
2/8 Only 2 teams gave spots to a Mesmer, but both those teams were finalists. Mesmers may have a hidden strength, but they still are less represented than Warrior and Engineer in B class. Listing them with a – to show this.C:
Elementalist
1/8 Only one elementalist found a spot in the top 8. Help these guys. The most under-represented profession at this time.
Great way of displaying data. This sort of info is more useful than just listing a profession with no extra detail added. The difference between a longbow/rifle warrior and a hammer/mace warrior is too big to simply just say warrior.
Just gave him a go. All I saw was 2 player downed signs for every player still standing. I got moved to overflow, so not sure if we had as much firepower as needed. I didn’t know what to do until ppl starting calling fingers, cannon 2 etc etc..defend turrets, etc etc..he went down to 90ish% and fail. That was my first impression..i noticed people getting rage over skill lag as well, even though I didn’t suffer it personally.
Also you may wanna post this with tech support. Despite what people have to say about gw2, they do have fairly fast tech support if you send a ticket.
I play from New-Zealand. (The most southern and eastern country in the world.) We have ‘ok’ internet speeds here. I don’t suffer lag that often. Only when I get caught by a zerg-o-heaps-o-particle-troll-roll-stomp do I lag right out for a brief moment. Try talking to your ISP, clearing gateway/ports on router, checking how virus protection works on your system. Isolated lag is usually on the user end, not the server end. If problem persists try (Can’t remember actual name..but I think it is called) Quickfire servers. For a low price you can become a member, assign programs to it, state where you are and where the servers your playing on generally are and they filter out all static and noise from lines between the program and the server. I have seen lower some people’s ping from 600ms down to 140ish ms. Hope this helps.
17,000 players have tried soloQ. This is divided between US and NA. In a game that boosts over a million box sales, that equals 1.7% of players have tried it. Divide that number between NA and EU. That equals .85% per region. How do expect there to be any sort of match making when each region only has under 1% of players actually in soloQ?
“I do not need useless rhetoric; I and this community need action.”- Great line. I hope one day I find myself in a debate that will allow me to use this."
Don’t listen to people who say this or that build is too easy to play. Th greatest and most eloquent designs in this world are all based on simplicity. If you take the one of the best performance European sports car, the Lamborghini, it has an automatic manual clutch. It has gears you can change, but no clutch. Its traction control and wheel base ensure that if you hit a corner at 200km+ per hour, your still going to make it round. I will admit reversing them is a kitten though. The point is, streamlined builds are fine. The best builds usually are streamlined.
Happened in gw1. The gladiator title got total revamp. Everybody’s title rank got adjusted up to match the new system. Only new players started at square one.
3s of Stun was also before with Sigil of Paralyzation. After the update, the max will be 3,45, nor more 4. So from then till now it increased by 0,kitten .
Cleansing Ire has nothing to do with stuns and damage.
Brawn doesn’t reduce cooldown, it increases the recharge rate (lame idea imho). And even if you put 30 points in that line (not worth, imho) you still get a reduction of 2s and a half (more or less).
People complains about Skull Crack, 100B but it was perfectly avilable even during beta. People complained about Bull’s Charge, Frenzy, 100B but then stopped because it was kitten easy to counter and they started realizing it.People should think more about “how to counter” and post suggestion about that rather than “QQ, please nerf”.
Warriors finally became viable and you want to nerf them, again.
As you can see, ArenaNet started introducing counters to Stealth rather than nerfing Stealth itself.
By adding counters you give the players the possibility to plan a strategy. With nerfs you get nothing, only whining from nerfed class.Oh, last note: if you want a fix/nerf/balance then you should suggest something. Writing “it’s OP” has no use.
Mace stun has been buffed, it is clear.
The real point is that warrior before the huge buff they received were kinda vulnerable to conditions and easy to take down. Now it’s not the case anymore. They are an insane unstoppable and unkillable force.
Nobody is complaining about Skull Crack + 100b, it is easy to avoid and predict.
I’m complaining about stunlocks, the huge amount of damage with insane survivability, especially the last part. Insane survivability.People said that warriors were unviable even after the patch who made them OP. They didn’t have any time to meta to stabilize and to realize how OP they were and they keep buffed them.
They just need to tone down the amount of stuns they have and it will be fine. Is is just supid that you are incredibly vulnerable to stuns even with two stunbreakers.
Warrior is also only one of two heavy professions in this game. It is for that reason, along with Guardian they bring a lot to the table in terms of what they do, what they can equip, and what they can output. Warriors and Guardians should on paper/in play look like three heavy professions that have been merged into two. You have three caster professions, three scout professions, two heavy..see what i mean?..they need to bring more to the table than casters/scouts because their is no third embodiment in their tier as there is in the other two profession tiers.
The CC is necessary (Why? Vigor, Evade frames, high AoE pressure such as engi and necro), the healing buff was necessary (Because Healing Surge was just better no matter how good you were), you know what isn’t necessary? Berserker Stance and being able to have more than one stun break on any class.
Sorrow, please if you’re going to be a “know it all” then know how to deal with the CC portion at least. You don’t even know the true problem.
That amount of CC is not necessary at all.
If you don’t have stability (hint: not any profession have it), stunbreakers aren’t enough to save you from the huge amount of stuns.The healing buff was good, yeah, that is the point. Now that warriors have huge sustain, their insane CC capability needs to be looked at.
Hell, I can chain-CC someone indefinitely just switching between hammer and mace+shield. Stability is only the real counter, but only two professions have reliable access to it. Guardians and, guess who, Warriors.
A Ranger has some breathing while under Rampage as One.
An engineer is dead meat.
Same about Thief. If you catch them with a single stun, they are dead.
Mesmer can only survive a bit more thanks to their invulnerabilities. Same for Eles.
Necromancers have no chances.I’d really like to know how to deal with the CC part as a Necromancer. Please, tell me how.
It’s called death shroud. You can activate under any condition. It is slightly ironic your asking this, considering for the last 3 months many people have been asking the same thing about necro fear chains, spectral armour over lapping death shroud and their ability to drop the center for disease control on your head in large AoE rings from 1200 units away. If your looking for sympathy, I doubt you will find it here.
“It is not selfish you live how you want. It is only selfish to expect others to live how you want them to.”- Oscar Wilde.
Don’t forget the 17,000 mentioned are spread across EU and NA. That means each region only has at a guess 8,500 that have tried soloQ. This static more likely also represents those who have tried it a handful of times, and not played it again, meaning the continued population is probably much lower.
So what your saying is that you would prefer to click on minions if you want to attack them and not have them be targeted by tab. Interesting. I wonder if other people feel this way?
Left too many matches.
Your either the 10% of people who just didn’t like their team dynamic and left, or; one of the 90% who have had a 3 vs 5 or 4 vs 5 and decided to not waste your time getting kitten in a match you were highly likely to never win.
I don’t think they should be introduced to Spvp. This way it falls even further behind the rest of the game. It makes an ideal situation of where the build you play in WvW/PvE/Dungeons just can’t be used in the mists. I am also happy you can’t bring over your prestige skins either. You work for them and in spvp you get to earn them all over again, that is of course, even if they’re represented in your locker. Perplexity would make halting strike mesmers very effective and allow another build for them. I also enjoyed when they talked about up coming new traits and skills, they only mentioned them in PvE and WvW,…funnily spvp was not mentioned of in the list of place these new traits will be usable. It seems apparent they are quietly trying to phase spvp out hence why nothing new gets introduced and it gets barred from using in game gear that can be used any where else.
I think you should read some of the idea’s others have had for a specific style of death match for gw2. With no monks or true interrupters some people have come up with excellent idea’s on how a arena annihilation could work, and still play smoothly where when a team targets only one person, that wouldn’t be the ultimate objective.
There is also tonnes of idea’s for 1 vs 1 death matches, where secondary objectives are also considered and the environment is very sand box rather than 2 people just going toe-to-toe.
This is why DM is being obsessed over. Because some players have put out a tonne of good idea’s for it.
As a long time guardian player, I’ve moved a while ago to warrior. I Agree with all things said.
1) Moved from tier 3 HP pool to tier 2.
2) Balanced power builds will only work if you put both the guard and their target in a small cardboard box and shut the lid, otherwise anyone can simply out walk them at a slow and gingerly pace.
3) After one year of standing on mid, it doesn’t feel like a profession that can roll all roles.
4) No Alt form condition builds. They suffer the reverse of engineers who have no true power build.
5)Guardians were born too late. In gw1 in GvG often 2x warriors were present. One was a shot caller and the other helped keep dmg output and pressure up, but would also act as quarterback to fall back to backline when opposition warrior got through or rangers were chirping your monk at close range. The guardian would have been excellently suited to this duel role. In Current pvp of nodes and no team configure/phalanx style Pvp the guardian has been kinda unleashed in a game mode that doesn’t need them. Hence why they have been standing on mid point since beta..there is no real reason for them to roam and clue a team together.
6) Guardians need differentiation from warrior. otherwise they are much of a muchness in terms that there is only 2 heavy professions in this game. They are in that tight stop that if power is lifted, they are too similar to warrior (Especially now with suggested buff to shouts on warriors) they really need a unique roaming style that makes them a valuable asset to move around a map and not keep in stationary spot. More shouts that assist damage output and aggressive support/group AoE buffs-debuffs that only they can do and not shared by any other profession (Imagine just for a moment a group shout that can target up to 5 players with torment and/or a trait that allows condition dmg to base itself off your power trait.) and much more mobility. The staff alone fills this role. Their weapons need to encompass a lot more of this in PvP. In Dungeons their group movement skills, buffs, dmg mitigation and slight power output increases makes them Shine because in dungeons the 5 of you all run together and in close quarter to each other, which simply doesn’t really happen in soloq/tpvp/spvp. You just can’t get the most of them in these area’s currently with PvP being like it is.
I think a very good first step for guardian would be the introduction of an elite or similar skill that transform your first 5 skills to different shouts. Currently the tomes are either dmg or defense. Or an elite shout that did an even mix of both in unique ways. (Turns opposition might into short duration weakness..flips stability into cripple..flips regen into poison etc while buffing momentarily your allies) It would result in a situation where the snakes posion is also it’s cure. The easiest way to get a bunker guardian off point to bring a guardian. (Do ackniwledge these are just quickly formed idea’s to promote creativity towards this thread..i know a necro can already pretty much do these things with specific traiting to wells/boon flipping..which is a solid idea for the guardian to mix up their current use of defense-defense-defense. I’m not suggesting these specific idea’s get used, just the concept behind them. I’d love to see a guardian who could boon flip/condition cast with shouts and had condition damage base of power on certain/specific traits for specific conditions so that for once all power armour stats and conditions runes (I.E celestial armour) may actually look attractive to us because we can use them in a unique way other professions can’t making guardian remain separate from warrior.)
Stability is too forgiving, so is aegis. Just my thoughts, don’t rage. I really, really dislike the abundance of stability that certain professions can bring. Some professions bring stability, condi removal, reflect, and aegis all in one and that’s OP. With stun break affecting knockback, why even try to CC anymore? It’s too easy to spam your way out of an interrupt or CC. That same profession (guardian) brings a warding and don’t forget ele’s stunlock field. These skills basically make stability too OP to be ignored.
You have never fought a hammer/mace warrior, have you? Some might say that other classes should have as much cc removal as a guardian
You agree with what I’m saying: stability is OP precisely for reasons like that. I hate the way stability just negates the need for more active stun breaking. Guardian’s OP precisely because of all the stability they have plus all the CC they do.
Guardians;
Lack mobility
Their limited CC has the most overt animations in game
Without their stability chaining their a tier 3 HP walk overs
The runes they use can grant stability by flipping conditions. This is not stability inherent to themselves
Their Dmg output is weak.
The upcoming “leaked” patch notes will only allow stability up to 5x duration
Stability/condi removal is pretty much all they have going for them and their sustain is less than squishy classes currently due to their base low HP pool and lack of true balanced power builds.
The reason they remain viable is because they only get used on Mid and their stability allows to hold until their dmg turns up and allows them to get finishes in push/pull/throw heavy situations.
The guardian needs true separation from warrior to justify it’s existence. This is one way a-net have achieved this. Their name “Guardian” pretty much describes them. They Guard a single point well. Without numerous ways to Guard, they may as well be called Low alcohol, zero calories, fat free warriors.
Let’s hope this is a fake release note. This would be a horrible idea and I’m sure ANET knows better than this.
A-net knows better than this?…did you not see what they did with necro last patch? What part of that to you spoke volumes of knowing better than this?
I have a good idea. Let’s just remove clones and phantasms. A profession that places down up to three sources of it’s damage, that each stand up to 900 units away from target, can hit for in the 1000"s of damage whilst the player can now simply focusing on survival via evades, stealth and blinks doesn’t really have a place in skilled PvP.
If they must remain, cast the phantasm, it does it’s damage once and it’s gone. Their range and cooldowns are short enough that this would make equal/on par with every other damage mechanic of the other professions. No other profession can place down three sources of damage that fire at range/leap finish/gap close and chase down their target and keep repeating so until target is downed or moves out of an entirely large leash range.
I love mesmer, but let’s face it, it defies the entire nature of PvP. Fire and forget skills are brainless and lack any sort of skill…especially when on unusually short cooldowns for how damage they do, they can be manipulated and cause secondary effects on death.
All these on a guardian didn’t really stack above 5 anyway. Guardian is the ugly brother. Buff its damage, and it just a different kind of warrior. Beduff its healing and regen (It’s power still sucks) and its now just a low hit point walk over. See you next week kids on mid point, where the guardian has remained ever since beta. You’d think they’d gotten sick of standing on the same point without moving for 1 year straight.
Currently, burst skills only go on recharge if the attack connects. If a burst skill is evaded/blocked or misses through blind or you misjudged the range, your adrenaline stays full.
Which is stupid since it makes dodging pretty much ineffective since you can just pretty much spam Earthshaker/Skull Crack until either hits after stability is down and one of the factors that’s making warriors easy mode.
yes we op warrior can spam the might skull crack and the mighty earthshaker if it misses we just have to wait 10 seconds for our skills to recharge!!
It’s 10 seconds for each set. It basically forces the opponent to dodge/use a counter CC/stun break TWICE EVERY 10 SECONDS just to avoid the Skullcrack & Earth Shaker, apart from which there are several other stuns that could be chained back into the burst skill once it’s recharged. Actual recharge is 8.5 seconds with 20 Discipline or under with higher Discipline.
Notable exploits are spamming Earth Shaker on recharge as a mobility skill between cap points and comboing Combustive Shot into Earth Shaker/Flurry etc before the arrow lands, not a particularly strong combo but being able to double Burst Skill with the same adrenaline bar is mechanically very broken.
You keep driving this point. I daresay nobody has ever seen a earth shaker mobility exploit build that your referring to. If it does exist, dare I say again..it sucks. I replied to you on a earlier post exactly the same as this. IN THE FORUM HISTORY THIS ONE HAS ALREADY BEEN DISCUSSED. Along with why 8 vs 8 exists when not many people prefer it over 5 vs 5. There is good reason. You want burst skills nerfed because you don’t like two of them and your not thinking how this will affect every other warrior F1 skill.
If I was to take a 1 second GiF of every skill in game, I would be interested to see if players and developers alike could accurately call each skill. In a game model which wants to be visual based, this is a problem.
There is no true interrupt style. An aspect I miss of gw1 is that good interrupters didn’t just interrupt any old skill, they targeted specific skills. They knew their cool downs and they studied/anticipated when it was going to get used. It dramatically affected entire teams effectiveness.
When I see your profession and I see your weapon, I already know exactly what your gonna do more or less. Warrior+Hammer+Mace+shield=I know what is about to happen. Thief+sword+dagger=I know what is about to happen. Mesmer+greatsword+pistol+sword=I know what is about to happen.
This is a personal issue for me, maybe for others, but with weapons all having assigned skills, it takes away from the random arena experience of not ever truly knowing what was about to be thrown at you until it happened.
At the end of the match we all play each other again. The guy on my side who stuck pretty closely to mid,..next match they are on their side and sticking again pretty close to mid. The pistol whip thief from last match is still a pistol whip thief this match. Rinse-repeat.
No camaraderie. In gw1 if a player went down you’d see 60% of the team fire rez signet knowing one would get through. In Gw2 they walk over me because rezzing takes too long and they know I will respawn shortly. All the revive skills in game are buggy which makes an even stronger incentive to not use them.
Gimmick builds I don’t mind so much. Generally a strong gimmick only gets excellently played by 5%. The other 95% are ppl giving it a go and not executing it just right. The forums then light up about nerf this or that. Currently it is stunlocking warrior. I’ve only been caught by it twice where I couldn’t do a thing. The rest of the time they haven’t pulled it off quite right and eventually they go back to their older and more preferred builds. Too many buffs and nerfs are based on the 95% temporary influx, rather than buffs and nerfs that take the game play to the next level.
I play warrior. I don’t have a single stun, nor do I have heavy sustain. I use banners and conditions. So explain to me again why if I use healing signet I should have it reduced because of these so called stuns and sustains that I have neither of?
Guardian is not in a good place for a game that claims all professions can roll all roles. Guardian is about as far away from any sort of roaming build. If it invests in any substantial D.P.S it has to roll with circa 11K Hp, very limited condition counter, and one set of isolated traits because there is no other traits that will truly work with a D.P.S build.
Necro is in a terrible place. All it weapons mostly use conditions. That means it can heavily invest in condition damage trait trees and the left over points it can spec into toughness/healing/vit..unlike a direct damage build that needs to invest across three trait trees being power/precision/crit damage that are never in the same line. Death shroud is insta-use and therefore acts G.T.F.O substitute stun break/dmg mitigration/ zerg defense. Pair this all with runes of undead and you have a “Squishy” class that need not fear going toe to toe with any sort of power build. Not to mention signet of spite is entirely elite power. To drop the center of disease control on anyone’s head for 13 seconds is better than most other professions elites combined.
ele/mesmer. A ot of their issues have been addressed by a-net, albeit halfheartedly. They have condition control..nobody wants to use them because they are attached to weapons and found in trait tress that just don’t have synergy. This has lead to halting strike mesmers builds now. If you haven’t seen it, try 10K dmg from one Chaos storm that you get interrupted/cripple/chilled in. (Bye-bye roaming guardian build..also good night warrior with reduce sustained survival.) Overall this mesmer build has freed up utility slots now that house condition removal.
However good post. It is always a good thing to see how others view the same game.
Search forums history. This one has already been addressed 10 months ago.
With the recent buffs, many warriors are currently using this and they are nearly immune to conditions. They have reduced necro’s burning duration and fear damage in pvp, so we expect arenanet to nerf warrior’s this ability to be fair. It’s way too op against condition builds. They have to reduce its duration or condition immunity. They have to nerf all classes properly or buff nerfed ones again to be fair…
Try posting in Spvp section. Your commenting on pvp dynamics. However no one is really gonna care your necro got stomped when for 8-10 seconds you couldn’t spam large AoE conditions on a warrior. The thing your missing is that they have also traited to regen on chill etc and that they use their burst skill with cleansing ire on 3 bars of adren. They have also specc’ed for burst skills to cost less. Not to mention melandru runes are hot property with warriors currently.That is why they’re cleansing you, because they have specc’ed for you. It is not berserker stance entirely. (Which helps build adren faster for cleansing ire.) necro is still OP while condition damage all comes from one trait tree and they can then trait heavily into toughness/power or toughness/vit..not to mention spectral armours now work while under death shroud and that death shroud has become a true second health bar.
We’ll give up berserker stance, if you give up 40% death shroud and runes of undead…sound fair?
I have seen this another game, Dark souls. The community invented it’s own rules to avoid current meta.
1) Limited your lvls to 120
2) no healing.
3)no excessive spam rolling
4) no ganking
5)use spear thoughtfully..not spam
6) bow first
7) no gloating
If anyone did ever use a heal, or spam rolling, or stick and moved with spear (Which was all perfectly legit.) People destroyed your gamer rep. After months of playing it I got into a routine of changing armour everyday, changing weapon every duel, changing one handed stance to 2 handed stance every match, always bowing. No chatting. Only using polite emotes. I eventually got to position 3 on their leaderboard and my gamer rep went from 5/5 to 0.25/5..even playing by community unofficial standards, someone always felt I wasn’t playing according to the unwritten rules. If you looked at all top 10 players, all of them had a rep of under 0.5 stars.
It is just better the game itself set the rules/perimeters/balance..otherwise it can and will turn ugly with an ethos of sticking to “Community standards”
In the current meta players would foo-foo you for;
1) Too much regen
2) Too much stunlocking
3) Condi spam without thought
4) using Asuran models
5) Exploiting too much evade
6) Irritating stealth chaining
7) Using candy cane skins against similar armor colours to confuse
8) Lining up double iduelist.
9) Too much bunkering.
As you can see, best let the dev’s place thoughtful balance,than let players shift it on their own.
I do use warrior. I use a condition spec.
When anything in life becomes just too over the top..someone makes a parody of it. All of the points are correct. The one thing the poster forgot to mention though, most conditions in this game can also be spammed from 900-1200 units..most power can only be used 200ish units.
I purchased a television. On that television I get loads of free content. I get programs that air each season, a selection of viewing content etc. I also get advertising inviting me to purchase other things via retail.
I downloaded a mini free word program on my computer. It works great for the home. I’d even say I love it. One day if I am ever required to purchase commercial software for my workplace, I’ll probably buy that full software off the shelf.
I purchased a game. It has free content after the box price. With this free content and updates is usually in game items that I can obtain, or if I prefer dial up my credit card and purchase. This game and its affiliation to a larger company also promte other titles they have in their greater brand. I was even offered that if I download a free trial of another game they have, I ’ll get free in game content to the game I already own…
See what i did there?
The content maybe free, and I think a-net has the right of it on this level, but they do also have their own invested interests in continued in game releases and in retaining a player base through a free content game.
Anyway, I am off to go buy a jade dragon hammer skin off the trading post with my credit card because the price has lowered to a level now I’m willing to buy it.
Whirling wrath isn’t a burst skill. Only warrior F1 is burst. The rest are just spike. On that level, I say again..whirling wrath ain’t spike damage..even in full zerker it will barely creep over 4.5K damage if it entirely connects.
I do kinda agree though with great sword. It can be very clunky at times. It has self roots, skills that require double clicking and move you away from your target, and rushes that over extend past their target and burst skills that take 1 second to fire once activated.
(edited by CntrlAltDefeat.1465)
It can be frustrating when you fairly have an engagement and down a person, only to have another (or zerg) steal a victory from the jaws of defeat. The assist gets points, the solo player who fairly downed stated gets nothing. If you have this happen to you frequently, it can get to you. Hence why after a while if you see your getting an advantage, but others are moving your way (harder to see now with mini map changes) it is better to just move on.
Wait til you see a thief stealth just before you enter the room and stand on the glass until it breaks. Then scorpian wires you down the hole before you can even target them or know where they are.
On the side points, a warrior standing above and using Death from above and launch to knock you down the holes.
A ranger holding middle point and leaves pets in node. If you jump up, they push shot you back down and barrage you with pets. If you use stability, they stealth for three seconds and take lower ground again and push shot you off map when you jump down. Rinse-repeat.
Skyhammer is a cool map, but very easy to gimmick. Hence why many people want it removed from any form of tournament play.
It was announced at PAX that the living story team is approximately 70 people. Albeit not all of them are developers. There is separate teams also mentioned that handle specific parts of the game.( Such as merchandise etc) The only mention of spvp I’ve heard is that there is 2 + people associated that aren’t developers.
PvE/Living story=70+ separate unts
PvP= 2. + community manager/lead designer etc
In a recorded pre release interview it was stated PvE and PvP were both developed at the same time and in parallel with each other. If we look at the PvE world and the PvP world..well, yeah…..the difference is huge. For a long time it was stated that gw2 would be ready when it is ready, yet the quiet statement now is that upon release there were aspects that were left unfinished, or unpolished with those objectives to be reviewed once the game had launched.
Pvp being a non money making aspect means that it will never really take number one priority. I can understand this, even if history shows that Pvper’s tend to the players that stick round in a game longer than your casual gamer which gw2 is aimed at. It is one of those, “Go-figure” moments.
Death from above. Reduce falling damage/damage foes you land on.
I’d be happy if they left marks untouched, just toned down the necro lifeforce/death shroud mechanic. It has currently become a true secondary health bar.
Add to screen shot this. The most bizarre match I’ve ever watched.
It started as 4 mesmer vs 4 mesmer. Shortly after a ranger joined each side.
More than happy to sit this one out.
Thought others might enjoy the laugh.
Spvp forum history 101;
mesmer damage/ A.I damage=got nerfed
Guardian tank abilities=Their HP got nerfed/ Altru healing got nerfed
engi H.G.H too strong=got nerfed to oblivion
Warriors not being viable=left untouched
Ranger beast master/pet leash= got nerfed
engi gets buffed up a little
Ele bunkering engage/disengage= got nerfed
Thief spike damage=got nerfed
Necro sustain is weak=untouched
warrior got buffed= nobody noticed over necro buff at first
Necro got buffed=ppl qq’ing they got over buffed
Ranger spirits=got nerfed
warrior too much sustain=questionable if it is true problem
warrior stunlocking=every game has a stunlock build, but maybe worth investigating.
Welcome to the hate game.
Your issue is not specific to elementalist. Many professions can throw everything they’ve got at a target, and it still walks away.
My advice, if you keep doing what you’ve always done..you’re always gonna get what you always had.
I will agree I’ve yet to see a true burst ele, but I have seen many that have had more than enough sustain. If your landing all of your rotations perfectly, then the issue is that your understanding your targets defense/offense. Perfectly landed rotations don’t mean much if they’re all done whilst they were in death shroud or protection/stability. Rather than chain your skills perfectly, look carefully at what buffs they’re running..kite and auto dmg when they’ve popped defense. If anything, I would support your view more if it was angled that while attunement swapping, skill use, utility use that it is also difficult to manage buff tracking and that some form HuD customization would be useful/helpful
I could accept warrior being designed last. That fits a-nets direct quote, “Near the end we rushed gw2 out the door in a unfinished state.” I would even accept the warrior was designed at the same time the Zhaitan final fight was designed.
2 part movement on a melee greatsword?..first target, then fire?..
My opinion is that some professions were designed by the PvE team and some were designed by the PvP team. Hence why some seem so focused at PvE style/traits and some seem particularly complicated and complex and more well suited to layered PvP play.
Warrior/Guardian/ele/necro-PvE
Thief/engi/mesmer-PvP
If your chasing warriors in WvW, then your probably not doing anything truly useful for your side. That simple.
The best advice I read on these forums regarding PvP..“Don’t waste time chasing..use your time to cap/build/forest hunt/neutralise/zerg..but never chase. It does nothing helpful.”
Turns out it was some of the best advice I’ve taken.
Hammer without a snare/cc=ok
Hammer with snare/cc=efficient.
Most hammer warriors understand hammer 3 is the set up to all other hammer skills. Making hammer a little more fluid would make it better.
You forgot the words, “We are THINKING/MAYBE looking at shout and sword-shield.” Don’t underestimate those two words when used to talk about balance.
Your right. It sucks. Hence why it has taken a decline is popularity. The match making issues, wait times and auto start with incomplete team for me, and others has resulted in I’d rather look for 5 vs 5 spvp matches. If you own most the Tpvp gear there is little to play for. As for leaderboards, I’m still uncertain of how they can have a ‘top’ soloQ player when it is a team pvp match.