My response to this thread is in the works currently. A lot of good points I’d like to mention are being thought about internally. You know, with all the words I could use, any response could be possible. At this time I am just really focused on getting my fundamental response down to build a good answer at some stage in the future.
Classic. Poor fella. What’s a guy meant to do when you want face time on camera, but at the same time can’t speak too much about what is install.
“…A necro that jumps in and spams marks on fresh targets would have most of them avoided and not have them again for a long time. That is how it should be…”
- So basically a necro that jumps into the fray now is useless.
“….Normalize asura models to be 50% larger and char/norn to be 50% smaller. Only appears to player when toggled. This can’t be that hard. Just get it done…”
- It is actually a lot harder than your giving it credit for. Every aspect of modeling would need to reworked from armours to weapons, animations and shadowing.
“…Guardian and ranger passive condi removal needs to be removed….”
-Their passive clear doesn’t allow selection. It may remove the burning that was about to expire in .025 seconds anyway. It may remove blind when you want the 15 seconds of poison removed. It may remove poison when you want the 13 seconds of cripple removed when chasing down a kiter. It may remove vulnerability when you want torment removed. It provides no selective clearing. It is RnG at worst, mildly helpful at best. All condition stacking professions do not lack for ability to stack. Those that can only stack very few such as bleed still have a 10 second window from the time the condition is applied and these passives have a natural internal cooldown. Passive removal is a kin to boxing a slow moving avalanche..you may make a few holes in it, but it is always going to smother you in the end if that is all your relying upon for removal.
You’ve made some ok points, but also some very indulgent ones. It feels like you’ve cherry picked the aspects you don’t care for with little consideration to how this will affect others enjoyment of play styles. However contributing thoughtfully without outright hating is what these forums need more of. Awesome you took the time.
(edited by CntrlAltDefeat.1465)
If we make these changes, why ever choose warrior over guardian? Guardians heals will block/cause burning. They have constant regen and substantial heal. Their dmg output will be comparable. All of their shouts can remove conditions and break stuns simultaneously. Their virtues can remove conditions and apply stability. They have massive protection/regen. So why ever choose warrior over guardian if we make these changes?
Should not the warrior and guardian each have their own unique feel? All these changes are doing is making one dilute and the other shine now because of it.
LoL. One trick pony. If the pony only has one trick, what’s the problem?. Sounds to me like a lot of people keep falling for the same trick over and over again. The only problem I’ve had with the stunlock pony was a player using the candy cane skin on the hammer. That made it difficult to see. If I see a mace or a hammer, I know what to expect. Range-blind-protection-block-evade-stunbreak have all pretty much ensured If i win, it was because I played smart, if I lose..then they mixed the timing up so they weren’t predictable and remained efficient. I still credit that to them as skillful. I serious believe once you’ve fallen victim to the stun chain 7-8 times you stop falling for it after that. Much the same as if you play enough mesmers, you soon learn to spot which one in the on screen mess is the actual player pretty quickly.
There is a real difference between creating according to what the consumer wants and creating towards what you want. This is evident with the playstation 4 and the new xbox. The playstation is a result of what was experienced from the playstation 3, where as the xbox was created in line with what Microsoft wants.
At this stage it is apparent a-net is creating what is in line for what they want, not necessarily what the consumer wants.
They have probably wanted for some time to showcase their product at PAX. hence spectator mode was added and another 5 vs 5 arena in soloQ. They have also probably wanted to generate some income from PvP, hence custom arena you can purchase and skins that can be used in both PvE and PvP that can be purchased.
If you look at the long standing, players wanted debuff to thief, thief got more buffs. When players just gave gave up on thief ever changing, thief suddenly got Rng skills. It is a similiar case with memser. Despite chained nerfs they have caused issue with their mechanics of having A.I doing your damage. Once Mesmer fell from popularity, they suddenly got RnG. All this came months after many players raged quitted over the issues because that time was spent creating spectator mode etc. A case of closing the gate after the horse has left.
It is clear that what has been planned and is in line with what they want is still taking presidency over what players want that is fair and reasonable.
The biggest issue is that PvP can’t grow much more currently. There is no monks, no purposeful interrupts, no skill viewing through cast bars, too much particle effect, character normalising issues, spam and other plaguing issues. I do believe anet probably felt in creation that these issues would not have persisted so long and have been problematic to fix when the priority has been creating what is in line with what they want as opposed to creating what is needed immediately before more players leave.
Ican understand a-net having a strong invested interested in debuting at PAX and getting ready for that as a priority. All we can hope for now is that the next balance patch is exactly that (Balanced) and that the new additions of skills that have been mentioned help smooth things out by being more consumer orientated in terms of what the community would like to see and start driving Pvp forward in a clear and linear direction.
I feel like a melee class that can’t manage to stay on target easy enough and always having to wear runes of melandru + dogged march+ lemongrass and dedicate most of my utilities to condition cleanse to just stay up in wvw and tPvP. PvE I beat the hell out of everything with my full zerker gear and gs because they dont dodge.
Play a guardian and tell what you feel.
My first class I got to 80 was guardian and I can stay on my targets quite easy. GS leap, Sword teleport, Judges, Plenty of ways to get in and out. Half the time I am ranged though with a scepter so it doesn’t even matter.
All the leap skills you mentioned apart from flashing blades have terrible connection rates due to server side rubberbanding. Guardian scepter outside of 600 range would easily carry a 50% miss chance. Just saying. The bow has 1200 unit range..if you oook at guardian scepter some skills are 1200, some are 900..it isn’t even universal in its range. Guardians one knockdown on demand is also insta-stand back up and even though it states 2 second KD, it actually doesn’t apply. Guardians have 1 snare and that’s it..so use that 2 seconds well, your not going to be able to pin them down any longer than that. I would suggest playing guardian currently, and not recounting favored memories from beta weekend 1. I say this with all due respect.
" Granted yes there is stability, teleports, evade, ect" You also forgot to add invulnerability/protection/blind/block.
1-stability
2-block
3-evade
4-teleport
5-invulnerability
6-protection
7-blind
8-fear
9-stealth
That’s over a half dozen ways to counter it, yet you still think it needs a nerf. Interesting.
this build even need lower skillcap than spiritranger
run in – press 3 and 5 from longbow for the aoe than go on hammer and press whatever is not on cd
done
Way to over simplify!! We may as well nerf ele’s heal on spell cast as well, because they’re always casting spells. May as well nerf guardians passive heal through virtues as well..because they’re always healing as well. May as well nerf healing turret at the same time. We may as well nerf vulnerability and poison..oh wait, maybe those two are the keys to countering regen healers. Try them sometime.
When things hit rock bottom, they can only go up from there.
Honestly, the problem is that the warrior can get a good heal without investing into healing power .
Reduce the starting HS heal to say 300 , but up its benefit from heaping power significantly .
Why would a warrior invest in healing when warriors provide no team support in terms of healing, and have no viable bunker builds?
That is the only point of using a cleric’s amulet: 1) team support through healing, or 2) bunker. If ArenaNet purposefully wants warriors to be g’imped in these areas, then they should keep the warrior’s base heals high and heal scaling low, which is exactly what they’re doing. In this case, ArenaNet’s logic is sound.
Totally agree.
Haha oh well and btw I main warrior since launch and trust me I feel like I am facerolling playing warrior now when I play tpvp with teams. Maybe the balance is going so bad due to the fact that htojoin heros like yourselves want a easier time killing people before you had to play well to succeed unlike now when you can pop zerk stance skull crack hb. I am just saying even tarcis on stream said warrior skillcaps gone down. Many good warriors that I talk to that are not as known say its easy to play and is effective. Ostrich mentioned on his stream couple of times warriors are bit over top. You guys can keep saying the class is not overpowered, but it really is and once spirit rangers and necros are brought out of spotlight everyone will see how OP warrior is and it will be bashed to the floor (which no one wants)
My comments were about healing. I didn’t mention anything about stunlocking. In other threads I have stated I feel chained CC’ing/stunlocking should have diminishing returns. My comments were specifically, If a player invests heavily in healing, they should get heavy healing back. It only makes sense.
P.S I see your above mentioned warriors in spvp all the time. becareful with bantering terms like hotjoin hero..bcause the very heroes you speak of are in hotjoin regularly. We are all in hotjoin regularly mucking round.
It does have an animation. It is a Icon on the opponents bar. If anything, perhaps make the HuD customised like it was in gw1, so player can arrange different on screen info to be in area’s that is more user friendly to their play style.
I for one would love to see my skills attached to the right side screen and move my buff/condi to lower left screen and my opponents buffs/condi’s to lower right screen so I can evaluate quickly where I am at and where they are at.
This feels adequate for now, Spirit Rangers needed to be hit first and foremost without any buffs getting thrown around willy-nilly.
We now need to see where a few overshadowed classes will fall into place as the Spirit Ranger is certainly, now, counter-able in more ways than one. The ability to crowd control the spirits makes them highly susceptible to just being bursted down by warriors and guardians, or interrupted by eles and mesmers.
I don’t even think it will be viable to run this triple utility anymore because the moment they get controlled and focus-fired (the staggered animation is long) they will be dead, and the ranger will have 0 utility available for 25 seconds (ie. no blind/protection/fire spam) and their elite now is… not nearly godlike like it used to be.
“Easily burst down by guardians.” On my guardian, I couldn’t even match movement speed with the spirits. The usual feedback would be hit-miss-miss-miss-hit-miss-miss-miss- However on warrior with longbow, they perished fairly quickly.
The spirits were more easily destroyed by anyone that had ground targeted AoE. Any player using single target direct damage just got owned from all the evades, protection , blind and healing regen.
I agree, the spirits needed toning down.
Thanks guys!
We’re being very mindful about the way the Sigil of Para fix will hit Warriors. We’ve already got another balance patch brewing, and we’re being very careful to watch all the classes and see how they feel after we shave down the condition spam classes slightly.
As others have said, once we bring down the conditions that “hold down” some of the physical based classes, they will feel stronger. We’re aware of that!
Thanks again for the feedback!
Please nerf our regen from signet and zerk stance and make our frenzy ability back to 100 (or even 75) percent quickness so we can play zerk build again. (as it has a higher skillfloor). Hope you realise our builds are very OP and many top warriors hate how warrior is right now. Thanks.
Nerfing the signet is the not the issue. The Monk runes is what is making it tick in conjunction with traiting+ leeching sigils. When someone has invested in heavy healing, they should get exactly that—heavy healing— which is exactly in line with the original concept, that all professions can play all roles. Ergo, even warriors now can play massive healing roles at the price of now only having 15% of their normal burst capacity. What your complaining about is in fact actually a success story of the original concept actually working. Much the same a guardian investing in heavy blocking being able to,…block heavily…
I have also yet to see main warrior players complain “Hey guys, I hate this profession now. It has way too much healing and sustain and can now capably handle condition heavy situations.”
If you feel like representing the warrior community, please place direct quotes from the warrior community that support your stance, otherwise there is no reason to believe that your point of view is very subjective.
Ok, lets try this again.
Pvp has its own reward system which as stated above is not entirely universal.
Laurels- These can be achieved in PvP by completing the daily challenges. You can only earn one laurel per day. If you have received the laurel through pvp play, you cannot earn a second through PvE daily challenges.
Gold- Gold is not available in PvP. However you can accumulate resources that allow you to craft dyes. The dyes are basically RnG (Random) much the same as they are in PvE play. Occasionally yo will get some that have high value, and some that are low demand. Apart from this Pvp is not a suitable environment if your trying to farm/earn any sort of gold.
Rank- This is the Pvp equivalent of experience. It allows your toon to progressively level. So far all leveling provides to your toon is new armour skins. As you level the amount of rank required increases. However unlike PvE where experience also increases, rank rewards stay the same. Each PvP area of Spvp/Tpvp/SoloQ will reward rank differently for a win. In Spvp it is assigned to how many stomps you achieved or assisted in, and whether or not you managed to gets these around nodes. It is better to duel/defend on a node than it is to roam away from them. Rank will also be assigned to activities outside of stomps such neutralising nodes, defeating forest creatures and for achieving top stats. In SoloQ you can gain rank the same way, but the winning players will also get an additional 150 rank points. In Tpvp they will get an additional 200 rank points.
Tpvp/SoloQ tickets- In more organised team play of 5 vs 5 the winning side will receive a reward chest. These chests contain rarer armour skins that would normally be found in most dungeons. These armour skins are RnG, however they can be salvage to give a chance at obtaining free tournament ticket/paid tournament ticket. These tickets can be used in the mystic forge to get weapon/armour skins you desire more. However some weapon/armour skins also carry an RnG element. Even if you put the correct recipe in (easy to find recipes on net.) You may get a different skin that shares the same recipe. Some skins will require multiple attempts to get the skins you desire the most. The weap/armour skins available through tickets is different from Rank chests/ craft. New players will have to research on net on what armours can be made from rank chests and what can be made from tournament tickets and then focus on that game mode if you have a specific set you desire.
Glory- Glory is similar to rank, but it doesn’t help you progress in pvp level. Instead glory can be used to purchase copper/silver/gold chests. These chests are tiered to what pvp strata your currently in. The strata are fairly easy to understand. Rank1-9 are rabbit. 10-9 are next stage up etc etc basically every ten pvp levels is it’s own strata. The higher the strata the more exclusive weap/armour skins you can obtain. The items also received from these chests can be salvage. You can salvage these to get salvage achievements if you take them through to PvE. Which can be handy if your trying to get an achievement in this aspect of the game. The items when salvage will produce various crafting materials that can be used to make Pvp skins. The materials are universal, but each rank strata/tournament skin requires an item token from its appropriate strata in order to craft it. So any materials gains from salvaging low tier items can be used later on to help craft higher tier skins when you reach the appropriate rank.
Specific gear- So far there is no specific gear to PvP. There is an odd light set of armour called masquerade that is only available in PvP, but most of the community fels this was an oversight more than exclusive. However you can bring item skins from PvE to PvP, but you have to dedicate that skin now to PvP only. Any zodiac/super adventure box/halloween skins etc etc once used in PvP will remain as Pvp only. So think carefully before committing them. However achievement reward skins can be used infinite times so think carefully about what skins you may choose from achievement rewards in terms of how many toons you have that can use them.
Titles- this is pretty much exclusive to PvP. Certain titles can be achieved through PvP. Although a lot of these titles can be achieved through persistence over pure skill, sometimes in PvE dungeon speed runs where players are looking specifically to do this dungeon as fast as possible with no smears they may look for dungeon master title or any note worthy PvP title such as avenger or above. This helps give an idea that the player is used to weapon swapping/utility swapping. Some PvP focused guilds also only recruit players over a certain title. The title may prove helpful to you in other aspects of the game,..it may not..it really depends on what groups/guilds you’re trying to join.
um, a macro is not impossible to detect. Like I stated above, most macro devices need support to work entirely smoothly.
Currently gmail will disable any account that attempts to spam emails too fast. Considering the vast number of email accounts they hold I would think they just use a simple, but very effective filter. I would dare say a-net probably has the means to detect when multiple inputs are being done in near inhuman time. However, also as stated above, there is nothing to stop a player from assigning numerous hotkeys to an entire row of keys and just pressing the keys in order as fast as possible so they fire as quickly as the precast/aftercast allows. With timing and practice a player could in theory execute very fast chains on solo targets, but would get blitzed anytime they had to react to situations that interrupts the chain.
Hotjoin serves similar purposes as random arena in gw1. Many people use it to test builds before taking them through to tpvp or soloQ. There is no better way to check builds suitability to pvp play then throwing them in a spvp match first and seeing how they handle.
I think a-net should leave a perma sticky thread about why they’ve kept 8 vs 8. It allows people to join and leave at will without affecting final scores too much. If everything was 5 vs 5 and someone wants to leave, then you just get another 4 vs 5 which unbalances the match too much.
Heavy bunkers I have no problem with. It should be a alt role for the heavy armoured. It is when I see necro’s (Light armoured) CC’ing, laying mass mark coverage, switching between spectral armour/death shroud, using golem to bulldoze you, over loaded with toughness from runes of undead, flipping boons and conditions and sitting on a 20K HP pool that I feel, like most people..that my heavy guardian that has no boon flipping, no lasting conditions, no massive AoE, similiar toughness and 13K HP and limited mobility depending on weap sets (But better passive healing) that the actual heavy armour profession looks like the feather weight in comparison to the light armoured caster.
Maybe just speed the animation up in rotations and control over area.
The ones I’m liking as a daily player;
1) Use of glory for buying levels when you enter PvE.
2) Diminishing returns on CC/stun
3)Obvious animation to stealth skills.
4) Light armoured profession are in fact made light. Heavy tanking shouldn’t be so easily viable on some current light armoured professions.
5) Rank/glory proportionate to dmg done. 1 vs 1 rewards the highest. 2 vs 1 rewards 50%. 3 vs 1 rewards 33% etc etc..heavy ganking will still capture nodes, but is rewarded less. Solo capturing nodes and defending them rewards better.
The reality of the flaming and chaos that is spoken is nothing more than the human element being removed from dialogue. Words on a screen are no substitute to having to say something directly to someone sitting in front of you. When the language used and terms thrown about become hateful and/or disrepectful, it is a sign of very low moral as opposed to a sign of pure negative people.
I think everyone can understand frustration, even if it is a virtual world video game that is not real in anyway.
I agree many people who migrated from guild wars to guild wars 2 feel varying senses of frustration in pvp at times. I, myself am one of them. I do however think the PvE experience is exceptional, but these forums are Pvp based.
As a professional that works in a highly competitive industry where my personal creations are judged hundreds of times daily I have received numerous distinctions for my work and even przedawards, but I am also subject to consumer changes and preferences and criticism. As much as taking in the praise is good, it is from constructive feedback that one becomes better and makes their team better. When the criticism becomes harsh (And i mean bone cutting harsh.) All one can take from it is that this person has taken the time to write, but is truly feeling let down by the experience they had with you.
I think a-net is aware of this. This is not their first offering to the gaming world, and no doubt they have watched with interested what fellow developers have done in other ncsoft projects and contributed where they could.
As much as the hurtful statements may be counter productive in general, they are a sign that players are looking for an experience that they feel is not quite being satisfied currently due to some aspects of pretty much profession, but by no means all aspects.
If I had to choose one thing of a constructive nature that I, myself would look at, it would be lowering the peak of all professions, but lifting the bottom rung of all professions at the same time. Advice I would give any other in my profession as to how I have won the awards I have and distinctions is simple, " Do less,.but do it better." never try to put 8 pounds in a 5 pound bag.
macros are not permitted as far as I know in tournament play. The game client needs to support macro’s for them to work so smoothly that 10x key presses can be achieved in 1 second. Considering a lot of gw2 skills have an unmentioned after cast/precast, it seems that 10 keystrokes in one second is a bit exaggerated. However guild wars 2 has just released a steel series keyboard that claims to 18 macro keys that are duel layered. (36 macros in all.) I asked this same question. How can this keyboard be entirely legal considering there is other peripheral devices that are not allowed due to their high macro settings.
Same thing happened in gw1. NA traditionally fielded power play teams. EU traditionally fielded balanced/interrupt teams. Then however, if you can remember back far enough, for a small wndow of time Korea entered and they traditionally entered teams that could kill you out right before you had even fired your opening shot. Shortly after Korea restricted to its own server. Over time EU community dropped out and GvG became 2 mirror teams.
Pick one profession. Master just one until you’re super sick of it. As the meta moves, change up traits and weapons/runes/sigils to shift with it and find your place in it.
Don’t follow flavour of the month builds. They offer straight forward spamtastic playstyle and have no real flexibility in the long run.
The difference between good form and class is that good form is temporal and class is permanent.
Pax is done now. Simple question?..are we seeing more people in soloQ and spvp?..if they don’t start arriving within 48 hours to a week, are people really hoping/thinking they’re just waiting a month before they enter the game? We will be able to tell if it was a success two weeks from now. It will be easy to see, the population would have grown noticeably.
“PvP is a work in progress. It takes time.” How bout 5 five years time? They stated they developed PvP with PvE and that development took 5 years to complete. Was that enough time for this work in progress?
guild wars. Don’t judge it by guild wars 2. It has the things you like, and none of the stuff that annoys you. Ironic, I know.
I think I speak for a lot of the casual/daily PvPer’s (People not interested in rank or gear, just after an enjoyable PvP content.) I can only play/stomach 3 matches in a row before I logout back out.
Ask the bigger question…why has this tier of gear being introduced?..we were told exotic is the highest, and ear grind wouldn’t happen..yet here we are, grinding for gear,…again…
Yes we do.
If your graphics can’t handle the particles maybe PvE is where those players are better suited.
Top 5 questions asked and answered about gw2 before its release.
1) It will have no monthly fee.
2) It will have everything you love about about gw1, but more.
3) IT IS DESIGNED TO BE RUN ON MID MARKET MACHINES.
4) With no monk, all professions can roll all roles.
5) It will be ready when it ready.
So, the average machine with an ok graphics card shouldn’t struggle and need multiple render pipelines to simply accommodate all players particle effects, let alone animations.
So no, these players don’t belong in PvE because they are only running a good graphic card with dedicated 2gb cached memory.
I’m running twin video cards S.L.I (Both nvidia) and at times I watch my 60 F.P.S drop to 21 F.P.S and spaz out in 8 vs 8 spvp. That’s also with many options set to medium to prevent it from having issues chewing through all effects.
necro are basically cheap mode currently. There spectral/death shroud times are excessive. They shrug off way too much damage for a light armour caster class. Their spam is pathetic. Everything about them is not right. You can counter play them. Their marks are unblockable. They have massive range. All their animations are vague at best and unoticable on asura. Too much mobility control on a spammable timer. Too much damage mitigration. Too much healing reduction against others.
JUST EXPLAIN NECROMANCERS!! seriously, how long do we need to leave this profession totally unbalanced?..they have more durability than tank guardians and more overall D.P.S than the power based warriors..wrap this all up in a ‘light armour’ w/ enormous HP and give it 1200 range..W.T.H were they thinking?
The talked about new traits were stated to happen before the end of 2013. That means we’ll likely see them around 2015.
Devs on forums stated, “Guardian scepter 1 is the most powerful auto attack in game.”-Quote/end quote.
The shame is that it has no projectile finisher percentage and has some of the worst tracking in game. That makes it “Balanced.”
how bout 1 way?..test first before releasing. In a 5 vs 5 game..having 4 vs 5 happen often shows poor testing.
The more you play your guardian, the more your knowledge will deepen. Really try to focus on keeping eyes on screen, particularly on melee players thsat are up close to bosses. Guardians ability to put up block/dmg reduce/buff/condi clear and shake off immobilise is a massive advantage if timed right. Spamming these benefits doesn’t really do much good, but timing them for key moments can make a huge difference between whether a players gets downed or not. Often on some higher level bosses a single downed players quickly leads to them getting defeated and now it is difficult to revive them and from there the team can wipe.
The tricky part is keeping your eyes on screen to see animations and on team health bars to see when conditions are beginning to stack too much.
Fred can look at “Top stat scorer.” Info given to them at the end of the match. They can also listen for, “The blue team has scored.” “The chieftain has appeared.” Fred can also look at how they got five points when Fred foolishly rushed a point with 3 defenders on it. Fred can also listen to, “You’ve lost the keep.”
From all of these prompts Fred can see how no one harassed orb runners. Not enough people are neutralizing nodes etc. Fred can tell when a quick 25 points can be grabbed from events and Fred can learn not to throw away 5 points attacking a node they were very unlikely to take. Fred can then deepen their knowledge by not dueling outside of node area’s or by focusing on roaming back cappers.
Everything Fred needs is there. Fred just needs to pay attention to it and remember it is a team environment and not a solo performance. When Fred figures out that being purposeful and doing things that matter wins games more than roaming with 4 others ganking single players, that’s when Fred gets better.
Also not to mention in Crucible/ Honour/ Arah the amount of times I have heard many times(Particularly arah P4) that having a dedicated guardian condi clear/mass speed buff/block agent/ mass healing makes the dungeon that much easier. I have, as yet, never been kicked from a group or had people complain my D.P.S is below average or been kicked because of it. It is really up to you. The amount of 100% up time on retal and burning more than compensates for lack of direct damage with everything you can bring to the table. All you gotta do is learn how to chain it all so it remains at 100% up time in engagements.
healway does work in dungeons. For months I ran a full zerker build that did good damage, but you can achieve ball park similiar damage through playing smartly with a healing focused guardian. You just need to know what attacks are projectiles and what are channeled. Burning on blocking/ retaliation+ appropriate potions lift you D.P.S to usable.
The added effect is that with watching animations you can prevent total swipes in dungeons with healing/buff related group skills. The amount of people I have seen pinned by hunter in arah while crusher is about to one shot is crazy. With skill you can defend players caught in situations like this, release your whole team caught in situations like this and make many of the distance runs in dungeons much easier with no players getting downed. Generally everyone else in the group is going to be some form of zerker. 5x zerkers just isn’t needed unless your only trying to do a speed run for the hell of it.
I press 1 and my toon uses 5 is called a hotkey. A macro is a specific series of key strokes to perform multiple movements/actions in a series automatically.
This is the part I am questioning. With up to “34 macro’s” doesn’t this constitute a non endorsed product?
There is a difference between a naga hex/razor and a keyboard with 17 duel layer macros.
The mouse(s) use a hotkey input from the mouse. The keyboard doesn’t really state anything beyond, “A new way to crush your opponents.”
Mentioned this ages ago.
4 vs 5= 4 man team get 20% more points from holding nodes and stomps until a 5th person joins. They will in all likelihood lose anyway, but it will keep the score competitive and stealing the odd forest creature etc at least adds the chance of stealing a victory from what would probably be a certain loss.
They also need to adjust leaderboard to solo performance, or just not have it at all. I was getting good matches until a string of afk/leavers lead to multiple losses on the trot. I went from playing against champion slayers/ransacker/avengers to playing crab tossers/combat healers. The standard was noticable. You could clearly see the difference between purposeful players and those who were just giving it a go.
“Features 17 macro keys that have two layers.”
Can someone please confirm for me that macro’s were banned in Tpvp competitive play, particularly the pax tournament that soon has its final?
This is not a dig thread, but I was under the impression that macro work most successfully when the a game engine integrates the macro and gw2 didn’t allow macro’s?
Macro are primarily used by PvP community players and aren’t really needed in PvE play through.
Because they’re awesome. That’s way I picked guardian. I generally don’t play melee, but I do always play support. The support person in any team usually is the person who determines whether your team wins or fails.
If your not planning on playing them higher end dungeons/WvW..then I would suggest healway. The armour/rune setup is fairly reasonable as they are not in demand items. However the sigils of superior energy are about 4 gold each. It doesn’t do the best D.P.S, but it has fantastic sustain and group benefits.
When I use it in dungeons I rarely have team members go down provided you know the dungeon well and know what utilities/shouts/virtues to use at the right moment. You truly can prevent entire team wipes if you play them skillfully.
Renewed focus, as stated above doesn’t prevent existing conditions from happening. The existing conditions damage ticks will stopped, and then all basically accumulate dump on you after the invuln period expires.
Renewed focus also fails to work if you dodge/swap weapon while it is channeling. Be wary of this one. You’ll get the invulnerability, but none of your virtues will recharge.
I have to agree with a-net that sometimes being paired with less experienced players can be frustrating, but overall it does help lift the game. If suffering some unnecessary loses here and there because you have players who are still figuring how what the objectives are to soloQ, then I’m fairly ok with that. We were all newbies at some stage.
But having a match start when it is obvious one team is short stacked is something entirely different. My first match at soloQ I was on a short stacked team, it instantly put me off soloQ. I return now and then and when I have full teams it is enjoyable, but it is only a few matches later and I’m back to short stacked, my leaderboard position falls and I’m back to PvPing with grab tossers instead of the champion slayers/avengers/ransackers that I should be getting paired with. I can imagine it ain’t so fun for the newer players to soloQ to face a champion slayer/champion paragon/avenger bunker guardian in their first few matches either, even if they will learn from it in the end of as what to expect as they get pitted against more experienced players later on.
Interestingly I have also noticed in spvp that regularly I have X amount of people on my side, yet if you check you check the score board there is an additional person who doesn’t show up on your team, is no where in the field to be found, sits on zero points the whole match and at the end of it instantly disappears when the scores get posted. I have noticed this a number of times. This phantom person doesn’t register in match as autobalance never gets in, even when the score gets to 350-56.
I can’t comment what causes this, but it seems at times teams have a phantom player registered, even though that player probably left or went to spectator mode at the starting wait at the beginning of match. It is only in spvp I’ve noticed it, so it is fairly harmless overall. Point being, it is still something that I’ve noticed a number of times.
Simple as the title says. This is not an unknown issue. All but 2 of my loses in soloQ have been because of 4 vs 5 where we’ve had an instant leaver making it 3 vs 5.
Due to the fact that this has had little feedback about when and how it is being addressed, you have to understand by now that players have reached a point of no confidence in soloQ PvP.
I like you guys A-net, but I also understand this thread needs to be posted over and over again to truly highlight how big of issue this is.
You have your PAX. Esport, free weekend all lined up. Would you buy gw2 for the PvP content if 6 out of 15 matches you played didn’t have a full team?
I hope this issue becomes a top priority.
They missed one out;
Signet of Random mercy:
Passive-Increases healing power by a questionably low amount.
Active-Has a 0.3-4% chance of reviving a fallen team mate, but will occasionally revive a completely defeated alley. May work, or not work within or out of stated ranged.
Just had to have a lil’ dig at that one.