Showing Posts For CntrlAltDefeat.1465:

2h-weapons need 2 upgrade slots

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Sigil of minor corruption+ any of sigil of condition extension+ coupled with traits that further extend condition damage+ runes amplify condition damage on necro staff= more powerful than guardian with sigil of force+sigil of bloodlust+traits that increase great sword damage by 5%+runes that increase power= some professions would greatly benefit over double sigil than others. Already we see poor profession representation..this would only carry ranged staff wielders/ rifle users/bow users further a head of the current disparity of ranged versus melee. Great sword users would always come off second best.

Leveling in spvp? Please.......!

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I love this idea. I can use the 100,000+ gory (yes, I go mean gory..cuz getting it ain’t so glorious.) I have to ultima level may already lvl 80 so they can hyper gather skill points for legendary and/or rarer exotics…..oh, wait…maybe that’s why they don’t do this.

If you add experience scrolls, next you have to add gold scrolls for all those who have now leveled, but have no gear and for those happily already on lvl 80 across all their preferred’s. Taking gold out of something that doesn’t sell directly back into the in game economy is unstable..hence why gems were removed.

Just say’n

Another, /sigh SoloQ post

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Tease?as in more leaked patch notes?..or an actual update? Not to be rude, I did feel bad for developers that the cat got let out the bag when it happened.

Blind/Retaliation/Stealth.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

What is being stated in regards to retaliation is more an argument in some ways for the announced up coming skills/traits additions to include a form of silence that strips boons provided by shouts or boon strips that remove boons of the same kind from multiple targets in a given area. This concept was explored in guild wars with necromancers causing conditions to shout based commands, mesmer being able to strip enchants that are the identical and paragons being able to remove shot buffs and ritualists being able to extend the duration of shouts. It was addressed in similiar skills like ’don’t touch me’ that negated all touch based skills. I think this would provide better strategic/thoughtful use of skills in situations where en masse blinds/stealth and retaliation are in effect.

Blind/Retaliation/Stealth.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

retaliation Is currently in a good position. Many people are concerned/complaining about AoE spamming currently in a PvP environment that requires them to group on a node that is basically the size of most AoE spam. Retaliation is currently not a defense against it, but it now creates a risk/reward situation for AoE spammers and nukers. They must decide if they are prepared to sacrifice HP in order to keep spamming, or hold off spamming until it’s effects have worn off. The retaliation boon icon is clearly visible and the largest provider of group retaliation comes from the guardian, particularly the utility skill where they vocally call, “Stand your ground.”

Currently you are making it sound like the engineer/thief/ele/necro uses one innocent cluster of grenades or AoE skills and dies as a result. After the initial attack, if you missed the icon and the shout, you’ll get large deep orange damage bubbles appearing on you…that is more than sufficient prompts to warn you it is in effect. If you persist spamming AoE after all three of those indicators, it is your choice. If you get downed as a result of it, it is basically your fault for ignoring all the numerous prompts that it was in effect.

Retaliation in its history has already received multiple nerfs. The mesmer has been limited to 5 seconds, the warrior now only gets brief windows of it, the engineer only gets brief windows of it and guardian has to appropriately skill/trait/weapon select in order to chain for time frames longer than a brief window. Currently it is the only true counter to make AoE spammers have caution about firing and forgetting and for zerg groups to use some caution on racking and smacking.

10 months as AH and a transition to DPS

in Guardian

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Spvp rotation on single target-
At 600 units;
Shield of wrath-close distance
Ray of judgement (Traited to 3 stk vuln on blind)followed very quickly by
chains of wrath (traited to 5 stk vuln on immobile)
virtue of justice pop/burning (your in range for it to work now)
Smite (Shield now explodes)-they typically make first dodge right after this
-weap swap to greatbsword-
Leap of faith-more invul. They should be at 17 stacks now
auto
auto-to draw out second dodge.
sig of judgment- to deny vigor regen/weakness
Bane sig to knockdown for 2 seconds
binding blade while knock downed and can’t move
retract binding blade to pull and knockdown again
symbol of wrath-quickly into next skill to cancel animation time
whirling wrath
-dodge roll backwards/weapon swap
chains of light-to keep invuln high
smite

depending on opposition set up they are usually dead well before this chain is over..but even the tankiest of builds won’t withstand this unless they have more than one stun break or dodge bane signet. The rotation also works with hammer nicely if you really wanna just gun down single players and not worry about CC AoE damage, but overall you get less vuln stacking, but more in close control.

10 months as AH and a transition to DPS

in Guardian

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Tried this out in Spvp. I am currently about 700 points off avenger title. The map rotation had us 4 vs 4 most maps. To be honest I didn’t think this was gonna have the survival in those gank moments. I was pleasantly surprised . I do agree timing of attacks and dodges is pretty vital to get the very most from this build. Timing your attacks kinda goes without saying. The overt greatsword animations broadcast too easily what the guardian is doing, so if I see them use at least one dodge I pop one of my signets to induce weakness/fumble and connecting with 80% of attacks is pretty certain.
The only down side of this build is that I am now going to have to buy a full secondary set of armour and runes.

If youre making this build work in spvp, more power to you! I love it for everything else myself but finding it difficult to let go of 15 virtues for perma retaliation.

I’ll give it some more runs though, may use lyssa instead of scholar for spvp.

It benefits more from 4 vs 4 or 5 vs 5…then again, what profession doesn’t benefit from less clutter? I have tried it out tonight in Arah path 3..it is a lot more fragile than I am used to with AH. It Survived lupi fine,..just the long run after first boss where crusher and ranger I found I may not had made it if not for additional speed boost and mass invis given by others..you can’t really affords to trip on any part of arah dungeons longer runs.
Again in spvp tonight in most 1 vs 1 situations (I didn’t get to challenge all professions/builds) But it crushed engineer, necro, thief, scepter guardian, warrior but struggled with a tricky ranger and got ragged dolled by a fear chain necro..but then again..most people can easily get ragged dolled by them. Once you have the rotations down to max vulnerability and then might I think i downed most in near 10 seconds and stomp them shortly after. Its a great build for PvE, dungeons if you know the dungeon well enough and can function in sPvP. The higher damage offsets the higher damage taken, so if your quick we can get most players.

80% of players play thief or mesmer?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I put another tick in the, “No profession representation column”…that brings its total tally to…1000+ posts already about this issue.

Congrats [SYNC] for NA tourney win

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I didn’t even get a in game link of where to watch it. I guess after prize money no cash left to set up a link.

10 months as AH and a transition to DPS

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Tried this out in Spvp. I am currently about 700 points off avenger title. The map rotation had us 4 vs 4 most maps. To be honest I didn’t think this was gonna have the survival in those gank moments. I was pleasantly surprised . I do agree timing of attacks and dodges is pretty vital to get the very most from this build. Timing your attacks kinda goes without saying. The overt greatsword animations broadcast too easily what the guardian is doing, so if I see them use at least one dodge I pop one of my signets to induce weakness/fumble and connecting with 80% of attacks is pretty certain.
The only down side of this build is that I am now going to have to buy a full secondary set of armour and runes.

Blind needs to go back

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Did you see how blindbot elementalists were bought back in line in gw1?..they weren’t really..you just got a 4 second window where they couldn’t rinse-repeat blind on you. If it didn’t back balanced then, I dare say it won’t change now. This of course, is only opinion and not fact.

WTF is going on with PVP?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I can only assume their official response to a question like this, “That is why we have left gw1 still up and running.” Your only feeling what I have seen and read a lot of players saying.

Can we fix Main-hand pistols?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

you’ve obviously never seen guardian mace and hammer. You have nothing to complain about until you’ve played those weapons. So slow..so very-very slow…

knocked off skyhammer. not sure how.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

If it was fear me..you’d see a big green and black skulls above your head. If you didn’t see that, I’d say it had something to do with ping disparity..you got hit with something server side and the data didn’t relay back to you before you were dead.

Unconstructive Necromancer thoughts

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Speccing 30 points into Curses makes you terribly glassy and is not a suitable trade-off for the mediocre damage gained, even before the 50% Burning nerf. You are already a target, and you are making yourself easier to kill vs decent players.

The majority of players do in fact need to l2p and readjust their builds to counter the current condition-based meta. Every class has condition removal if you spec for it, yes even Warriors (who have Warhorns and their related 1-condi-to-boon trait, Cleansing Ire, Mending, etc.).

Players who think Death Shroud shouldn’t overflow to HP are bad and think that they should be able to tank 9k killshots/6k Evisc with their 1% DS. No, it’s not an Aegis. Stop treating it like one.

No, you don’t have any problems building life force and no you don’t need to have it when the game starts. Be less bad and stop sitting in the middle of a big fight when you have 0% LF instead.

Necros can disengage from any situation if they are 1) Paying attention to the field 2) Don’t burn all their CDs on a Warrior with Berserker’s Stance up. Yes, it is a l2p situation, and yes you should be bringing Warhorns because 3s on-demand stuns are good.

The real issues that I’ve noticed after playing with Necros for an extended period of time:

No, we don’t need more Fears. No, we didn’t need that AoE fear via Spectral Wall. That’s just silly.

Conditions are too easy to apply in most circumstances. I can drop 12 stacks of Bleed with ease with my normal rotation, which is on a <15s cd. Chills and Poisons are fine, although I’d prefer to see their condition duration shortened. Fears are a bit too accessible, and Doom (DS#3) should be nerfed to 25 or 30s imo.

Necros have a huge amount of CC in general. When I’m pounding pubbies in Hotjoins, I can stunlock players for 10s with Warhorns, Fears, Spectral Grasp & Flesh Golem, and I’ve specced for +70% Fear duration. Most of my skills are on -20% CD too via traits.

Necros can make all transforms useless. Tornadoes, Rage, Plague Form, Lich Form, all crumble under the might of my Corrupt Boon skill – a non-elite. These skills should not be using Stability if they want players to use them, rather have each skill have a non-removable stability-like function. Their effects should be changed to compensate with the unremovable nature of it.

“The majority of players do in fact need to l2p and readjust their builds to counter the current condition-based meta. Every class has condition removal if you spec for it, yes even Warriors (who have Warhorns and their related 1-condi-to-boon trait, Cleansing Ire, Mending, etc.).”

This is the problem. The current meta is forcing players to invest heavily in condi removal. This means condition stacking professions get to build and play to their strengths and everyone else is forced into building counter removal as opposed to building what suits their play. Investing in heavy condi removal comes at the price of skills that may better suit their play style or build type. This gives advantage still to the condi stackers and unfavours heavy condi removal. A lot of current secondary condi removal does not self target, guardians being the prime example. I can still trait as I like, and have weapons that potentially would allow me to receive limited forms of condi removal if it self targeted. Considering the guardian has perhaps the strongest condi removal only illustrates how hyper condi stacking is having a negative impact on players building to their preference. The title of the patch notes that introduced this meta were titled as “To promote greater build diversity”..which in reality they have only kinda narrowed build diversity to either condi stack or heavy condi removal.

Patch feedback

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

After this patch review I have been left with a few questions. I like a lot of the changes, ain’t so fussed on others..couldn’t care less about some. I think that is only to be expected. It is a subjective view.

However my number one question still remains after each balance patch. Why is profession representation so disparate?

A lot of the QQ’ing about some classes is mostly due to their numbers rather than the profession itself. Mesmers can be difficult, but not unbeatable..what about 4 of them? This kinda applies to all professions. But this is a lot of the frustration..you engage a thief, you get the upper hand,..they disengage at break neck speed, you turn your back..pow..there is another one right up jacksy 2 seconds later.

Would the same QQ’ing exist in a perfect world of 8 vs 8 where each team had only 1 of each profession in their team?

I think this is a good question to ask. Why is it warriors are so under represented?..why is it mesmer and thieve’s are so over represented?…why is it you don’t see engineers as frequently as what you see necromancers?

All the QQ’ing about this being O.P and that being O.P is only a symptom it seems of the deeper issue..there is wildly ‘unbalanced’ representation.

Just food for thought. The current patches only seem to deal with the here and now and not the longer term objective of equalish representation.

So you want us to use Deathshroud?

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Let’s brainstorm some scenarios if we did this, FOR SCIENCE!

If death shroud = survivability, and we allowed necros to have death shroud from the start, then how could that change how necros play? How would this affect certain maps and the balance of those maps? How would this affect the meta? How would this affect other classes?

Also, if we gave necros death shroud, should we give warriors adrenaline? Should we give thieves initiative? Should we give everyone everything they ever wanted?

Ultimately, what I’m looking for is the reasoning, and why you feel this would be a positive change for the game. I’m curious, because it’s easy to say “I want, I want” without saying why.

Because the necromancer lacks other means to mitigate damage. We have no blocks, evades or vigor. None. Everybody else does but us.

http://wiki.guildwars2.com/wiki/Block

http://wiki.guildwars2.com/wiki/Evade

http://wiki.guildwars2.com/wiki/Vigor

Can you explain to us how this is balanced? Right now there is no way for a necromancer to avoid being assist trained and yet we keep getting our survivability nerfed. It makes no sense.

I understand those who enjoy the necromancer experience want to get the most from it. However there is some obvious things that are being missed here. The necromancer by default gets a very viable amount of HP pool to start. Numerous build types relating to thiefs, elementalists and guardians can run 10,500-13,000 HP. They may have blocks/evades at their disposal..but the necessity for this is because their HP pool require them to right from the start of a match when being assigned the lowest Health pools in the game. Currently the necromancer is in (Arguably) The best position to date in terms of what it can bring to a duel or node capture. Their amount of chill, Crowd control, forgiving targeting and weakness is more than enough to provide them adequate survival time to generate life force.

Think up of a good new range weapon

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Gotta side with those who have looked to the guardians ancestor. The gw1 Paragon spear set to 1200 units. I’d even sacrifice one of out existing 2H weapons to get it…namely hammer..but that’s just my personal preference.

Illusionary leap really #BEEEP# me off.

in Mesmer

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Same thing happens with all leap skills. Guardians leap of faith/bulls rush all mostly over shoot or rubber band or spaz out on slight inclines. Therefore it is balanced.

Dungeon Finder

in Fractals, Dungeons & Raids

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Yeah I took a look at that site, but the problem is it does not have an open for server. So the people who post for groups on that site, I have no idea what server they are in or anything.

It does matter what server they’re on..as long as your both from the same world. NA with NA and Euro with Euro. I played arah with no one else from my server.

Arah speculation

in Fractals, Dungeons & Raids

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I did arah today for the first time. The entire group were new to dungeon. None of us had done it before. We choose path 2 and did a total clear because basically,..we’d never done it before and didn’t know what could be run and what couldn’t. It took 2-2.5 hours to do total clear. Obviously figuring golems suits and lupi etc took time and we could do it faster in the future. In the end when we finished..all I had was endless blue items, one rare and 2 fortune kites and the tokens. It was a fun challenge and a good laugh among strangers..but the rewards were rather lacking. I’m pleased their addressing this…even if it is over 1 year after release and finally adding a lfg tool.

Discussion on GW2's Pacing

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I’m not drunk on anything…but the video shows evasion builds can get high on the taste of their own…i’ll let you insert the last word.

I particularly like the taunt at the start, “Both of you try and get me. 2 vs 1 in under a minute.” Knowing full well it is not going to be possible. So tell me again with a serious face are watching that vid that evade is currently fine..seriously.

Evade is fine. Replenishing dodges becomes an issue multiple people have spoken out on. Im guessing this is the video of the SB thief spamming distracting shot and they can’t finish the last 10% of his hp when he runs off point to maintain himself.
Turning evades into glancing hits? Yeah laughed out loud.

Not turning evades into glancing blows. A 33% chance when you evade, you may take a glancing blow instead. Please thoroughly before dismissing entirely.

Discussion on GW2's Pacing

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I can understand many people wanting to defend vigor and dodging. These people are probably people who use it to evade heavy hits and better position themselves in skirmishes. The point being, evade can be entirely over spec’ed and traited.

I have a build myself that is on an unlikely profession that when when played with blocks, high vigor regen and bonus vigor when hit with a crit and sigils on swaps can walk onto a node with near impunity and neutralise it against 3 others comfortably. The build can’t down a player easily, but it can neutralise and potentially take nodes with ease. Some people would fairly argue that this represents more a success than failure because I’ve designed for one single purpose and that singular purpose is efficient at what it does. They may even call this a build or bunker. However it doesn’t address that despite skillful play by opponents I can ignore everything around me and just focus on blocking, evading and staying inside the node and everything else around me is irrelevant. I am not having to engage or pay attention to anything else outside my pretty walled garden of just being mindful of my vigor, looking for when I’ve taken a crit and watching a yellow bar and evade spamming until the node is neutral or taken. I can then just evade my way to another one and rinse-repeat. What makes it more difficult for opponents to easily recognize is what skills I am using, how I’ve spec’ed and traited and that I am inviting them to crit hit me, not actually trying to defend myself thoughtfully.

Discussion on GW2's Pacing

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

This explains my point enitrely. Look particularly at the chat panel during the duel.

google

A necromancer or Mesmer would destroy this thief lol

I can place another vid if you like where it is him against a ranged guardian, necromancer and warrior. Marks can be made unblockable..but they can still be evaded. Necromancer didn’t fair any better. Just watch this vid and watch the related video’s categorized with it.

Discussion on GW2's Pacing

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Glancing blow is a sufficient compromise.

If you don’t think so then ask yourself this question. If playing guardian, which would you prefer? That save yourself shout grants it’s current 4 seconds protection and 6.25 regen…or 4 seconds prema evade and 6.25 seconds 100% vigor regen. Whic one of these 2 would you rather have?..naturally we’d have to change the shout name from save yourself to ‘Get out of jail free.’

Discussion on GW2's Pacing

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

He does’t run to replenish..he defeats them both. watch until end of video. If you feel this is not a good example head to youtube and search gw2 high evasion builds. You can choose any number of builds designed around this very mechanic. They are easy vids to find, most of them have the word “Troll” in them.

Discussion on GW2's Pacing

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I’m not drunk on anything…but the video shows evasion builds can get high on the taste of their own…i’ll let you insert the last word.

I particularly like the taunt at the start, “Both of you try and get me. 2 vs 1 in under a minute.” Knowing full well it is not going to be possible. So tell me again with a serious face are watching that vid that evade is currently fine..seriously.

Discussion on GW2's Pacing

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

This explains my point enitrely. Look particularly at the chat panel during the duel.

google

Discussion on GW2's Pacing

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Change evaded to 33% chance of taking glancing blow.
Drastically reduce vigor.
Reassign 50% more vigor on critical hit taken on 10 second cool down.
Up the cool down of sigils that give 50% vigor on swap.
Remove “Does more damage on low vigor.” Skills.

Watch Thief troll spec video that is in the forums currently. One thief dueling 2 warriors with shortbow and owning both due to massive and persisent evade mechanics. The first comment on the video is a engineer laughing at him for only taking on 2 warriors. The engi also left a video of them self solo downing 3 players on a node via spamming large AoE/grenades and constant evade spamming for invinci frames.

How gw2 counts the damage?

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

1)learn game mechanism
2)L2P
3) You can now write on forum

You can also answer the question without being an total donkeyhole.

I agree with you on all three points. My only questions back are;
1) Where has there been a transparency report that clearly shows, and is accurate about in game mechanisms booth overt and under the hood?

2) Where is there a mini instance of where all skills, points of interest and subtleties are made clear? Where is the clear and concise trait descriptions? it is all fine and good to state rune of smoldering increases burning by 10%, but how often does the tick damage happen?..will 10% on 1 second give an extra tick? It is all fine to say this trait gives 100% burning on blocking..but how long does the burning last?..if you block 3 times in secession does it stack the burning?..how long does that increase the duration?..or does it just reset the timer each block? How much larger does it make the ward? This trait makes wards more damaging..but how much more damaging? learning to play is only achievable when you can learn, and not kinda guess in a hit and miss style.

3) It never hurts to know what your taking about before commenting, but forums aren’t always about Q+A for many subjects. They also cover objective and subjective views regarding specific things and how the community feels about them in overall balance or game play issues.

Quality of life, please!

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Dueling is nothing more than who has picked a profession with the better traits and utilities. Notice how the word ‘skill’ got left out of this statement.

There is professions entirely optimised for the 1 vs 1 engagement with baked in skills that either display no skill and are fire and forget, or are a one button multi-tool.

The notion that skill cast bars were removed to encourage a player to pay more attention to the screen is a questionable move when many professions can display a variety of animations that cloak what they are about to do next. Not to mention Asuran models with dark skin tone, black armour and dark weapon is now painfully difficult to truly visually identify what it is they’re doing.

It is the prerogative of the purchaser of the CA to set it up for duels if they want, but the notion of true dueling based on skill, rather than inputting specific short macro’s is a concept that will never truly take off in gw2.

ANet. ANet. ANet.

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

TL;DR – I think the developers should take a better look at what they did well in Guild Wars 1.

Guild Wars 1 – PvP version of skills.
Every thing deals far too much damage in PvP because the same kitten has to be capable of killing a dungeon boss with 20 million HP. If that wasn’t the case you could tone every thing down to level warrior; that is the only character that makes sense.

Dedicated healer.
Having no dedicated healer in a game forces you to split up, or blow up (“spamfest”), therefore the only viable game type is cap points. Adding a dedicated healer would make the game far more interesting due to other types of play (“King of the Hill”, “Annihiliation”, “Relic runs”) amongst many others.

Mixture of PvE and PvP skins.
I do not like WvW at all, and I am sure there are plenty people that do not either. Therefore, I do not have a point to PvE whatsoever since I do not “gain” any thing from it (“looking pretty in WvW”); I would play it if it would make me look pretty in PvP.

Also, I have heard tonnes of people that did not want to PvP because they would “lose” their PvE skins.

Oh well, it is up to the community; if you all keep screaming E-Sports, and that this game is beyond awesome and ANet is the best gaming company on this planet – nothing will change.

Dedicated healers-
I have suggested this with a design concept that was fairly good. However to introduce a dedicated monk in would throw the balance even more. The monk would have to be able to play PvE solo as well. How exactly are they gonna kill?..by healing to death? So they’ll need viable damage as well because there is no henchies anymore. If you translate that to pvp you now have a profession with strong team and single heals as well has viable single target and mob damage. That already puts them above every other profession.

Face the ultimate truth..what you see in pvp in gw2 is at it’s height. A glass ceiling was put on it the moment they made grass root decisions 4 years ago. Decisions like toughness on a squishy can make them more sturdy than a heavy armor wearer. No healers. Damage that needs to translate between pvp and champion/dungeon bosses. 3 melee professions versus 5 ranged. A tonne of skills with too much baked in and an even larger amount of skills that have nowhere near enough baked in. Adding vigor and evading which produces invincible frames…the list goes on and on as to why this will heavily remain a PvE based game and PvP will always be a very distant second…pvp is the metaphorical knife that got bought to a gun fight…it was destined to lose ultimately. What makes it sadder is that with the heavy investment in PvE..in the last year the population numbers have already plummeted that even finding a team on a 3rd party lfg tool can take months before you actually have a team that is willing to do it. Arah being the prime example..if you can’t speed run it and don’t have experience, you will likely never find a team to run it with you. (Also remember they are only now introducing a lfg tool..one year after release.)

PVP chest

in Bugs: Game, Forum, Website

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I just reached rank 29 and got rewarded a dolyak chest and a wolf chest. I opened the dolyak chest and the wolf chest vanished from my inventory.

Spvp reward chests vanish

in Bugs: Game, Forum, Website

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I achieved rank 29 a few moments ago. I was rewarded 1 x dolyak chest and 1 x wolf chest. I opened the dolyak chest and when I went to open the wolf reward chest it had completely disappeared from my inventory.

The overuse of the word Kitten

in PvP

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Change the kitten filter to Hodor.

armor vs toughness

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

This is a subject that I have been thinking about. In guild wars 2 PvP there is three armor tiers being light-medium-heavy. However there is also a toughness score.

If In theory I was to use 2 well known and/or popular builds being;

necromancer set to 30/30/10/0/0 focusing on mark size and critical damage, condition duration and used superior runes of undead and carrion amulet, this would give me a toughness score 1710+794=2504

If I use a guardian set 10/30/30/0/0 focusing on sword damage, single hand critical hit increase and meditations and use superior divinity runes and berserker amulet this would give me a toughness score 1276+360=1636

I’ll ignore the fact at this stage as well that when set this way the necromancer will have some where ball park of 20,000 Hp pool and the guardian will have ball part 13,800 HP pool.

This has essentially made the light armor wearer the tank, and the heavy armor wearer the squishy. (Not that it matters whilst conditions bypass all armor and toughness anyway.)

So what is truly the point of armor tiers when a light armor class canon can in fact be more durable than a heavy armor wearing glass canon? Where is the actual heavy armor here?. Essentially why play a heavy armor class in this specific example when you can be out matched in toughness, HP pool, armor ignoring damage and also out ranged at 1200 units to 200 units where your attacks need to be single target focused and their attacks need only be cast in your general location or the immediate area’s in front of you that they need to across to be in viable range and are unblockable.

Is this the intention for heavy armor? That it is for appearances sake only? Considering out of all 8 professions only 2 are assigned heavy armor wearers. That kinda under scores they need to bring a fair amount to the table in order to satisfy their position and people who have an interested in playing the heavy professions. What truly is the point of armor tiers when a light set can be in fact be far more durable and well suied to a heavy armor set that is also well suited to the specific play style associated with both. Should not the light armor truly be light and the heavy armor truly be heavy?

Food for though I guess.

New and Struggling

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

The biggest issue with, aside from aesthetics that don’t suit everyone’s palates is that the difference between light and heavy is very nominal.

Play any build you prefer and head to the mists. Go to the golems stated as light-medium-heavy;

On crit light will take (example) 1100 damage
medium will take 1000 damage
heavy will take 920 damage

The difference between light and heavy is 180 damage on a crit.

This basically means people simply use vulnerability as a means of escalating damage, rather than as a hard counter to negating stronger, more durable armour. Again this is reflected in that all of the heavy armour users traits that there is not a single trait that reduces vulnerability. Instead there is evades that cure immobilize, cripple, blind that are seen as more beneficial for a heavy to have over maintaining their higher scaled armour stat. To compound it, they have invested in toughness score. It is now a situation that a necromancer pumping conditions can use rune of undead in light armour and get a higher toughness score than a guardian running meditations that wears heavy armour. So essentially the heavy armour wearer in this example is now the squishy class and the light armour wearer is now the tank. Go figure.

Magic Find [merged]

in Guild Wars 2 Discussion

Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I was kinda curious about what would happen to people who had heavily invested in magic find gear. I agree that magic find on a group member where everyone else is wearing power/precision/crit dmg or similiar does seem strange that they are the person with the least useful gear in terms of damage done, or healing generated to the group gets the best chance of achieving the better drops.

Pvp future revealed.

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

New maps would be appreciated. New modes is questionable.

Arena fighting is not possible without a tonne of investment. One of the largest components of arena fighting is dedicated healing/healing shut down. The next is team spiking/spike counter. In gw2 there is no dedicated healers and there is no timed interrupts due to no cast bars and animations being lost in particle haze or animations being miniaturized on Asuran models.

Dueling is also out of the question. As long as thief with many of its attacks having baked in multi abilities and mesmers being able to create phantasms that do the fighting for them whilst they stealth, teleport or portal..and the current state of necromancer,..well,..dueling where each profession has a equal chance of winning based purely on skill is just not possible with so many skills having multi baked in applications and so many having not enough baked in.

Also some of the professions trait lines are confused. The necromancer for instance,..if I want to invest in condition damage/duration I have to spec into tree lines that have no actual skills in them that revolve around conditions, instead they revolve around power. The lack of skill tree where a player has X amount of points and can then choose the corresponding amount of traits that are neither adept/master/grand..they are just traits that blanket certain styles of play is going to be a large hurdle for guild wars 2 to overcome. If they dramatically change what they currently have, they have effectively destroyed hundreds of hours of game play and specific gearing by players in the PvE environment. To separate PvP from PvE now only alienates the two, because when a player moves from PvE to PvP the profession they know is now completely different.

Unfortunately this is one of games PvP largest criticisms and a choice made at grass root level 4 years ago where the game now cannot go back and reverse that decision. This is why guild wars still have 800% more variations of PvP than what guild wars 2 does. The major difference being it has dedicated healers, and players in vested in attributes and then selected what 8 skills they wanted to take out of the possible hundreds that suited their play style and weapon mods that only added very benefits in a minor way..as opposed to weapons having dictated skills and hard set values.

I truly wish Anet well in trying to implement new game modes in a system that has been so optimized to conquest matches. I, myself would rather just start constructing guild wars 3 with every learned from guild wars 1+2.

Legendary Particles! lol!

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

This is much needed. Particle is a problem, especially to close quarter melee characters.

Blocking stealth attacks should apply reveal.

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Why does this keep coming up, even in the thief forums this was there for awhile. It is a bad idea.

I am going to give you an example on why this is a bad idea.

“A thief sees a mesmer, the thief uses black powder to burst, and the mesmer uses chaos storm and instantly gets aegis, thief uses his burst, and is revealed.”

Guardians are like the one class that have aegis all the time, but why would a thief fight a bunker guardian, ever? I would be okay with this if revealed was brought down to 3s, but seeing as that wouldn’t really effect anything, this still remains a bad idea. I understand that stealth needs a direct counter but this only effects thieves.

So, I ask why this change?

Guardians have aegis all the time..
Virtue of courage with 20 trait point assigned gives instant A.o.E aegis on 75 second cool down

Retreat gives aegis for 24 seconds on a 48 second cool down if traited for 20% cool down reduction on shouts.

Guardians can gain an extra aegis when their health drops below 50% (No stated internal cool down in description) If you go down that trait line to master trait passives.

They can also gain aegis when rallied from down state via virtue of courage being renewed (If you go down that trait line enough to adept level.)

So in theory they can have up to 3 if they carry specific skills and traits in the right trait lines. However they can only renew 2 of them every 75 seconds..and an outside one if they get rally.

It is not over powered in any way, and it is far from the truth of your original statement. Just say’n.

Constructive balance lists go here!

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Guardian;
No swiftness apart from shouts.

Sorry to be pedantic but:

http://wiki.guildwars2.com/wiki/Symbol_of_Swiftness

Fair call. Again..the symbol requires you to stand in it and not for it to be targeted at the opponent. Unless of course you can get the opponent to stand in it with you. Again too many assigned passive speed buffs. Movement speed is a sound counter to many possible situations, either for chasing or evading….It should therefore by reason be an equipped skill. You either sacrifice to bring it with you, or you stand your ground. This principle was discovered at least 7 years in a game called guild wars.

Get tournament tokens w/o playing?

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

^
Gotta salvage tourney chests. It is not well explained at all how chests work. I can quickly break it down for you.

Copper chests=crap
Silver chests =crap, but you paid more for the crap.
Gold chests= crap. The same crap you got from copper and silver.

Free tournaments= you managed to win a tournament with team or PuG team against a well versed, much higher ranked team and is organised.

Paid tournament token comes from gear you get in free tournaments now because they were scrapped. So to get paid, you need to do free,..and because of this you may get free tourney or paid tourney tokens..

Make sense? Because that is the reward system described fairly and accurately.

So I just played my first game of PvP...

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Play guardian. See how you like it then. All the defense in the world, but can’t kill a thing because it has been decided for you, that with that much defense your not allowed power.

i feel like making a dps guardian just to prove you wrong.

it’s a rare sight, mostly because bunker is so ingrained in guardian, but it’s definitely not impossible.

People have run offensive guardian pretty frequently not but a few months ago. Condi pressure shuts them out hard. A few months back, that meant only trappers would deal with them effectively (or mesmer if the mes engaged on them while they were crossing the map, but that requires the mes to self-isolate himself, which is generally not the best of scenarios), but now we’ve got engineers and necros being the core pressure component on every team.

Even if necros are toned down significantly in the near future, engineers still put out enough condi pressure to make them significantly weaker then they would be otherwise.

Offensive guardians used to play offensive roamer/decapper with a GS+2 weapon or as a replacement for a normal bunker guardian mid for a team comp that could maximize on Staff 3 and Greatsword 5 to cleave a team down in 2-3 seconds.

“Used too.” Being past tense. As in some sort of good ol’ days. Not current. Not the now. Just another sad, poor and pathetic attempt at balance in a game that is flawed from the ground up in PvP. One year from now, (Perhaps even 6 months.) This games population will be so dismal pvp won’t exist at all.

So I just played my first game of PvP...

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Play guardian. See how you like it then. All the defense in the world, but can’t kill a thing because it has been decided for you, that with that much defense your not allowed power.

i feel like making a dps guardian just to prove you wrong.

it’s a rare sight, mostly because bunker is so ingrained in guardian, but it’s definitely not impossible.

It’s not impossible to stand a elephant on a pencil either.

Constructive balance lists go here!

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Guardian;
consecrations rarely get used because the CD are exhaustive and they are entirely situational. They often give a defense area that if other players try to take advantage of, it only groups them tightly for AoE damage and reduces their ability to move.

Meditations do subpar damage in comparisons to their recharge.

All signets are vanilla, but lacking vanilla flavour. Signet of mercy healing benefit is dramatically too low. Its group rez is patchy if it works or not. Bane signet sounds good, but its secondary knockdown does dreadful damage in comparison to its cooldown. The other signets follow this suit..they provide what seems like a good passive that isn’t altogether that great and their secondary effects are unimaginative.

Their weapon skills are horribly transparent and easy to avoid. Too many stalls, slow and painfully bright animations and much like the warrior, their gap closers apart from flashing blade often over shoot or rubberband. Self rooting on a channeled skill that only does 1.8-2.2k damage, even if it does reflect projectiles is damaging them. In fact self root on any melee is damaging them.

Their heavy armour provides no real advantage. In gw1 a heavy with shield took 50% less damage than a squishy. The armour meant something, and hence, so did armour penetrating skills and armour affecting conditions.

Their elite use apart from renewed focus is clumsy and blind. The first time a player uses any of the books they don’t actually know what it is going to do. The cast times on the books and self rooting again make it out and out ugly to use.

Too many inferior, unimaginative traits, also too many similiar traits. One to make wards bigger. Another to make them last longer. Another so they heal. Another so they damage..but no description of how big, how long, how much. In a fast moving game, which you describe in your own pre release video has describing as having aspects of F.P.S..a ward you place on the ground is begging that people will come stand in it for it to do anything useful, or require you to stand it. Considering 5 out 8 professions are ranged..this is perhaps as useful as making the edge of the dart board bigger. Making the wall the dart is on bigger, but doing nothing to make the bulls eye more accessible or any scoring area’s more easily targeted. Also skills that require you to be set on fire to work, so you do set yourself on fire, and then realise, this only works if a enemy sets you on fire..not when you do it to yourself with your own torch skill. Burning has the shortest duratons usually of all conditions..again,..too many traits like this that are just not useful in any way to controlling how you want to position and play.

Spirit weapons are dead as dead. All I will say is that I saw them used in tpvp by a pug team. The guardian in question got laughed at in chat panel. Their damage is low, their HP even lower and require heavy spec in grand master traits to make less laughable in pvp and dungeons, but still laughable.

Aegis gives a single block…not exactly game changing, or over powered. Blocks across the board need better after affects. A thief in stealth that gets blocked gets to try again, a channeled skills first tick gets block, nothing after that. The stand alone block provides nothing of substance that would make a person want to use blocks in timely manner. So far they are used preemptively to upset chained attack sequences..there is no strong reason to sit on them for very specific use. Hence why guardian take retreat from the movement buff..the aegis is just a tiny extra bonus.

No swiftness apart from shouts.

Hammer is clunky and painful to use against all high attack speed professions or ranged professions..so basically anyone..it only becomes useful in 1 vs 1 node attack/defense. Not to mention the huge knockback now places the target out of your reach if you manage to hit them.

Hammers 5 skill “Create a barrier enemies cannot pass through.” Engineers rifle knockback will knock them out of it. A guardians own spirit hammer will knock them out of it…again, too many skills that are worded badly and don’t follow the function they are stated as.

Despite all this, I quite guardian..they’re not entirely broken,..just subpar at everything but standing still in a node and not moving much…they are just very badly bend in many places…but little tweaks would make them far more enjoyable to play.

sPvP Improvements!

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

“Balance: Near Perfect Unless everyone had the same skills, and traits there is no way to make everyone balanced in all situations. And you guys come kitten close keep it up.”

Really?..have you not seen necro? Spams conditions, can lower CD on said conditions, can rid any and all conditions, can use runes of undead to make said conditions maximised and increase toughness to heavy armour defense spec, has mobility passive buffs, second HP and can crowd control any target(s). That seems fairly well suited to all conditions to me…in fact it seems well over powered in situations that have to be fought inside a small area, like,..a node or choke point.

Heavy melee is majorly disadvantaged in PvP.

Hacking warriors?

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Unsurprising it seems the only 2 professions to have alleged hacks are also the only 2 heavy armour melee professions. Nobody as yet has seen a necro hacked to pump up the stats a bit…or mesmer…or any other profession.

What ANet does Right.

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Not to be a hater…

Combat is smooth and fluid….

Play any melee class…especially guardian hammer…

Enjoy the smooth and fluid ride.

Melee on both warrior and guardian could greatly benefit from addressing over running and rubberbanding on many of their skills. The guardian could especially benefit from increased attack speed animation that don’t entirely broadcast, “I’m attacking you..now would be a good time to evade.” The animations are too overt and slow moving for skills that rarely cause damage over 2.2k when the entire channeled skill hits 100%. By comparison a mesmer with great sowrd can deal out 3-5k+ damage on multiple targets from range in half the time with a smooth animation that fires near instantly.

Just my personal thoughts. This is why you rarely see guardian or warrior trusted to a roamer role. They need close quarter, constant swiftness and many of their skills over shoot the mark and their animations are easily noticed and responded to.

HotJoin/Starting PvP very UnFun.

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

I play from New Zealand neighbour. Spvp as far as learning curves goes is a near vertical line. Nothing in PvE is remotely similiar. It would have been nice in the lvl 80 area’s they has less foes, but each was far more difficult to beat and evaded, used combo fields and typical skills you’d see an actual player use. Unfortunately each of you just needs to cut your teeth as individuals then join tpvp and relearned all your skills again. It is a shame there is no middle ground. Either play solo, or join against teams you have practiced and are well versed.