I’m a proponent of making all powerful skills have clear and distinctive animations that reflect their potency. Having fight changing abilities that are less recognizable than an auto attack is part of the trouble with balance.
Ele and warrior are great examples of how powerful skill animations should look, but most classes either cast their most powerful abilities almost instantly or they lack an obvious casting animation.
Please don’t add any more particle animations. The sheer number in 8 vs 8 is already blinding to any melee class. The game needs far less animations, not more.
To be frank, the best training area for practicing a D.P.S guardian would be maps that only have 3 vs 3 or 4 vs 4. Anything larger than that and all melee classes due to their single target nature find it infuriating difficult to manage the situation. The standard D.P.S guardians would be meditations. I would recommend sword/torch-scepter/focus,..however that is not to say that Great sword and hammer also wouldn’t work well.
Your trait allocation will probably 10/30/30 rather than 30/30/10.
Your biggest barrier when being full D.P.S guardian is that you will now have one of the lower HP pools in game which means your ability to hold some conditions for a period before cleansing will not be that great.
Your next challenge I’m afraid to say is a problem that will never be fixed or addressed. As a guardian dueling up close the camera angle changes slightly and this can make particle effects a true blind. You just can’t see what is going on. In the overt display of red circles, squiggly lines, flames, aura’s, mauling bears and everything else you just won’t be able to see your target. You can’t really hurt what you can’t see.
Don’t get me wrong, the D.P.S guardian can be awesome given the right circumstances, but those circumstances present themselves rarely in spvp, instead you’ll contribute to overall scatter damage and pick up kills you didn’t start or finish, you just contributed a lot somewhere in between.
In 1 vs 1 node defense the D.P.S guardian can be a power house of useful gap closers for a melee based class to have. There is also other variants that include spirit hammer for a truly amazing amount of timed knock downs when used with Great sword and hammer..but again it comes down to picking area’s where you have lined a single target up and have enough room to not be too interfered with.
To be honest, I think what I am about to ask will never happen, but I will state it anyway.
I’d like to see thief stealth become relative to their HP pool. When they are above 80% health, they have full transparency. At 60-80% they have 80% transparency. At 40-60% they have 50% and under 40% it hits it’s bottom threshold of 40% transparency. This allows thieve’s to maintain their initial attacks of opportunity and control the pace of the initial engagement, but as the duel progresses it becomes a lesser tool to use as a crutch. I have seen an anet dev state on the forums regarding mesmer clones not being exactly identical that, “They are only meant to cause a temporary distraction.” This would also hold true to the reduced HP pool thief..stealth is now just a temprary distraction when they have been whittled down in health. They still retain all their benefits from stealth, they just progressively lose full transparency if their opponent is getting the better of them. However, the thief must be compensated for this change due to their low HP and toughness rating. So at each descending tier of lost transparency they receive minor boons according to the tier they’re in with the lowest tier being swiftness+whatever else so the thief now has a true opportunity cost to evaluate..back myself and the damage bonuses i get if they’re on low health?..or turn tail and run? This diminished stealth would not affect thief or ally stealthing skills. Shadow refuge and hide in shadows/mass invisibility still provide 100% transparency.
I would greatly like to see an option in the option menu to disable target closest marking an npc or static item. In pet heavy encounters the target closet hot-key can be selective at times to be polite, often targeting what was closest to you, but is no more. It will choose turrets, ranger pets, clones, phantasms, binding roots etc etc over selecting an actual human controlled opponent. Often in mass particle effect moments a melee based player relies heavily on their target closet to reacquire their target when it gets lost in fuzz and they can no longer identify it clearly. I think in fairness to mesmers that clones should remain as accidentally being targeted on target closest purely because that is in keeping with the ethos of the mesmer.
Currently mesmer mantra’s are rarely used. These skills perhaps need updating or even just straight changing.
I would also like to see guardian wards become bigger and provide secondary effects if blasted. Much like a turret can be exploded or some skills can be blasted within a small time window after it’s been placed.
I would dearly love to see a ranger trapper skill that converts your first 5 skills into traps of various kinds. Currently a typical ranger trapper build consists of 2, maybe 3 traps. 20-30% of skills does not really justify the name. In past installments of guild wars 1 a ranger trapper carried all traps and 2 outside skills and a rez to place and replace traps. In other words, their skill bar was dominated in traps and trap assists justifying the name ‘Trapper.’
Awesome. There needed to be a connection between PvE and PvP. Currently both aspects of the game are mutually exclusive, even though skills etc are shared across the entire game. PvP players want skills boosted and nerfed accordingly without caring how it affects PvE. New players to PvP get starter skins which puts a big shining target on them as “Likely an easy kill.” As your rank increases, so does the demands to reach the next level..that gives enough incentive that if you can choose between a player in Arah gear or starter gear, why not go for the newbie first and take the easier points? There needed to be a connection. I do truly hope PvE achievements give benefits to appearances etc in PvP.
Actually, the target tells me: “be gentle with them, they are new”. What’s the fun in ganking an unexperienced player?
You Sir, are a nice guy. Unfortunately a lot of people aren’t and just want the rank increase sooner rather than later.
The one big problem your team is facing is that even though you lost consec matches,..you still gained glory. That glory you were able to spend on….um,…?….the rewards you can achieve through this at least provide some sense of time not being totally wasted. Even though you lost you can still reflect on how you are now able to craft very-very entry level basic armour skins. I am sure this is enough reward to help ease the teething pains of a new team. Once you get progressively better you’ll soon be earning the same reward over and over again, and that unto itself does provide the greatest feeling of , “We’ve made it as a team.”
Again..it matters not how many people say it, the game lacks incentive to struggle through the learning curve of pvp. If you wanna get to that level, you just have to resign to the fact if you lose you lose..if you win you win..your reward is the effort you’ve taken.
In-Game name: Evisceratrix
Region: EU
Rank: 228Here are my ideas and What I want to happen on PvP
*Return the old tournaments
*Frees: Unranked
- Because its the only place solo queuers can have fun and play without any regrets*Paids: Ranked
- No gem rewards instead make Qualifying Points(possible to rename it) as pvp currency to convert it to gems/gold
*1 v 1: Solo-Ranked
- No gem rewards instead make Qualifying Points(possible to rename it) as pvp currency to convert it to gems/gold (Prize lower than Paids)*Better reward system
- Buy the armors for glory points*Better PvP System
- Better ladder
- Better Match-making- Team/Roster Rankings
“2v2 / 3v3 / 5v5 / 10v10 Rosters”
- Give players chance to create their own Teams/Roster
- Players can only have 1 roster on the same type
- if players are to join a roster, they’re not allowed to create their own roster or join another player’s roster to prevent Multi-teams/cheating on leaderboards
Example: If players joins 5v5 roster, he cannot join other 5v5 roster or make 5v5 roster, same goes with 2v2, 3v3, 10v10 rosters.
- 10v10 roster only applies to Guilds
- This way it will be better team match making
*Add in-game Vo-IP for parties/groups/channel hang-out
- communication for Solo-Queuers on Free or Paids without the use of 3rdparty programs
- add Block / Mute players to prevent unecessary noises*Add Button to sort Game-Modes
*Better Game modes
-(SPVP) Death Match 5v5 / 8v8
- No Downstate
- Players will start to produce more builds to survive from damage/conditions
-(SPVP) King of the Hill 1v1
- Typical king of the hill
- No Downstate for better matches
- More build diversity
-(S/TPVP) Guild Vs Guild 10v10 (This could be good if there are Guild rankings on PvP)
- Downstate enabled
- Make 2 bases Red and Blue
- Make 3 lanes to destroy Sentries
- Add NPC to push on sentries
- MOBA Style
- Guild rewards should be Influence/Glory Points
-(S/TPVP) 2v2 / 3v3 Arena Death Match (This could be good if its ranked)
- Downstate enabled*Add Skip tutorial/Story after creating a new character
*Create Client solely for PvP
*Sell The PVP content of the game seperately
- If more people can afford to buy pvp, there might be a chance that they will want to upgrade their game to full by paying the extra for full game
- More players, Larger community, more teams, better chance of becoming an esport material
so far this just whats running in my head.
IT"S LIKE THEIR READING MY MIND!!!
Awesome. There needed to be a connection between PvE and PvP. Currently both aspects of the game are mutually exclusive, even though skills etc are shared across the entire game. PvP players want skills boosted and nerfed accordingly without caring how it affects PvE. New players to PvP get starter skins which puts a big shining target on them as “Likely an easy kill.” As your rank increases, so does the demands to reach the next level..that gives enough incentive that if you can choose between a player in Arah gear or starter gear, why not go for the newbie first and take the easier points? There needed to be a connection. I do truly hope PvE achievements give benefits to appearances etc in PvP.
So buff to necro, then debuff to necro..makes perfect sense. Not whack-a-mole at all. Slow clap.
This is what happening when not adjusting balance by the help of actual top-class players, but by ppl that play on isolated test-servers without any clue of competitive play. (Some SOTG responses of devs prooves their heavy lack of understanding)
Forget top class players. They don’t make up the bulk of the players in guild wars 2. Focus on the every day player. Top class will always play their game and theorycraft their way. They live in a walled garden of 5 people who know each other well, use vent, assign roles and secondary duties etc etc..when advancing the field of medicine..you focus on what works best on the masses..highly specialised neuro surgeons will always develop their own techniques in their community. At the moment most tpvp players at some stage cut their teeth first in spvp. Again..focus on the grass roots..not the tall poppies that occasionally grow here and there.
All in all though..I totally agree with you. Closed test servers and playing in isolation without taking a few vetted volunteers is detrimental..especially considering there is 1..maybe only 2 people balancing this whole game in pvp.(And potentially guild wars 1 as well) You have people glamouring to give you feedback..use the resource whilst it is there and offering it’s time for free.
necromancers have CD’s too and they are very long.
and you shouldn’t be able to cleanse all conditions. It’s the way necros do damage. Why you should be able to negate all damage from a class? So you can kill them easy like you used to do before the patch?
Do you play (or care about) any classes other than necros? Most players speaking about conditions going out of hand are not anti-necros. They are the players who care for the general meta stability of the pvp in this game (like OP).
I am not attacking you, but I have seen some of your posts defending necros and I highly doubt you have been on the receiving end of the condition stick.
I agree that 1 necro might barely be on the OP side and that is fine. They should have their limelight (better them than thieves) but the way 2-3 aoe condition classes just destroy 5 people is stupid and anyone disagreeing to this is heavily biased or have not seen it.
I personally do not care, I will be making a necro soon and if the pvp meta does not get adjusted well then I will be on the upper end of the stick. 5v5 games with mirror teams of necro/necro/engi/mesmer/guardian should become a staple norm very soon if things are not hotfixed.
Look at guild wars 1..mirror teams were the norm. No reason it would be different here.
right now there is at least 2-3 necros in everygame
there it is, there’s the issue you even just said it yourself
Agreed. It is not the necro..it’s just your bad luck you got multiple necro’s in one team on maps that are quite small that have too few nodes, so players cluster in the node area’s.
So buff to necro, then debuff to necro..makes perfect sense. Not whack-a-mole at all. Slow clap.
Glory will never be able to be converted to gems. The price of gems raises and falls so that would mean the players reward raises and falls due to factors outside of the pvp environment. The gem store is gw2 only source of income currently..I doubt they will give away their potential income to reward someone in pvp simply because they feel their stomp was worth it.
I agree glory should be its own currency, but not armour skins. The skins a player wears should be by right the skins they achieved in PvE. There is no connection between PvE and PvP. A game can not divide itself into two mutually exclusive divisons when skills updates etc will affect one of the other. The nerf of mesmer clones in PvP also affects casual gamers who used them in PvE. It was a terrible idea to give every player every weapon, sigil, rune etc right at word go in spvp. This is what glory should have been used for. Now instead we have necro’s being the new flavour of the month and anybody can create one at full power straight away. In gw1 and mass effect 3 co-op all regular players leading up to skill balances would horde faction. After the update they would then purchase the appropriate gear upgrades to try out new builds with the skill balances. This would also hugely address the issue of 3 people in Arah gear all focusing on the 2 guys in starter gear. It is too easy currently to spot the weakest link in the chain. Because glory gaining is some what grind-ish in gw2..there is no good reason why a player shouldn’t target the weak. 90% of players if given the choice will engage the player in starter gear with no black dye rather than engage the mesmer in full tournament arah dyed black with champion illusionist above their head. Sure their will be some who will want a decent duel, but you’re never really 100% sure that half way through the duel with a skilled player that a thief won’t come along and backstab you to end it quickly. However this is more a problem of only having one style of PvP where the map is usually too small for 8 vs 8 and not enough nodes to keep players dispersed.
Tier S- +Guardian (Have a lot of good builds now, and damage to boot with survivability) access to protection, retal, regen, and specific class heals, blinds and teleports to keep from being kited) with right hand strength for high damage as well, there is not much a guardian can’t do, and bringing one never hurts the team.
=Mesmer- Phase Retreat on the staff is really strong for in combat moving and clone spawning, can kite melee classes easily and decent reflects (depend on spec) for range. Good boons and good team utility. Excellent at removing boons, and just adding chaos to the battlefield. Illusion of Life is a big help for the team.
Tier A- +Necromancer the necromancer has been on he bottom of the barrel for a while now, good to see them receive some strong buffs, power spec now viable, conditions are monstrous. Class feels out of balance towards offence now, strong offense but bad defenses, death shroud gets eaten through quickly qnd no vigor or source of endurance regen makes survivability low. won’t rate them S get until I see how the buffs turn out.
-Engineer- Has always been strong with survivability and conditions, gear shield is better than warriors block, and elixirs now have the potential to remove Boons. Would like to see more rifle builds.
=Elementalist- still good survivability and decent movement. Phoenix is really strong now.
+Thief- this new change to blinds has added a whole new source of mitigation for the thieves, they are the class that can take full advantage of it. Without blind change I would say a strong B.
Tier B- Ranger longbow didnt get much love, and rangers still feel in a choke point with build options. Pet nerfs felt right as there is too much reliance on NPC’s in pvp. However the damage doesn’t look like it was out back into the ranger.
Tier C- Warrior, comparing to the other classes right now doesn’t even look like the warrior is from the same game. Spammable Teleports, evades, and blinds and cripples, really shows how out of place this class feels. Still relies heavily on cc to land damage, huge sweeping animations for abilities makes countering them feel easy. Axe changes hurt axe in pvp, hammer and mace is out of place with blinds, cripple and chill with no movement skills.
Disclosure I play every class in the game and enjoy them all, no real attachement to any, trying to objectively and without bias label the professions.
Couldn’t agree more.
^
Couldn’t agree more with the guy above me.
Hot joins should reward more than Tpvp. Tpvp is a sheltered garden where great buddy’s and swell guys all get to use VOIP and play very specialised niche roles and a few secondary duties and stand in one place for 90% of the game and call in back up as it is needed. It also has the luxury of only having 5 vs 5..a nice number to have.
Spvp you have no VOIP, you get no assistance from your team mates 90% of the time. Your whole team can be pluggingholes in a downed player and clamouring over each other to get the stomp whilst one of you lays on the ground hoping someone, anyone will help rally them. In the same maps that accomodate 5 vs 5 nicely, you know have 8 vs 8 with a dog pile whirl of particle animations everywhere. The teams are often stacked on the final score card of one time having players rank20-40…the other team rank2-11 with one rank 23..players learn which is mostly likely the winning side. What makes it even more enjoyable is if you watch players from the same guild who lucked out getting on the same side. They run past each, wave pleasantly and don’t engage..if someone else comes along, the appropriate player attacks while their guild mate watches and gives pointers and warm high five at the end. You’ll ransackers constantly target people in starter gear (All the more reason to deliberately make all the skins easily obtainable from the get go.) and farm their hiney all game long.
Why do people do this? because there is no reward for them to do otherwise, so they make grinding rank easier for themselves with no regard to team.
Sigh. I just remember in gw1 the armour you used in PvE was the armour you used in PvP. In PvP you could unlock future runes that other PvP created players could use. You could unlock skills that your hero’s could use in PvE, you could unlock hero’s from campaigns you didn’t own in PvP for PvE, or you could buy chests that would drop ANY in game item or sell the chest if you preferred the cash. You got emotes and titles to reflect your rank, you could buy PvE only skills.
I am not trying to salt the wound here..but it seems like in gw2 that defeat was snatched from the jaws of victory. Why change a system everybody either liked, or could get use out of? That allowed PvE and PvP to have a connection.
Sadly..this is not the first, the second..or even the 70th time I have seen this thread with attachments to back up the claims.
All I know is that of the guilds I have been part of..each consisting of 150+ members..both are now near empty.
The pvp waiting area that used to be full is now near empty most days.
And no matter how well I do in a match,..the reward I get is usually lesser than me opening a copper grade chest.
Feed back. All critical and constructive..none of it praising and supportive of wanting more. Clock is ticking is exactly right. There is too many other ways a person can spend their time. If what your offering is proving unsatisfactory or unrewarding..they (The players) won’t be round in the future of additional revenues. One only has to ask the question, “If a random chosen guild wars 2 person was asked what they thought,..and this review was televised, would you be confident or worried?”
So what your asking is for each class to be more defined in tiny maps where people can easily have 9 clones, 2 pets and a tonne of marks coming at them all at once?..If you want identity..make the maps larger and team sizes 50% smaller. The PvP is a mekittenaotic, not enjoyable and on the verge of being yesterdays news if a new title comes out.
In state of the game they hand invite people who live in a shelter world where they all have VOIP, assigned roles and a few secondary roles and have played with each other for a year or there abouts. It is so removed from the reality of the 90% of what the rest of us play it is remarkable. No wonder when you look at the forums it is all venom, no love..because gw2 has tried to put 8 pounds into a 5 pound game and designed professions with no idea of how this was all gonna play out on a 8 vs 8 tiny map where no one has any incentive to try and band up unless it is to gank or zerg. Gankers and zergers are universally hated in games..and this game promotes it heavily.
After months of hoping, and hanging out under any ledge I can find..I am still waiting to be stomped off of “Death from above.”..To be honest, the guardian has way more gap closers, but things like flashing blades are slow to trigger and self root. They have more advantages than warriors in my opinion, and even still they can be tricky to keep on sound target. I almost play the Benny Hill theme song in my head any time I play one vs a staff mesmer…here comes me, here comes mesmer..cue comical music.
I agree. 8 vs 8 on the current map size can be messy at times. Especially when a lot players are carrying high particle effects and A.I controlled pets. It can be very frustrating when you have 2 ranger hounds on you, 3 minions and a phantasm..sigh..and that’s not even the players.
If the maps were considerably larger and had more nodes there is reason for larger teams to spread out and less chance of dog piling in the middle. Also some of the maps lack a certain sandbox feel. They are very linear in how you get about them. If your in teams of smaller size, it is still about nodes and holding them, so larger maps with more nodes for smaller teams still doesn’t make a negative impact.
I would also love to see that when you target closet, you can’t target pets unless you manually do so. Trying to target an asura among an elite engineer drop is difficult. You can try to select next and you have to toggle through all the turrets, a coupe of birds, a minion, throw in a few clones and finally you got the person your wanting to engage.
There is also few things more depressing than when your team gets wiped 67-500. You get to the point tally and 90% of your team is under rank 6-8 and the oppositions lowest rank member is 27..the entry level players just had their behinds farmed terribly to the point that i wouldn’t blame them if they never wanted to play pvp again.
I am not saying PvP is not without it’s high points, but their is no synergy between PvE and PvP either..no natural progression. Nothing in the PvE world prepares a player for the assault THEY WILL face in PvP..they don’t even get the comfort of at least having their armour skin..so even if they do get ganked, at least they can still look good getting face rolled.
There is just this feel about PvP where a lot is missing, but also something addicitive that makes you come back hoping that this time those missing pieces will be there, but they never are. It eventually for me has lead to me only looking for maps where few players are. Even then when I find a map where it is 4 vs 4..I’ll be facing the same people next round more or less. The same people I thrashed last time I will thrash this time. The same people where the duel was fairly even and enjoyable, well sadly they’re on my team this time, so no bragging rights competitions will happen this round..and that same person would is just traited so well to absolutely destroy me that they continue to destroy me until I retrait and come back.
I would also love to see obstacle events. An event that randomly happens where both teams are required to dismiss it..just to remind people occasionally that were all here playing a game. A giant svanir that destroys all unless all destroy them first would make for a pleasant reminder it’s a game and keep moral high between players..once the obstacle is gone, back to being enemies again.
I don’t play warrior, but I can imagine how annoying it is.
Unfortunately I think that thief is the golden child of this game. Every manner of awesomeness is given to them. They move fast, kill, apply conditions quickly, their attack chains are also their defense so there is no need to balance what utilities you use and lastly..they get to stealth. All this for, “You have a lower HP pool…not the lowest mind you, we wouldn’t do that to our golden child.” And let’s face it..no one spams blind like thief does.
death match without a monk?…it’s not a match now. It’s just a d.p.s measure. Because there is no monks is why there is no death match..As any military will tell you, an army with no discipline is just a rabble. Monks and pure support professions is what formed ranks. With no dedicated builds that can fill these roles of true heal and support, all your making is a rabble match of ganking and zerging, which we already have in spvp when it is 8 vs 8 on tiny maps.
The problem is Soul Reaping is almost entirely selfish, defensive mechanics. Ideally, it would have a 30-point trait that’s lucrative for condition builds and actually helps the entire team. Curses and Spite have that with Terror and Dhuumfire because those abilities provide so much offensive pressure for an entire team. Soul Reaping just feels dull and selfish in comparison.
I wonder what would happen if Terror and Dhuumfire were both 30-point traits in Curses. That seems like it would have been a much better option in the end.
To take dhuumfire you have to forgo taking an extra 20% damage against foes under 50% health. That is a trade. Both of those traits are awesome. If you have one,..you can’t have the other.
To who say “you must change your build to fight the new necro’s power”: What? O.o
I’ve played a lot a build tat give me the ability to cure conditions all the possible ways (I’m Guardian). But yeah, necros kill me easy.
They use the sigil to give me all the conditions and do a crit. Then I’ve all the condition for all the time of this word. Then I active Purity. Yeah, I’ve all the buffs of this game at once! BUT they use the ability to transform all my boon in condition. kitten! Ok, but I’ve shout and virue! I cure 7 conditions. and have a lot of buffs. Then the necro do the 5 skill of the focus and give me awy 3 boons, and I take a large amount of damage. Then it attack me easy whit scepter, giving me poison, cripple and bleed and I can’t defend myself from it. Then it’s only a question of time (and not a long time because I’ve a very very low hp because of my class) and I’m death.
Now I play a berserker build, whit I sometimes kill a necro. I can’t pretend to kill it because I cure my conditions but because I kill it before it’s conditions kill me. Then I go downed by the remaining conditions but I’ve try to kill it. But the necro have a very large amount of hp and isn’t a easy class to take down. And while I’m attacking, the necro’s not there taking my hit. He do fear, attack and evade. And there’s the situation where I’ve not all my skills ready to fight. Purity has a delay of 48 sec whit the trayt. In 48 sec I die 6 time by a necro debufs…Now, I don’t say to nerf the necro, just: please, balance it.
(sorry for my bad english)
Blocks work on signet of spite. I have had no problem annihilating the common place 30/30/10/0/0 popular necro build going round w/ a meditation sword-torch/ scepter-focus build.
I have had no problem dealing with it with mesmer. Null field cures all conditions. Mantra clear all but 2 conditions. Shatters cure conditions and torch skills cures. I don’t get the luxury of carrying so many stun breaks anymore.
You may like the current weapon set you use and utilities you use, but the meta has just shifted. You can shift with it or get left behind. I find it remarkable your complaining about every condition being applied in game when from the beginning guardians could apply every boon in game just as quickly.
I don’t play necromancer much, but I think this patch has made them a lot more viable across the board in this game. especially in dungeons.
This has given me the best laugh all day.
I have noticed that in gw2 with the lack of in game team finding mechanics that a lot of people use the third party gw2lfg.com site. If you monitor this site regularly for groups you often see some dungeon teams posting pre req’s to join their team, or hours passing with no teams organising a dungeon run of a specific dungeon. This at times can prove frustrating for players wanting to explore dungeons, but just not being able to find a team. The main reasons for running a dungeon are; fun, exp, reward. The reward coming in drops and armour/weapon tokens for vendors.
I have also noticed that once a player has accumulated enough karma to purchase various things they want, after that the karma just accumulates with no real items etc for them to purchase with it.
Would it be game breaking to have a dungeon armour converter that uses karma as currency? If you’re able to achieve independent pieces of dungeon armour you can take them to the vendor and use karma to transmute the skin to a different dungeon armour even though the stats on it may not change and that would still require transmuting crystals.
It sounds entirely vain to say, but there is something a little irksome about desiring a certain skin from a dungeon and just not ever being able to get a team, or if there is a team they insist you ping your gear and play a specific profession in a very niche traited role that you may or may not have already leveled for that purpose.
It allows joe average player to keep obtaining items or skins they want, but it requires karma and at least doing some form of dungeon to obtain enough tokens.
I understand that some skins are meant to represent a level of prestige,..but also some form of latitude to compensate for lack of teams doing dungeons would also be helpful.
My prime example is taken from gw2lfg.com;
CoF-lf1m Path 1 full zerker. Ping gear
CoF- farm run. Must be able to repeat for at least 1 hour.
Honour of the waves
Crucible of eternity-lf1m guardian. At final boss.
CoF-Path1
Ascalon Catacombs-any path. PM join
Honour of the waves-Speed run P1
Rinse-repeat
A lot of CoF and HoTW..but no Arah…
Guys,…guys,..before we say anything we may regret, let’s just remember it’s actually thieve’s we hate…not necromancers.
I just call it signet of center of disease control now. Everything else they’ve done to necro I am fairly happy or ok with..it’s just that signet with condition duration runes that becomes intense..especially when there is 3-4 necro’s on their team and the maps aren’t that large.(Your gonna get it more than once or twice per match.)
I like the term learn to play.
It infers that guild wars 2 has a constant progression skill curve. That if anyone dedicates enough time they will eventually be awesome. It kinda makes it sound like it’s a set of stairs, if you take one step at a time, you’ll eventually get to the top no matter how awkward or clumsy your steps may be.
The only problem with this idea is that some professions have the means to take 2 stairs at a time with their longer stride. Some professions when specc’ed in a very niche fashion don’t even take the stairs, they just take the elevator.
The thing I find most impressive about the L2P call is that many of it’s supporters like to start with something like, “I have played all professions.” or words to that effect. It again infers if one truly wants to be good, they must learn all professions instead of just mastering one profession. In order for me to be an effective guardian I must first of all play engineer, necro, ele, warrior, thief, mesmer, ranger for 50 hours each,..and then focus on playing my desired profession.
I think it is fair when a player decides I will play one profession and become familiar with on how to;
Spike damage quickly
Handle 2+ v 1 situations
cleanse condition spam
avoid burst
Tank when needed.
Each of these categories alone a player could spend 50+ hours just learning the deeper mechanics of these situations.
It is all well and good to cite L2P in the sheltered world of Tpvp where every person has an assigned role and some secondary duties. However not all of us live in that sheltered world of bunker builds and CC controlling nodes. In fact 90% live in a much more chaotic world of spvp where ganking, zerging and AoE 4th of July effects are a every minute part of our world. learning to play ain’t gonna help in this manifestation of the 2nd build of the matrix. I think this is the heart of what some people are QQ’ing about necro marks and wells and fear..in a tiny map of 8 vs 8 free for all, it just all becomes overwhelming at times. learning to play is nothing more than learning to run and learning when to stick with the zerg..which that, by ones standard is not exactly skillful play.
My suggestion, bigger maps-less players and make PvE reflect more of what to expect in PvP, not mindless randomly placed foes of the same nature and that attack slowly with no regard or thought towards the players profession because they only have one size fits all skills.(Guild wars eye of the north achieved this with mobs have secondary professions and skill set designed for specific purposes.)…clean up the environment so people can learn to play in spvp without up to 7 other people rag dolling them when all their trying to do is learn to play a necro vs a stealth heavy thief or how to work better survivibilty. One could argue that they just need to duel different professions, but that relys on players being willing to to go head to head with you in a 1 vs 1 situation which isn’t always on offer. The player should be able to learn through regular exposure, not by purposeful hiding on a server which hopefully won’t get interrupted by other players and finding a friendly chap to practice with.
(edited by CntrlAltDefeat.1465)
Ofc they are still fine and they probably will always be for a very simple reason:
They have a lot of useful (and unique) game mechanics in their kit. Illusions, portals, mass stealth, etc. Even if Anet nerfed mesmers more they would still be useful. People are simply going crazy because of every single nerf and if there is a buff (which doesn’t happen too often but still) it’s just meh – nothing to really speak about.
In the end it’s like every patch. Some professions are nerfed and people cry about it and some are buffed and people want more buffs. That’s just how it works for pretty much any game tbh.
Oh and btw nice videos.
I am gonna sound like an arrogant a-wad for saying this, but veteran game players as they mature aren’t happy with unjustified nerf’s. Anet used to publish concise notes with each balance patch about why they buffed or nerfed. In gw2 they just kinda treat you in a need to know basis. In short, why extend blurred frenzy cool down and make it an evade instead of lowering it’s damage and leaving the cool down in place?..why damage reduce mind stab instead of increase cool down?…this is the only part of the mesmer balance that I find annoying. No justification or yard stick measuring as to why. Instead I have players just saying, “They were to O.P”..but I don’t expect players to have to answer dev’s decisions and I don’t think it’s totally awesome with players putting words in dev’s mouth, especially ol’ catch cries “It’s too O.P” Mesmers are still fine in my opinion, just a little feedback about the who’s, the what’s, the where’s and the why’s would have been appreciated.
@ CntrlAltDefeat.1465
Its possible but I dont wanna do it:P Video stacking:
I think I can stack more sec!!:P
Edit: Yeh I stacked 20 hehe.. Video:
Hmm Maybe im gonna change mantra of resolve with null field hehe
@Stealth.9324
Im using this build:
http://img832.imageshack.us/img832/1103/d87p.jpg
And runes/amulet:
http://gw2skills.net/editor/?fgAQBAA-TgAAzCuIKSBjDGTRSfs+AThinking of switching the trait in illusions, (ret on shatter n2) for another one.
Thank-you for video, I can’t see exactly how many got stacked, but I can see they stacked pretty quickly. I guess confusion will remain one of those conditions that I am not too interested/or skilled in. My heart broke just a little when I kept stacked between 4-7 times on a player and it was only doing sub 1000 damage on skill use. By the time it cleared the total damage output to time invested keeping it stacked just didn’t seem to strike me as rewarding..maybe for others it is, but it puts to rest you can’t get it above 10 stacks or have last more than 5 seconds.
THANK-YOU.
For taking the time to gauge what community questions are wanting to be asked.
To ask single questions about every class seems too large of task for the time frames allowed, so I will my questions simple.
1) Will the people/person at anet who oversees PvP/PvE skill balancing ever release the justification behind why changes were made? In guild wars with each skill balance the dev’s also posted every clear explanations about why they had changed the skill. To take a current question would be; Why did you choose to increase cool down on blurred frenzy and make it an evade as opposed to just lowering it’s damage by 10% and leaving its cool down as it was whilst making it an evade? This would greatly help players QQ’ing about things to understand why, rather than just read what changes have happened and not really know why.
2) Where on the priority list is reworking PvP rewards currently sitting? I have seen an anet member respond to this question before stating that anet felt the reward system was not proving satisfying enough for players and they were working on something..but when can we realistically expect to see this rework?
3) as player populations dwindle (As they tend to do over time.) It makes achieving some in game rewards such as dungeon armour skins harder to obtain. My case in point being that tonight alone over a 4 hour period I still haven’t seen one group attempting arah explore. Is there any consideration towards making dungeon items available via other means?
I am comfortable enough in the knowledge that no doubt others will ask persistently about solo join vs team/match making etc..we don’t another person asking this.
I am pretty sure this is the 500th time this thread has been made. I am also pretty sure it is the 498th time no answer/or vague answer will be given.
We all feel your pain..every PvP match, every reward chest opened, every level gained, every tier achieved, every title earned..what exactly did I just play for here? We asked for better rewards, and we got PvP runes sorted in categories now. I think it is nice they have done this and user friendly..but if could only place those more accurately sorted runes on something I actually want now.
Try 3 thieve’s all feeding off each others shadow refuge, or where all 3 can steal from the mesmer and get every boon in game.
Try 3 necro’s now with wells, marks everywhere and each of them can immobilize you at 4 seconds per pop with dagger.
try three engineers all spamming conditions on you, grenades, turrets and elites.
I have said this in other forums, and I’ll say it again. Anet has done a stunning job of creating some awesome professions..but it really seems there was no consideration towards how all these professions were gonna meld. It seems apparently clear to me now that the intent here is that you’re always gonna die. It doesn’t matter how, but you’re going to die. You then get respawned and die again eventually. Rinse-repeat.
It is a far cry from random arena’s in guild wars where you really hoped you didn’t get a team that everyone was the same, or even that they were all casters or melee. You hoped to get one caster, one melee, one ranged/support/interrupter and hopefully a healer. In general most people hoped for a balanced team where every individual just did what that profession was good at, or what they had skilled for. If your anti melee, then be good at anti melee and keep melee players CC’ed etc
In guild wars 2 with the trinity being broken now, it means all professions are jack of all trades and master of none.
I personally love memser, but I would not be grieved if mesmer weapon skills gave less clones that were stronger and actually did something and phantasms that actually did something more with all shatter skills being on very low downs, but the shatter did something truly more beneficial making the player actually have to weight up opportunity costs..‘Do I shatter for this effect or keep them in place.’? I don’t think other players would mind a mesmer having only one clone and one phantasm which do more than just clutter the screen at times. As it stands, I have no love for my clones or phantasms, most are near spammable and the others are semi broken. It makes me feel like Krono’s..I have children, I eat them, I have children, I eat them..
The ultimate reality here is that the game is built now. There is no going back. The game cannot bend now to more traditional style team vs team or player vs player..the player now has to bend to the game. There is little point in bringing a condition clear now and smiling when you wipe all the conditions off you and 2 seconds later along comes another ol’ chap who just spams them on you again..heaven only knows if your lone soul on a node and 5 players come at you that your condition clear is all but useless..you just accept I am dead, try to hold out for as long as you can..get spawned..rejoin the fight and hopefully next time it is you and four others crushing some other lonely soul who is just trying to get their last capture to their daily laurel.
It saddens me that in guild war there was a legit reason most GvG was mirrors teams..each guild took a balanced team..there was a reason in alliance battles and random arena’s why players only focused on one task and bought a rez, condition clear and/or hex management and possibly a block..that reason was because balance help ensure overall survival.
Gw2 is about running, hitting hard, stomping, getting some nodes and respawning..how many times you die doesn’t figure as much as how fast you can stomp before you get downed and spawn again and do it all over.
It’s up to the player to decide if this is what they want from the their gaming time each day or if it is not. If it’s not, well there is other games, if it is..then you’ve got a great game.
confusion is a poo. They say you can’t polish a poo. So instead they rolled it in glitter and hoped people wouldn’t notice. They then decided to remove half the glitter and just put a mirror ball above it. Anyway you look at it, if you roll a mesmer with the intend of using confusion as your main damage..you know like you could in gw1, punish people for using melee, or punish them for using spells depending on what skills you took, or even just punish them for doing nothing,..well your have some great epic fail.
In one match I slowly cut a warrior down with confusion..next time we met, they had learned to just back off until it was gone. Not that it mattered, at 10 stacks they only took 1200 dmg on skill use. If they had spammed skills and I got lucky, I could have done 5.5k dmg all up..so you know, 3x auto attacks from a thief..all this for the easy investment of all my weapons, all my utilities, all my traits focused on confusion/glamour and the opponent just ran away instead laughing, “What ya gonna do now kitten?….”
I am surprised in the chat panel I didn’t have the rest of the map laughing at me, “OMG..They tried to use confusion as a weapon..lol.”
Please post evidence that confusion can be stacked upwards of 15+. I have been told and tried many-many times that confusion cannot go beyond 10 stacks and only lasts for 5 seconds. It stacks in intensity, not duration. So far, despite doing my best, I have never managed to get it higher than 10 stacks.
To boot, even in down state when I have stacked confusion x 10 a warrior 100 bladed me with only literally 1mm of red left to their health bar. They walked away ambivalent to it. It didn’t even take that sliver of health away. If you also look closely at rangers using long bow or pistol thief, the confusion only affects the first strike of a channeled skill. So if their skill rapidly fires 5 shots,.. shot 1 will cause confusion damage. Which in my opinion defies even calling it a condition, it nothing more than a mere nuisance for other players to laugh at and say, “They tried.” At least with retaliation all hits will cause retaliation. These two in game effects operate the closet to each other in dynamic, yet one stacks in duration, the other in intensity. Again another example of skill disparity. One gets nerfed, the other remains ok despite both being highly comparable.
Whatb the guy above me said. I played a necromancer monoe mono and it was fairly balanced and fine..however when the other 3 joined,..well my team got face melted horribly. Too much conditions, being stacked too fast for us to do much. Too much crippled in wells, too much tormented and feared.
I find it remarkable the phatntasm mesmer build which only thrived 1 vs 1 got nerfed, but necromancer got some nice buffs, but when in a team they become overwhelming.
I guess guild wars 2 balances some cases as if it is a 1 vs 1 game and others as if they will be the only one of this profession per match..which is again remarkable, considering you need 5 to start a match. (Even though at times it will start you with only 3.)
^ thanks dude for the link. I mentioned it in the original post that anet used to be fairly meticulous about explaining the WHY behind the HOW, and forth coming on the WHEN’s and the WHO’s.
State of the game?..awesome I can go fish for them?..why not just publish them, you know…like they use to.
^ try running a dungeon now with phantasms. I think I actually heard Kohler say, “Whatcha gonna do now kitten?” when he snuffed my phantasms in 0.8 seconds.
To the development staff of Arena net,
In your previous game installment of guild wars, when skill balances were applied in game, the developers also released a explanation about why these changes had occurred and ultimately how it benefited the class or why a particular skill was toned down.
I see with the latest patch, that the notes about what changes were made are present, but nothing to explain and/or justify/demystify to the players why these changes were made and to what yard stick they were measured by.
Ultimately in life all of us have things called rights. Our right to life, our right to free expression etc etc…just the same as you have right to change your work as you feel it needs to be. However with each of these rights comes responsibility. Much the same as I have a right to free speech and a responsibility to not use it to spread fear, hate or unnecessary panic. The word responsibility by definition means to most people; ‘the state or fact of being responsible, answerable, or accountable for something within one’s power, control, or management.’
So when can we expect the rationale behind these changes to be released to us so we understand why the changes made,..well,..have been made? So far it looks like the changes were made purely because someone/something said so with a rather large dose of “Your on a need to know basis and we don’t feel you need to know the reasons behind it, just the changes themselves.”
You have been transparent in your last game and sister games,..so I feel it is not unreasonable to have the same expectation here.
I look forward to hearing back you.
Yours sincerely,
xoxo
This will be fun for Mesmers…
Imagine getting 10 stacks of Torment & Confusion.
Did you move? You take damage.
Did you press a button? You take damage.
Are you standing still doing nothing? You’re taking damage.
10 stacks of confusion does approx 1150 damage..so the same as 2 scepter auto attacks. Torment has been revealed to stack in intensity, not duration,..mesmer can only apply it one way, so no need to fret about insensity. Confusion only becomes a legit problem when you have multiple mesmers applying confusion in a tight area and building the stacks to 17+..which currently with how fast it wears off, I very much doubt it would ever get that high. I am about to post my results of “trying build diversity.” around the mesmer considering it is one of the most complained about classes. To give a spoiler, anything outside of the current shatter or Phantasm meta as of 24/6/2013 my results are dismal to say the least.
…“IF the leaked patch notes…” Notice the word, ‘IF’ to that statement? I think all judgement should be withheld until release.
A lot of people seem to think these changes will ruin PvP?..what part of PvP are you referring to?
1)the lack luster match making?
2) the solo players vs team organised players?
3) the mindless ganking and zerging at times?
4) the overcrowding of 8 vs 8 on tiny matches?
5) the sub par reward systems?
6) the grinding of rank..which the original philosophy mission statement on youtube states they want to avoid grinding?
7) the ever frequent mid match quitters?
8) the inadequate gold chest rewards?
9) the assigning of the same item multiple times from the one chest?
10) the overt ease of obtaining daily laurels?
11) the extreme O.P nature of some trait configures on some professions?
12) the lack of multiple different play styles to each profession that guild wars 1 had?
13) the bad skill descriptions on some skills?
14) the hidden nerfs sometimes carried in updates that weren’t stated transparently?
15) the lack of any form of synergy between PvE and PvP that it’s predecessor had?
Again what part of this do you think it is gonna ruin? If I am not mistaken, and this is my opinion only, but PvP couldn’t really get any worse. I do have hope though that it can certainly improve. Hope alone remained in pandora’s box. I do also believe to take a “leaked” document online and treated it as bonafide and complete is asinine.
if it is true, I do like the hate. First we tone down shatter damage. Then we half confusion damage. Now we slow down Phantasms. So basically we are left with daze and interrupt and auto attack. There you go, problem fixed. Lets not look at the fact the torch is the ugly kitten weapon that people would only choose if their other option was a stick of bubble gum. We won’t look at that staff is almost always a secondary weapon, never really used as primary. We’ll ignore sword is only used for 2 skills 90% of the time, and as a off hand,..we’ll you can block once with it..or spawn a phantasm that can hit as hard as a typical average thief hit or a warrior hammer bakitten’s just easier to not address that one skill completely outshines the other so there is no real opportunity cost in choosing to one over the other. At least in gw1 you selected all your skills, so you could moderate how many hard hitters you bought to how many defensive. Again, the problem ain’t what the weapon or skill can do, it’s that the weapons in some cases have no opportunity cost to make a player weight up how best to use the weapon, and some weapons best use is to fire and forget on cooldown. That’s not the players fault, but the player is being punished and nerfed now for doing just that.
There is a tonne of great video’s on youtube. Just check the date of the post to make sure it is a recent game build.
If you wanna roll mesmer there is a video called the comprehensive mesmer guide. really good to watch. It points out strengths, but ti also points out skill labeling mistakes and other minor things that don’t make sense when you first look at them.
Most professions have dedicated video’s on what they can do..after that it’s just practice.
1) rangers pet have a range relative to where their ranger is before they auto break off attack. Nothing worse than a giant kitty chasing you from end of the map to the other while the ranger is sipping coffee in the clock tower.
2) Check out a post in the forums called thief troll spec. The first reply on it is a engineer laughing at him for only taking on 2 people at a time(If you look in map comments you can see people laughing at the 2 warriors and calling them embarrassing. Too much evade for them to even get near the thief.)..they then post their own video of them acing 3 people on a point. May wanna look at those 2 video’s..is that the intended play style you wanted to see?
3) Revamp rewards..I am in dolyak and I ain’t gonna hit tiger anytime soon..did you wanna see me wearing the same clothes day after day after week after week? After so many hundreds of hours invested, I am rewarded, “Here is your near starter level armour. Enjoy.”
It’s like the neighbourhood cats that just won’t go away no matter how times you shoo them or squirt them with a water pistol. “Hey look,..it’s old man smithers mangy old cat from way down the block in our yard again.”
I agree with other peoples advice. Just stand still and auto adjust..that way my 100 blades is that much easier to hit you with. Just stand still..it will all be ok. Wink.
I just went to help a guild member achieve their monthly.
1st match 5 vs 5..3 of us were from same guild with 2 of us with pvp experience. Final score 435 to 500. Good match, even though we lost.
2nd match attempt 3 vs 5..got stomped hard, but no one left.
3rd match 3 vs 5 with a 4th joining half way through. The 4th person just gave up and never left the starting area.
After that my guild mate simply said, “Pvp sucks.”
That was their introduction to Tpvp. I do wonder if they’ll try again?..here’s hoping they do before a newer game gets released, or there is another potential player gone from future Tpvp, maybe just the game itself.
I like anet. I enjoyed guild wars for 7 years..it does kinda make me worry about guild wars 2 future when I see things like this happen and a player gets instantly turned off the moment they try their hand at pvp..and that’s with 2 guild mates helping them.
Thank-you for posting 2 great video’s about what numerous players have been complaining about. What happens when high mobility or survive builds meet melee based professions.
It is small wonder every match you see mostly the same professions played over and over again in the same fashion over and over again.
