Almost nothing in this game will ever be fixed.
Anet fix things only if it might increase gemstore sales.
Then define the minimum effort a novice needs to put in to understand how to play a build. Where do we draw the line? (see the logical issue here?)
Okay, now i am not sure if you’re trying to troll someone or just very stupid.
/exit discussion
you’re referencing the skill floor itself
“Skill floor” and “skill” are not the same things, smarty pants.
It’s a bit like saying “what car do I need to get to work” and answering “the car that gets you there”.
I lold, what a silly comparsion.
Cutepicshunter: Be more constructive. You come off as an angry 12 year old. I am not sure you wanted to represent yourself that way.
Im a bit tired of being constructive. Like devs, i need a vacation. So i will just say some right things without evidence. I will repeat: this thread is nothing more than pathetic excuses. Keep that in mind. Gw2 devs never started useful discussions about changes and never asked community to help them. When i say “asked” and “started” i, of course, dont mean some rare posts saying something like “we are working on it blah blah blah” or “we didnt read tons of posts on forums about this problem at all but we need constructive feedback” or “spvp, balance, a little philosophy, this work is hard so we did crappy changes and gone for vacation, also watch wire guys awesome movie”.
I really really didnt expect such a pathetic excuses from devs after a month of NOTHING. Oh, im sorry, i forget about pax with 3 viewers.
This thread is nothing more than pathetic excuses.
Also, you selected nice time for vacation. Right after you made this game crappy. So, you are well rested now? Good for you. Now do something, we dont need your excuses.
Lets hope they will do something with it.
I will create one more thread to make sure you didnt forget about this problem.
Same for me. This is usual thing for gw2, they will fix it sooner or later (some days, mb weeks), but on forums you will just hear that “its problem with your ISP”.
Close to my build tho its much better to take pack runes especially if you’re not playing solo (kekeke, banner warrior playing solo). Also you need hammer. Dunno why did you take shamans amulet if you have only 1 damaging condition, lol, cleric is much better if you’re going AOE regen. Remove sword+warhorn, pick hammer, pick II trait in tactics and IV trait in arms.
- The game is a little too fast paced. I know people like fast pace, however, after stuff gets TOO fast, you lose a lot of “reaction play” and end up with spamming the best ability that comes available.
This is not my words, but words of player (ronpierce.2760) which topic was mindlessly deleted just for its title. And I agree with him. This game is no longer (and it was quite far away from it from very beginning) about reaction and timing, but mostly about empty-headed spam of aoe and dodges/invuls/blocks etc.
Full quote:
So a few points I’d personally like to make:
- Conditions are out of hand. The whole idea of conditions (thought its too late to go back now) are really a risky addition to the game. They’re not ideal for PvE due to applications sharing stacks/durationstacking, same with PvP, and condition removal is strange “counter” to the situation as they share slots with CC conditions as well. This game (imo!) would have been better off either not scaling Conditions and having them as bonus damage on some attacks, and far less application, or having them scale with Power and factor that damage into the overall damage expectation of the weapons, and getting rid of a LOT of the condition removal, and allow CC breaks and Stability to effect every source of CC (immobs/cripple), and lessening stability durations in some cases.
-The game feels less like an MMO and like a FPS in that 1-2 shot builds are okay. Since vanilla wow I always was turned off at the idea of pvp ever coming down to 1-2 shot builds/combos, and for a while WoW learned that lesson, and it did wonders, I wish I could say the same for GW2. With some balancing, I have to honestly say, I think PvP would be best coming down to build+runes and everyone having a Celestial amulet on to balance out what becomes too bursty and too tanky, a nice medium with BENEFITS in 1 direction or the other would be good, not full fledge swings. Again, this is obviously opinion based, but its what I’d prefer.
- Too much AoE, that’s all I can say about that. Being forced ON a point about the size of AoEs empowers them far too much, you can’t have a serious PvP match when all the AoE skills (which are supposed to be situational) are always best-bet due to the nature of pvp. We’re essentially playing King of the Hill, not conquest. This is why “cast-capping” a node works better than point-standing, it allows ranged to provide ranged point defense, and allows people to spread out, and requires more battle-field focus, making sure someone doesn’t cap, versus making sure 1 guy is standing on the point.
- The game is a little too fast paced. I know people like fast pace, however, after stuff gets TOO fast, you lose a lot of “reaction play” and end up with spamming the best ability that comes available.
- Minions need to not have an auto-defend (I play MM, which imo needs buffs against AoE, but I can deal without if a lot of this other stuff was touched up on.) Any class with a minion out needs the ability to send the pets to attack and call them back, and no auto-defend, simple as that.
- Because most people can’t figure it out, the game needs in S/TPVP to automatically have “Show all Players” on by default, and “Show all NPCs” and “Show all Enemies” names off, so that AI names don’t clutter the field, and tab targeting needs to take HUGE priority to players over AI, again, would fix so many issues.
That’s the main highlights. Like I said I’m not saying QQ I quit 5evar!, I’ll still be reading and checking out the updates, I have high hopes, but for now, its not worth the time invested, and I apologize devs. Keep working on it and I’ll be back eventually, I’m sure! For now, I’m going to just lolly-gag around in FFXIV and eventually Hearthstone.
Because its a shame to let people spectate TPvP with leavers/afkers in every second game.
Uhm, I had 5-7 minutes at EU peak times yesterday.
Dunno, last time i played it was not longer than 1 minute. Even if i was lucky, spreading 10 players in 2 teams according to their ranks and classes isn’t that hard. Even if there are 5+ players of the same classes, both teams will get nearly the same amount of them.
The main problem is low rank players, i think. Just don’t let them play in soloq tournaments.
If Anet put in all the filters that you guys want on this forum right now:
1. rank filter
2. class distribution filter
3. no more than 2 of the same class in 1 team filter
4. no people of the same guild in one team filter
.
.
.It would make for the most complex match-up system ever kittening created and que times would be 1 week long.
You are wrong, lol. Que times would be about 1-10 mins, and i’m okay with it. For now que times are about 0-30 seconds.
Fast or balanced matchmaking? I choose balanced. Hotjoin heroes choose fast.
Aw, i thought anet would fix this in current patch and at least make some rank restrictions. Hm, so matchmaking is a piece of cat, and it can’t even properly spread players into teams. Lets wait another year, just be patient, guys.
Oh, skyhammer is now a tpvp map. I can leave 5 times before i’ll be unable to play tpvp? Okay, so i’ll leave 4 times from skyhammer and then don’t play soloq until dishonorable debuff will go away.
It’s too hard for anet since they have no proper expirience and don’t want to listen to players. That’s why we also will have soloq only after YEAR of game release. We still don’t have proper descriptions in traits. Etc, etc, etc. Should we wait another year?
If you’re going to give blind very short duration like 1-2 seconds, then players under blind should miss ALL their attack until blind is off. Because, as it’s mentioned above, there are many skills that deals damage with like 9+ hits and if 1 hit misses – its just nothing.
Retaliation should have X seconds cd and reflect % of damage dealt.
And yes, disbalance between retaliation or blind applied to strong skills with1 hit and with X hits is obvious.
clearly and obviously the guy who has been using the flamethrower exclusively for 8 months knows less about the effectiveness of the trait
Sad but true.
200 toughness, 210 power, AND 210 condition damage just for equipping the kit for a few seconds
for a few seconds
few seconds
Lol’d.
tl;dr
THIS TRAIT IS GOOD BECAUSE I USE IT
DONT TOUCH IT
I DONT WANT TO SEE ANYONE WITH MY HIPSTER TRAIT
I DONT WANT BUILD DIVERSITY
Okay, just take it easy, bro. I’m sorry that I made you excited.
kit swapping is dependent upon the cooldowns of the skills, kilts, and utilities you have at your disposal, and every engineers kit rotation differs because they all have a unique configuration.
Juggernaut exists for people who do stay in the flamethrower kit for longer than 2-4 seconds.
i will say it again, just because ft/bomb bunkers do not use it does not mean that other engineers do not use it. your inductive reasoning is fallacious.
If you have more than 1 kit (at most cases bunker engis have 2, hope i don’t need to notice that) then you will receive maximum 1 stack of might. Even 2 stacks of might is just nothing.
Of course, if you play hotjoins every build will have its place, but situation is not that good on tournaments.
I will say it if you still don’t understand – i’m not asking anet to NERF this trait. I’m not asking anet to remove 200 toughness from this trait. I THINK, that 1 stack of might every 3 seconds is what should be changed. How? You can make YOUR suggestion. It might be something like:
You gain 200 toughness while wielding a flamethrower. In addition, after 3 seconds of keeping flamethrower, every second you gain 5 stacks of might for 1 second, as long as you remain in this weapon kit
But if you think that 1 stack of might every 3 seconds while keeping FT is GOOD and WORTY in tpvp, then you are obviously wrong.
(edited by CutePicsHunter.7430)
Which bunkers? The ft/bomb bunkers dont use jugg. Jugg users do, and your ideas aren’t very useful.
I didn’t see many juggernaut users on tournaments and i think that it’s not a good idea for bunker engis to spend 20 points into firearms for 200 toughness while using flamethrower. This trait is actually about 200 toughness, not about might every 3 seconds. Because? Because you should rotate between your main weapons and kits to be effective. So might stacking via this trait isn’t possible. At least this component of this trait should be changed or whole trait should be reworked.
kittenDO NOT complain about the warrior longbow talent it is way better then you could ever imagine.
Well, this is just what i think and i have some arguments. Your arguments?
Bunkers mostly use FT + Bombs. And after they use (2)-3-4-5 its a bad idea to keep using FT instead of bombs.
If you want toughness and condition dmg, then take shaman or rabid amulet.
Totally agree that teamfights should be group/position based, and that combo fields should be kinda improved/reworked.
Dunno if this thread may be helpful:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Combo-s
I’ll bump this and look what will happen.
If you want vitality and condition dmg, then take carrion amulet.
amulet with Vitality, Toughness, and Condition damage!
No.
Solo queue is definitely on the horizon. What everyone has been playing now will become ‘Team Arena’ (group queue), and we will additionally add a ‘Solo Arena’ (solo queue). The ratings will be split, and each will have their own leaderboard. We’re also planning on shipping a couple other long-standing requests with Solo Arena that many have been waiting for. A blog post will go into details about everything.
Rewards are high on our list. We’ve been coordinating with other teams, as it has a game-wide impact. They will certainly take some time to complete and you should expect to see Solo Arena much sooner.
And what about cases when 4 ppl premade joins queue? They will get +1 solo player? Or team arena means that only 5 ppl premade can join?
What about premades of 2 people? I often play with my friend, but i really really don’t want to play against premades of 4. In my opinion 4 ppl premade + 1 random is much stronger that 2+3 premades.
stop complaining and learn to play
Thats what you need to do first before coming at forums.
The skillcap on the class is pretty high like in hotjoins its rare to see good thiefs. Why further increase skillcap? It will make every other class look faceroll. You people say its a easy class to play but I disagree they have to pull of quite a bit to do it, for example they have to make sure someone does not interrupt them them while hbing into the blackpowder and they are a glass cannon so they have to pay quite a bit of attention as they can get bursted in a matter of seconds.
It wont be THAT hard to land backstab not into aegis/block if you are looking at screen, and not drinking beer, eating chips, etc. OP is right. If you’re trying to faceroll, you should be punished for this. x2 if you are thief in stealth, OF COURSE.
yeah and why on the earth I have 3 secs (4 if traited) for position myself right behind my target (cos we know that BS will cause weak dmg otherwise, right?), while my target can have Aegis pre-casted ages before. Where is the skill on blocking my backstab with a pre-casted autoblock skill?
where is the brain? hit target to remove aegis then stealth? where has brain gone
I already do this mate, every time.. do not come here and try to teach me how to play my thief.
But where is the skill on activaing Aegis at the right time, when I can just activate it and forget about it?
as I said make Aegis only lasts 3 seconds (4 if traited), just like every stealth skill, give it 4 secs of cooldown after a succesfull block and then we can talk about how to change the reveal debuff for the thief.
You sir, are definitely not a pro player. Do you know cd of aegis skills? Hm? I’ll say it. 90/70 seconds. And if it is 70 seconds, it means that there are much more ways to use guard’s F3 than blocking backstabs. ~4 seconds of stability or/and stunbreaker. If you want to NERF AEGIS (lold) then appropriate change to stealth would be increasing revealed duration to 60 seconds. Problems?
Guardian will be here.
Elementalist will be here.
Warrior
Strength
III (Great Fortitude) – 5% of power is given as a bonus to vitality.
Suggestion: rework or just add some effect to this trait. Example:
5% of power is given as a bonus to vitality. When you receive 5 or more stacks of vulnerability, you gain protection for 5 seconds. 20 seconds cd.
VI (Powerful Banners) – Banners do damage when summoned.
I tested it a bit and, you know, damage is a bit too low considering cooldowns of banners and that there is no point of keeping more than 2 banners (including elite battle standard of course) in spvp. About 600-800 without crit. Or it cannot even crit :c? Conception of banners dealing damage when summoned is bad I think.
Suggestion: rework this trait or at least add some over effect besides damage. Something like 5 seconds of protection and removing 3 conditions in aoe, for example. With 120/96 seconds cd it’s just not overpowered.
Grandmaster minor trait (Stick and Move) – Get a damage bonus when endurance is not full.
Gives +3% damage when endurance is not full. Yes, it’s minor trait, I know, but… Don’t you think that the bonus is just too low for grandmaster trait with condition? :/
Suggestion: +10% damage bonus when you have less than 50% endurance.
Arms
I (Deep Strike) – Gain +40 precision for each unused signet you have equipped.
Because of this trait, some warriors have 5 signets which they never use. Please, rework this trait :<. Even if bonus is not bad, I don’t think that there should be traits which grant something for having your abilities not on cooldown. :/
Defense
VI (Cull the Weak) – Increases damage to weakened foes by 5%.
Comparing to other traits this one is less useful, I guess.
Suggestion: Increases damage to weakened foes by 5%. When you apply weakness, you also apply 3 seconds of cripple. 10 seconds cooldown.
Tactics
IV (Stronger Bowstrings) – Increases longbow range.
When warriors use longbow, it’s definitely not glass cannon warriors which want to stay at max range from combat, seriously. At most (:/) cases its warriors in condition builds wilding something like longbow + sword/sword or sword/shield.
Suggestion: remove this trait or rework it.
Example: Increases longbow range. Increases longbow damage by 20% when target is further than 600 range away.
VII (Shrug It Off) – Use Shake It Off automatically when you have more than 1 condition. This can only trigger once every 30 seconds.
Well, it’s kinda contradictory trait. It’s not an auto stun breaker, and removing just 1 condition is not what may help when you have 9000 conditions on you. In other hand, I think that shout warriors will prefer to take trait which decreases shouts cd, or Quick Breathing for example. Yes, in combination with soldier runes and vigorous shouts this trait might be useful, but without at least one of what I listed it’s just bad. :/
Suggestion: move to adept traits.
VI (Empowered) – Increases damage for every boon on you.
At first it may look like that this trait is useful, but… It’s just +1% damage for each boon type on you. In most cases it’s like +0…4% dmg. :/
Suggestion: Buff this trait or rework it. At least +2% dmg per boon. OR, something like this:
Increases damage by 1% for every boon on you. Whenever you are struck by retaliation, you gain fury for 10 seconds. 30 seconds cooldown.
Discipline
X (Mobile Strikes) Movement skills break immobilize.
Breaking immobilize is fine, but usually you are not only under immobilize but also cripple or/and chill.
Suggestion: Movement skills break immobilize and unaffected by chill and cripple.
I will add other suggestions later :v
Inventions
II (Explosive Descent) – Release a barrage of grenades when you take falling damage. Take 50% less damage from falling.
Grenade barrage definitely isn’t skill that should proc on falling. It may be strong if you will fall directly into other player, but in all other cases its just useless, especially comparing to other adept traits.
Suggestion: Falling should proc EG’s 4 or/and 5, OR throw napalm (toolbelt skill from flame turret), OR, the best choice, will be to spray oil from slick shoes in something like 180 aoe.
V (Energized Armor) – 5% of your toughness is converted to power.
And again, not useful comparing to other adept traits.
Suggestion: 5% of your toughness is converted to power. When you are disabled, you hit your enemy with bolt of lightning (5 seconds cd)(or mb even without cd).
VIII (Power Shoes) – 25% faster movement speed in combat.
Since engi have permaswiftness, traits like this should be an alternative, and not the worse option, especially as master trait.
Suggestion: 25% faster movement speed (not only in combat)
Alchemy
V (Blood Injection) – 5% of vitality is converted into condition damage.
Comparing to other traits this one is less useful.
Suggestion: merge with Acidic Coating.
VII (Deadly Mixture) – Deal 15% extra damage with a flamethrower or elixir gun.
Since FT is used for toolbelt skill (burning), knockback, fire field and aoe blind, and the only good EG’s skill which scales well with power is 4, this trait should be buffed or reworked.
Tools
I (Always Prepared) – Drop bandages when downed. This effect can only trigger once every 10 seconds. Downed damage is increased by 25%.
Well, I think that traits like this should be minor, not major. Compare to other adept traits (PERMASWIFTNESS) this is just useless.
XI (Armor Mods) – Gain 5 seconds of Aegis when critically hit. 25 second recharge.
Controlable aegis is a good thing, but this one is absolutely random. So, spending 30 traits in tools will allow you to block next attack after critical one. Every 25 seconds. So, at best, every 25 seconds you will block random atack.
Suggestion: You block next critical attack. 5 seconds recharge.
It might look like overpowered, but if you will think about how much attacks with low single strike dmg and high rate there are in game, i think that you will agree with me. Or not.
OR:
Gain 5 seconds of aegis, protection, and retaliation when critically hit. 15 seconds recharge.
XII (Adrenal Implant) – 50% faster endurance regeneration.
In all cases the best option to get 100% faster endurance regeneration is to combine Speedy Kits (Tools) with Invigorating Speed (Alchemy), even if it requires to spend 10 more points in alchemy while you already have 10-20. I think that this trait should be removed.
I have some ideas about which traits are too weak or may be too strong for place they are at in the trait lines.
Mostly I’m playing engineer, guardian, warrior, and elementalist, but I have some ideas about other classes too.
First of all I think that every major trait which grants passive % bonus to one stat depending on other should be reworked, or should also give something else. I don’t mean that this traits are SO weak, but they are not useful at most builds and, well… this is not an example of good design ;p.
I also think that traits that proc when you take falling damage should be minor traits, not major. It will make them much more usable.
So, lets start with
Engineer
Explosives
IV (Empowering Adrenaline) – Get a 5% damage bonus when endurance is not full.
Comparing to another traits like burning proc (V – Incendiary Powder) on crit its just nothing. Well, I must say that the only trait that can compare to burning proc is III (Bombs and mines have a larger explosion radius), which is usable in bunker builds. Yes, sometimes people take Incendiary Powder and another trait from adept line, putting it into major master slot. But in adept traits the strongest is Incendiary Powder. I think that it should be master or even grandmaster trait (inb4 whining).
X (Enhance Performance) – Gain 3 stacks of might for 15 seconds when you use a heal skill. This effect cannot trigger more than once every 10 seconds.
And again, comparing to another traits and even possibility to take 2 adept traits it’s not so useful. May be in some might stacking builds, but ppl won’t take it just because there are better options (Shrapnel, Explosive Powder, Short Fuse). Even moving it to adept trait will not make it effective, because as I said above there are still MUCH better options. Guess this trait should be removed/reworked/buffed a lot.
Something like 5 stacks of might for 20 seconds with 30 seconds cd would be enough if Incendiary Powder will be master/grandmaster trait.
XII (Autodefense Bomb Dispenser) – Drop a smoke bomb whenever you are disabled (stun, daze, knockdown, knockback, launch, float, sink, fear). This effect can only trigger once every 30 seconds.
I won’t dare to say that this trait is useless, but spending 30 points in trait line which gives you only offensive bonuses for defensive grandmaster trait is weird.
Suggestion: increase cd to 40 seconds, and move to master traits. OR move it to grandmaster traits in inventions, alchemy, or tools. I think that the best option will be to move this trait to tools, because both grandmaster traits in tools are just useless, I will explain why below.
Firearms
III (Infused Precision) – 50% chance to gain swiftness for 5 seconds on critical hits. This effect cannot trigger more than once every 5 seconds.
And again, comparing to other traits and the fact that engi have permaswiftness this trait is completely useless. So, the only suggestion I can make is to remove this trait and make something new.
V (Precise Sights ) – 50% chance to cause vulnerability on critical hits.
Actually, its 1 stack of vunlerability for 3 seconds. I hope I don’t need to comment this.
Suggestion: 25% chance to apply 5 stacks of vulnerability for 10 seconds and remove protection or regeneration on critical hit (15 seconds cd).
VII (Coated Bullets) – Pistol shots pierce.
Well, in terms of aoe damage grenades for ranged and bombs for meele atack are the best options. I can’t imagine buff to this trait which will make this trait viable.
/insanity on
Suggestion: Pistol shots pierce. Pistol damage increased by 50%.
/insanity off
Hmm. Seems to be enough though.
VIII (Juggernaut) – You gain 200 toughness while wielding a flamethrower. In addition, gain might for 15 seconds every 3 seconds, as long as you remain in this weapon kit.
The main problem of this trait is that nobody keeps flamethrower for more than 3-4 seconds in pvp. So, if you want people keep it longer – give them good reason.
Suggestion:
After 5 seconds of wielding a flamethrower you gain protection and retaliation for 1 second every 1 seconds.
Something like this. Still not overpowered, because you need to keep FT to gain this buffs. Not sure if somebody will do it even with this changes :p.
@Kentrey
You forgot to mention the option to normalize character in SPVP.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Normalized-Character-Models-in-sPvP/firstWhich is a top priority imho.
This.
Well, if there are rewards for achieve points, then how about to at least make some skill-based achievements? Like completing dungeon without deaths/getting downed, or killing bosses for less than X minutes. For interrupting some dangerous casts. Dodging X attacks in a row. Heal other people when they have less than 5% of their hp, etc. Its not that hard.
Yes! Necro buff time!
Hey guys, a couple of days ago we got a group of to run a 5 man warrior tpvp comp and a 5 man engineer comp and i thought i’d post the videos of some of our gameplay. We are by no means pro players, but i thought the game play might be entertaining for others.
Note: these videos are unedited and include the voice communication of the teammates which may contain inappropriate language.
Warrior Match:
http://www.youtube.com/watch?v=yjZEt_aK8kgEngineer Match:
http://www.youtube.com/watch?v=AcliG24phmI
Guys next time you’ll use 5 warriors setup take more battle standards or even 5. Also, 1 of you should use Inspiring Battle Standard trait and take one utility banner for permaregen. It’s very strong, srsly.
Some peeps just don’t like skyhammer because all they are is brute force, they have no smarts and get outsmarted/outplayed too much on skyhammer, they so use to just get in your face and throw punches they not use to tricks, smarts, wits and being outplayed.
What do we have here? One more newbie complaining about how skill based this map is. As i said in another thread, on skyhammer you should use tons of stability and/or tons of knockbacks. If you do not have any of these things, then 1 mistake – and you’re dead, while people with stability or knockbacks can do much more than 1 mistake, be putted down to 1% hp and still kill you in one shot even if you have 100% hp. Knockback spam ftw.
Saying “casual” and “pvp” in one post.
You’re doing it wrong.
at least you guys get new maps
We didn’t want this skyhammer. This dammed “funny” map which was added to tournaments roster.
and I don’t think this map is balanced—far from it.
I don’t get it. Then your very first comment was not against my post? :/ I was a bit annoyed cause i thought so.
And what is the guard doing during this time? Sitting around? He’s more likely to cc any non-guard off since the canon map is in favor of kbs. Pretty sure I do have some thought behind my claims and pretty sure guards dominate this map.
And what are YOU doing during this time? Sitting around? Trying to faceroll and cc him while he has stability? If you’re saying that this map is balanced, you shouldn’t be against fights like that. You’re taking tons of knockbacks? Be ready to pay for it. Guards have only 1 skill which knockback you and is hard to dodge – shield’s 5th skill with 40/32 seconds cd. And they only way to immobilise you is with scepter’s 3. Scepter. Scepter. My god, if you can’t fight against guard with scepter…
Don’t even try to say that hammer’s 4 or greatsword’s 5 is hard to dodge.
Yeah, and people who cheese with guards can make like 9000 mistakes and will be okay due to stability. Pretty ridonkulous
Get some brain and skill before trying to post something like that. If you see that guard has stability, then just wait before trying to hit him with launch/kb. Yes, he can be very STRONK and use SYG or aegis just in time, but guard cant keep stability with 100% uptime. Usually uptime is about 30-40%. Even with hallowed ground, it’s still not 100%. Even if it would be 100%, then, oh my god, you just wouldn’t be able to KILL GUARD IN ONE HIT. What a shame.
For all those idiots complaining about how skill based this map is, i wish to say one thing:
ANY mistake against ppl with launch/knockback – and you are dead. Just 1 mistake, while they can do 9000 mistakes, be put down to 1% hp and still be able to kill you with a single strike.
Well then remove that door underwater.
Sounds balanced.
Depending on the build, I always try to use combo fields. My Flamethrower/Elixir Gun build is all about stacking might with the fire field from the flamethrower and then keeping myself sustained with combo fields from the healing turret.
As i said above, it’s just combos which were designed to be used inside the class, by 1 player, and this combos are easy to use (since my main is engi, i just know it). Combos was positioned as something that usually require several players to be done, something that strongly affects the game. And… it’s just not.
Even when playing with team combos mostly are still not as useful as they should be comparing to how much conditions they should usually satisfy.
they should make combo fields and ability chaining into these fields alot more rewarding
Yeap, that’s what i’m talking about.
what?
in spvp is a lot use from combofields or finishers – dont know how you can think so^^i agree their are some useless finishers in some combofields noone ever care about BUT ALL classes have some combofields or finishers they need and have to use
Well, it’s just combos which were designed to be used inside the class, by 1 player. Engi also have water+blast combo with healing turret, and the amount of heal from that combo seems to be legit in this case considering how easy it is.
I talked about combos in which multiplie players are affected. I mean, in most cases it’s hard and not worth to try to do combos using fields placed by another player because of short duration of fields and low effectiveness of combos.
Combo’s was positioned as one of the key mechanics in this game. It affects wvw, slighty pve, but definitely not spvp. In spvp people use combo fields very rarely, and we are not talking about things like buffing swiftness before match using ele’s 5 in air with staff. Why? Because mostly it’s not effective. I can call effective combo’s in poison (weakness), dark (blind) and light in some cases (retaliation) . Other combo fields don’t make sense to me to even try to proc them, except water, but amount of heal is definitely too low.
Another problem is that the number of skills which place combo fields is not as high as it should be, i think.
And the main problem that spvp is very dynamic, and even if you see combo field and have suitable finisher you will mostly not release combo in time because field will expire. Generally, duration of combo fields is about 3-4 seconds, and it’s inexpedient to just walk in it and use leap or blast inside. It wastes time and it’s not worth the efforts. Just not worth.
So, my suggestions:
1)Increase the duration of combo fields, but not the effects of spells which created them. x2, for example.
2)Buff effects from using finishers in combo fields or even rework them. Examples of good effects were given above.
Also, i think that some combo’s deserve to cause physical, not condition damage. For example, blast finisher in fire field = fire nova (without burning).
Or not to cause, but increase physical damage dealing by finishers. +60% to leap, and +30% to blast finishers.
Or, since haste was nerfed, i won’t be op if some combo’s will give haste. Something like leap finisher in lightning field = 2 seconds of haste. Gcd for thieves :p.
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