Dunno about that. The maps in GW2 are fine. Conquest could use a rework from a 1cap to a team cap system, but the map themselves are well designed.
AB suffered from the farm/bs/mill trifecta defense and how easy it was to reinforce. Was a huge advantage to the team that spawned on the South side of the map.
You have good reflexes?
You do realize 1.5seconds to react is the equivalent of me throwing you a ball, hitting your chest, falling to the ground, and then you trying to catch it.
How can you possibly think that’s good reflexes?
If you want to play glass cannon, you need to know how to react. Shatter mesmer vs Backstab thief is a very even 1v1 and comes down to who lands what.
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Think the better question is if ANet cannot figure out how to fix the block bug, why not ban mace from paid tournies.
Not like there’s any reason to use it outside of block bugging. Everyone uses scepter instead.
mace/focus on a map like foefire.
mace block bug, focus block, shelter, renewed focus, aegis procs.
Fun stuff.
First, warriors aren’t bad. They’re the best support DPS in the game. Their TTK is faster than any other class, sitting at 2.5 seconds because of their pocket burst abilities.
But I don’t understand. You don’t want to “reroll” in a game where you can pick up any profession at any time and play it?
This isn’t WoW. This isn’t SWTOR. This isn’t RIFT. Barrier to entry is non-existent in GW2.
Rerolling doesn’t apply. You don’t spend anytime leveling and gearing up. You just swap characters and play.
You should be able to multi-class.
Caltrops won’t cover the entire area because it’s circular. Find the blind spot on the corner and stand in it.
Use your condition removal when you reach 18 stacks. By this time, assuming you dodged caltrops and the thief used all his initiative, your condition removal and heal should reset the fight. The thief will also reset by stealthing.
After this, time your knockbacks when LDB ends, get a slow on the thief and kite him around the point. Despite the animation LDB only has 130 range. Any slow will cut that in half and will require him to be on top of you to actually hit with LDB.
If you can’t kill him in time and caltrops are back up, same thing as the start, except this time use Elixir R to wipe the bleed stacks.
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Pretty sure the OP asked “What’s your dream team”
Just giving you the forum dream team champion line up!
5 thieves, 5 warriors, 5 guardians, or 5 mesmers.
All good choices.
5 thieves.
Team Never Die cause of stealth and Team Kill You Instantly cause of backstabs.
According to forum logic, you could never beat a team of 5 thieves. You would die before you’d get a chance to react.
Considering you’re making a whine post on the forums and calling people “thief lovers” in a game where you should be able to multi class all classes out there (or at least the 5 slots available), pretty sure the only nerves that have been struck are yours.
But I like the armchair developer in you.
Sure.
Obviously C&D, steal, and backstab would build initiative.
Heartseeker would spend it.
I like your change.
What if instead of having access to all abilities at once, your class had to use certain ones.
Have to auto attack 5 times before “skill 2” becomes active.
Need to use “skill 2” 5 times before skill 3.
There’s a reason why no one designs games this way. It’s limiting in the choices you make.
Should stop making whine posts about thieves.
A D/D ele can faceroll a D/D thief. Want to “fix” them next?
First, thought you quit playing.
Second, your posts are typically well thought out. Don’t make a whine post.
The thief’s strongest opener is C&D, steal, backstab. Wasting that on a target and knocking them down to 60% of their health is a waste. If a team is doing that to you every game, you should win, because your glass cannon DPS aren’t instantly dying from that combo.
@Cogbyrn
Right now you’re looking at least 6 months before a spectator mode will be in the game. And no game today can survive in the scene without a solid spectator mode. You can’t shoutcast matches from specific players POV.
Anet lead people into believing that GW2 was going to become an e-Sport contender shortly after release. Add some polish, fix some bugs, then good to go.
This was their focus. Their goal. To turn GW2 into the premier competitive MMORPG e-Sport. At least that’s what I got from reading the blog posts and goals for the game before launch.
LoL made no such promises in becoming an e-Sport sensation.
Any transcript of what he said?
Also, what’s his definition of a casual player. Because 99% of people are wrong in their definition of this group. They label them as “bad” when being casual has nothing to do with being bad OR good at a game.
You can’t test this from your POV as a thief because you always get the revealed debuff.
It’s a graphical error in which you are still stealthed. Other players won’t see you.
Backstab doesn’t need a damage nerf.
It needs a function nerf.
All abilities of other classes in this game have cooldowns. If you miss your 30 second cooldown, it still goes on cooldown.
All thief abilities use initiative. If you miss with your ability, you still spend the initiative.
Backstab doesn’t require initiative (because it already has a precursor) but it’s spammable. Meaning if you put up a block, I can spam into it as many times as I want. Blind? Just keep spamming.
Stealth should break when you use backstab. There is no reason a thief should get 2, 3, 4, 5, or 6 chances to backstab someone. It makes well timed blinds/blocks/dodges pointless.
Stealth is bugged right now. The thief loses the debuff after attacking but doesn’t appear for a second afterwards. Meaning you see him for one second, then he’s back into stealth.
Cripple/Chill makes a dagger thief’s life hell and you can apply them during stealth. If you can get one off, you can get distance and they won’t be able to catch you.
What milo said.
Anet wanted offense > defense. If you want to be a tank get the soldier amulet and create a build with easy access to protection. A high armor target with protection will cut a thief’s opener from 18k (on a 2k armor no protection) to 8k (on 3k armor with protection). With soldiers amulet you should be around 20k hp. It makes you such a bad target to go on, especially for thieves which aim to kill someone in an opener and lose their strength the longer fights go on.
@Demonstrative and Travesh
Thanks for the replies.
Should apply to DWi and play with me. Looking forward to your apps!
@demonstrative
I don’t know who you are. So going to go with you’re not important. Let me know when you’re done with the “you’re not on the competitve edge”. This game has no competitive edge. Just good players. And those “top teams on the competitive edge”, I’ve been playing against them for years in other games.
So keep this on necro. Plague signet is broken. Until it’s fixed to not copy and actually transfer conditions, it’s a conditon dump for the necro. It’s not that great. It doesn’t nullify anything.
Corrupt Boon is single target and really only useful vs guardians when trying to quickly take him out 2v1.
Dagger offhand is mediocre. Not as useful as Focus (as focus gives you a free corrupt boon and good lifeforce generation). You don’t actually remove 3 conditions. You remove 1 at at time per person it bounces to. So if no one else is in range, you’re only going to get one removal. Weakness is really only good vs low crit classes, which are typically Solider Amulet tank classes.
And I’m basing this on the replacement of the guardian because every single high end team that has been running with a necro HAS been replacing them with a guardian. You can stop theory crafting. What I’m saying isn’t theory. It’s tested. I have over tourny 120 games on my necro. The class falls short in every area compared to others and is not worth bringing.
The people who bring it just want to be different. Like the kids who always say “What’s the most underpowered class? I want to play that one”.
You can stop mentioning top teams. I’ve played against them. Every time they want to use a necro, they lose. If they swap it out, we go 50/50. It’s a game changer using the class, and not in their favor. And yes, they typically replace their guardian for a necro.
Necros aren’t even close to being the strongest condition damage in the game. Engineers take that role, because they actually use all of them. Mesmers come in second. Then necros. Being a condition class and being 100% reliant on one condition to do damage (as poison is there to stop healing) does not make you good condition class. In fact, it makes you a very poor one. Not to mention you build for tank anyways, so your bleed are ticking for 90 instead of 110.
How you can even think necros are the best condi damage class is beyond me.
But I don’t know what you would sacrifice for a necro. Everything is vastly more valuable.
Can’t drop guardian. Can’t get rid of a mesmer. Can’t drop a tank/condi engineer.
So you’re dropping DPS? If you’re going to run 4 tanks (only useful on BoK btw) you need knockbacks and roots to take/hold the point from players. Necro doesn’t bring any of that and a 1 second fear isn’t enough time to get people off the point.
The amount of sacrifice you make to counter 1 ability from 1 class is not worth it. Sorry.
Or keep running a necro and stomping pubs while losing to actual teams. You can win pug tournies with 5 zoo necros.
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Cool story.
Considering my pug team of DWi members has not lost yet to a top end team with a necro, gonna go ahead and say necros are useless.
The moment they swap him out for a guardian, the fights are infinitely harder.
You’re sacrificing group stability, group condition removal, retaliation, and control for…..blinds? Boon removal? Your focus targets anyways are DPS then support. Not to mention a mesmer has aoe boon AND condition removal AND portal.
Necros are awful. Teams playing with them just want to be different. Like thieves wanting to use s/d. Mediocre at best. They work in free tournies because you play pug teams 99% of the time.
Development time.
They spent the majority of their time on PvE. What was left was creating 3 similar style PvP maps and setting up the infrastructure for tournies.
Talking about the meta not fully developing and then mentioning necros in the same sentence.
Sorry, bringing a necro over a guardian in order to counter (if it lands btw, 50% chance it fails) one single annoying ability does not outweigh the fact that a necro is just a useless class.
@Sky
Team 1: Condition team
Team 2: Is unaware and doesn’t run condition removal.
First fight, Team 2 loses because they can’t handle the mass conditions.
So they swap to more condition removal mid game.
Team 1 knows this, swaps to burst.
Team 2 engages, loses because they’re no longer running against conditions.
You act like swapping can only be done on one side. You act like people are incapable of reading other players. There’s a whole mind game to be played by allowing gear/weapon swaps mid fight because both sides can do it. It makes players review their builds more carefully, deciding how flexible their trait lines are.
In this case, Team 1 outplayed Team 2 on multiple levels.
The only limiting factor should be class changing once the game has started. Because right now, if this is allowed, players with an SSD drive can instantly change up their team comp before the next res timer.
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@Jason
Once again, this isn’t about damage. The only time you’d be fighting a guardian 1v1 is at the beginning of FoN and in BoK.
Necros have no knockbacks and your fear is counterd by stability. You’re going to be knocked off the point constantly in those two maps due to necros having no access to stability.
You’re not going to kill the guardian in time before help arrives. And if help arrives for both you and him at the same time, he can simply hallowed ground and book heal his team back to full.
Then consider in team fights your team is going to be hard pressed to get stomps off from the lack of group stability. If your teammates go down, the lack of group stability makes res’ing them in time that much harder.
Case of good on paper. Bad in game.
Bunkers are not the problem. Players who want to run around in glass cannon mode and never have to adopt tactics are the problems.
There are many classes that can wreak havoc with bunker builds (necro being the most easily learned). So then you have roamers, damage, bunkers, and anti-bunkers.
That sounds way more fun than 5 thieves running around in full glass cannon mode which is what the game would come down to with no bunkers.
You honestly think a team of 5 thieves with no stability would win any fight? It doesn’t matter if they all focus fire one guy, then another, then another. It’s not enough to stop the res’ing before they all die from AoE damage and retal.
If you honestly believe that defensive and slow game play should be more rewarding than fast and offensive game play, I invite you to review the 3x healer games @ Blizzcon. Can enjoy 45mins+ each game of no one dying and people just running around in circles.
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If an enemy uses a leap or charge ability and your dodge roll/teleport does not move you outside the max range, they will turn around mid-air and follow you.
Dodge backwards. Or dodge near the end of the animation.
It’s called balance. Sure, a full 5 tank team would be boring. A full glasscannon team is boring, too.
A mixture of DPS and bunker, however, is entertaining.
A mixture is the best. I agree.
But that’s not what you have.
Right now, most teams are running 3 tanks(guardian, ele, engi), with two mid and one side point. On BoK you can swap to 4 tanks.
If you refuse to run with tanks, then your team is at a massive disadvantage, and you will most likely lose vs a good team. Where as if you choose to run without damage, you can still easily pull off a win because conquest is about point control. And tanks with knockbacks, survivability/healing, and immobilize are very strong in that department.
But tanks being a requirement is due to the currently poorly designed conquest system. Changing conquest to a flag cap system or team cap system would reduce the need for tanks as well as glass cannons, and bring in more well-rounded play styles.
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@Gilgamesh
You don’t need to kill anything. Not quickly anyways. This is most apparent on BoK where having 4 tanks with lots of knockbacks/immobilize is actually a very hard team to play against.
The only map where damage really matters is foefire, as the mid point is too large to knock people off.
The game is about point control. Not killing people. As such, 2-3 tanks are required.
Also, short fights are much more intense as one mistake can end the fight. So I find it funny you think long battles are entertaining, because long fights where no one dies and no one is punished for mistakes is the most boring game play ever.
Just go watch Blizzon VODs of 3x healer teams in WoW. Super exciting!
I played with one of the top 3 RBG in the US.
People kept their eyes on cappers and played normally. No one had a specific job to aoe on the flag. It was everyone’s job.
Bunkers would be less of an issue in a flag cap system. If your team won mid, you could easily CC the bunker (as stability was most likely blown in the fight) and cap the point.
Also, almost all AoE knockbacks and fears come up slower than stability.
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@Sanis
Just means the cap time has to be low. Something like 3 seconds. That would allow for some CC —> flag cap if your team wanted it.
If people want to sit on the flag and AoE, then you can range DPS them down. If they’re AoEin’g the flag cap, then they’re not AoE’ing the players, in which case your team could die because you’re focusing too much on the flag and not on the other team.
Then you would aslo have to make decisions mid fight. At 50% hp, do you dodge roll the incoming burst damage or stop the cap? After that dodge roll, you now have to use a damage ability, leaving you open.
It’s just adding more decisions to make when taking a point. Allows for more tricky game play. And moves away from the defensive nature of the game.
Because right now there is really no decision making. It’s bring 2-3 tanks and sit on points.
But it wouldn’t be the end-all class needed for every map.
Isn’t about removing bunkers. It’s removing the need for 2-3 every map.
You could bring more ranged & well-rounded specs with a flag cap system.
That’s the problem.
tPvP is based around point control. Control in which you cannot lose as long as 1 person is on the point.
Needs to be redesigned to a clickable channeled object that breaks on damage.
That would remove the need for 2-3 bunker classes every game.
@bettandu
This isn’t about when backstab hits a target. This is about when backstab fails to hit.
If you heartseeker a target while blinded/shielded/invulnerable, you still waste initiative.
You can sit in stealth spamming backstab into blind/shields/invulnerables and it won’t break stealth. Not until you actually hit a target.
No other ability in the game has that advantage. Not even auto attacks. You don’t go to the next chain of AA when attacking while blinded/shielded/invulnerable.
It makes backstab too easy to play. If someone blocks your backstab from stealth, that should be it. You don’t deserve a second/third/fourth/fifth chance.
100b needs 3 things to make it work. Frenzy, Bull Rush, and Stability. Without those 100b really isn’t that strong and you won’t ever instantly kill someone.
It’s the definition of a gimmick.
Thieves on the other hand can land a steal + C&D + backstab, do more damage, and not require any utility skills.
And warriors can’t easily run away. All charges/leaps are affected by cripple/chill. While teleporting is not.
But mainly warriors are very straight forward and their attack animations are over the top because it was one of the first classes developed.
Like eviscerate. Is there really a need to do a triple salchow before cutting your head off?
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How does bringing a stun breaker stop a backstab thief? Going to get out of that Kidney Shot? Oh crap…wrong game.
Backstab is OP because it doesn’t follow the rules of the game.
Other classes have cooldowns on their abilities. If they use a weapon skill while blinded, then that weapon skill goes on cooldown. If they use weapon skill and it is blocked, that skill goes on cooldown.
Thieves have initiative. If you heartseeker and miss, you waste initiative. If you C&D and miss, you waste initiative. If you use an ability and it’s blocked, you waste initiative.
Backstab doesn’t cost initiative (and rightly so) but it should still follow the rules.
So the change is simple. Either add a 2 second cooldown to backstab or make it so when backstab is used, it breaks stealth.
No more sitting stealth spamming backstab into blinds/blocks.
There. Balanced.
His job is to delay. Not kill. Not attacking him is allowing him to delay.
Let alone the fact that a bunker class can kill anyone is an insult to balance in the first place.
How do you know hes not trying to kill you where is that part i don’t see it?
And how do you know hes running a bunker build could be some balanced build.and no you don’t NEED boon removal to kill guardian with retaliation up usually most of the damage come from auto attack and not retaliation. at least you almost killed him.
Sorry sir but this is a l2p issue.
…
What are you talking about. He has damaging attacks on me from his scepter/sword. Did you even look at the Screenshot?
It isn’t 100% in combat, either.
In a short fight it might be 100%, but only because you died before the duration wore off. During that initial duration… yes, you will likely be delayed. But if you don’t attack him a ton, he’s got an entire build built around something you just made useless outside of the couple dozen seconds he delayed you from killing him.
I’m beginning to wonder if you even think through what you say before you post.
Don’t attack during retal.
In which his heal will come off CD. His shouts will come off CD. His virtues will come back up. His aegis will recharge. Which all give retal, except the heal of course.
Thanks for the idea.
This isn’t 100% uptime. Your entire complaint is worthless, because this isn’t 100% uptime. Now you are talking about delays and such… which could be it’s own thread, because it still isn’t 100% uptime on retaliation.
Yea you’re totally right. It’s not up 100% of the time. He’s not walking around with it on.
It’s only up 100% of the time when fighting people.
This is clearly not an issue because when he’s off playing with flowers, he doesn’t have retal.
You got me.
You should probably read what you post before posting. Just another GI Joe tip.
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You say his job is to delay you, and in your mind it takes 2 people to kill him.
It will take two people to kill him. Either one with boon removal or another DPS to split the retal damage.
If you hadn’t hit him… he would have never killed you. Thus, he needs 2 people to do any killing as well..
His job is to delay. Not kill. Not attacking him is allowing him to delay.
Once again, you fail to understand that not attacking a bunker class (that was brought to the game to hold a point long enough for backup to arrive) is not a viable option because you’re allowing him to fulfill his role.
Yet you think it’s perfectly viable.
And you are saying that he shouldn’t be allowed to delay you at all.
Listen, if you are playing a profession & build that doesn’t have any boon removal… and you are a player who is ignorant of the bunkers limitations… then yea, you’re gonna be delayed.
Keep in mind his entire build and playstyle centers around delaying you. You killing yourself with retal was just an added benefit.
I’m not even saying bunkers in general shouldn’t be tweaked. I am saying you failed in this fight, and you aren’t seeing it even after all this forum QQ.
Except he still delayed me. This fight went on for ~30 seconds. His heal was off cooldown.
It ended early because I died to his passive damage reflect. It would have gone longer had that not been the case. Probably about another 20-30 seconds before my CD’s came back up and he had nothing.
Once again, no bunker spec should be able to kill. Only delay incoming attacks and support their team. If they are able to kill, it’s insulting to balance.
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You say his job is to delay you, and in your mind it takes 2 people to kill him.
It will take two people to kill him. Either one with boon removal or another DPS to split the retal damage.
If you hadn’t hit him… he would have never killed you. Thus, he needs 2 people to do any killing as well..
His job is to delay. Not kill. Not attacking him is allowing him to delay.
Once again, you fail to understand that not attacking a bunker class (that was brought to the game to hold a point long enough for backup to arrive) is not a viable option because you’re allowing him to fulfill his role. Let alone the fact that a bunker class can kill anyone is an insult to balance in the first place.
Yet you think it’s perfectly viable.
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Look what you’re saying.
Burst has it’s answer. It can kill and be killed by a well-rounded player and be killed by another burst class.
If burst can’t kill a tank class, a tank class can’t kill a tank class, and a tank class can live long enough for vs a well-rounded character for backup to arrive, then something isn’t right.
You have a spec that is unkillable in two cases and fulfilled his role in the 3rd.
Hence why bunkers are ruining the game.
I think if you are going to attack and kill a bunker, you should be looking at removing boons, watching for retaliation, and generally being more patient.
Be more patient? Against a class that is designed to delay? How do you not see the problem with this? Being patient doesn’t counter the guardian. You play right into his hand.
Remove boons? As a warrior? With what abilities? Besides, what’s 1 boon removal on a cooldown going to do vs spammable retal? Heaven forbid it doesn’t get retal. Not like all classes have null field or corrupt boon.
Which then requires you to have a teammate around. So now you’re saying that you need a team to take out one class. Which means that class isn’t balanced.
Which is why bunker classes are determining team comps right now. Because they’re too strong to pass up.
Please, keep showing how you’re “not ignorant”.
But I say that in jest. Being ignorant btw isn’t a bad thing. It just means you don’t know.
Now you know. And knowing is half the battle.
Did you miss my question? How is he getting 100% retaliation uptime when he is using a sword and scepter mainhand? (obviously not just from his utilities and virtues)
-Please review the guardian skills.
I multi-class all classes.
You should probably review the skills first.
@Sky
Please refrain from being ignorant.
First off, this was a duel. I just found it…entertaining that him doing nothing provided the same benefit as using ALL OF HIS ABILITIES COMBINED. I want you to think about that for a second. Chew on it. Savor it. Then ask yourself if that’s good game design.
Second, he has retal up 100% of the time. There is no “waiting”.
Third, the design of a bunker class is to delay for backup to come. Not to kill. So “not attacking” isn’t an option because you’re effectively playing into the role of what the class was meant to do.
I’m not sure you understand what ignorant means. We’ll just let that go.
First – if this was a duel, then what do you care about how long it takes? He obviously didn’t “do nothing”, and I would just like to point out again that YOU HIT HIM FORTY SEVEN TIMES and killed yourself 230 HP at a time. This wasn’t unexpected, surely, because after #41 you could have stopped and still had 1400 HP left.
Second – No, he doesn’t. Not if he is by himself, not with what we can tell from that death recap. You are simply ignorant of Guardian abilities and cooldowns. (see how that works, let’s refrain from being ignorant)
Third – Yes, that’s right. His job is to stall you, and he should have never killed you alone. Alas… you just killed yourself on a boon that is clearly displayed by his health bar, and which clearly wasn’t up 100% of the time. It was up long enough for you to hit him 47 times though.
This is a L2P problem. I’m not saying there aren’t possibly problems with Retal in certain builds… I am saying this build isn’t one of them and you killed yourself because you were (and seem to still be) ignorant about your opponent.
You don’t know the build for perma retal.
You think it’s fine that a passive damage reflect should do as much damage as all of his abilties combined.
You think people should just not attack bunker classes.
And I’m the one who is ignorant.
Well, at least this post wasn’t directed at you. More to Anet. In which they feel the same way. Was simply giving them an update on how their battle against retal is going.
Not very well.
What does a Guardian have to do to keep Retal up 100% of the time? Just curious.
Also, how many times did you auto-attack/otherwise use abilities that are low on damage because you felt the need to keep attack when your high-damage abilities were on CD? Just curious.
Once again, this isn’t about a duel. This is about retal doing as much damage as all his abilities combined.
Not one person has answered this. So please, try. Try your hardest.
I will ask it again.
Why do you think a passive damage reflect should out damage all of his abilities combined. Do you really want to reward not playing the game over actually using abilities?
Something sounds off….
Your knowledge of the game.
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Ok, one thing I don’t understand…
… if bunkers are supposed to be countered by glass cannons, what is supposed to counter glass cannons?
The whole point of a bunker class is to delay. Not kill people. Delay. You sacrifice your offense for more defense.
A glass cannon character doesn’t need the added defense against a pure defensive character. They will already put out little damage and won’t be able to down you. So picking up more defense is pointless. Just stack offensive power.
A well-rounded character though will take a mixture of both. You will have the defensive utility and traits while being able to dish out damage. Since the glass cannon doesn’t have much to stop your damage, and you just stopped his burst, he will go down.
Problem with being well-rounded vs bunker is that while you’re able to eventually down him, the added defensive power you picked up plays against you. No reason to get damage immunities/reduction when you’re not taking damage. So you’re playing into the hands of the tank class; which is delaying.
I’m saying the game is balanced around team play, not solo play.
Like I said, when you require a team to kill one class that’s not balance.
There is a reason why tank classes are a requirement right now, why playing with 3-4 tank classes is actually viable, why they are determining the meta game.
Because they aren’t balanced. When you require a team to kill one class, but don’t require a team to kill others. When you punish people for playing the game and reward players for sitting there jumping in circles, that’s not good game design.
The whole “it’s a team game” has and always will be a cop out to excuse bad game design and poor balance decisions.
@nldixon
So what you’re saying is that it requires a team to take out a guardian.
Your definition of “balanced game play” is fascinating. Please, continue.