have a check box under “play (unranked arena)” which goes by “random arena” and once ticked, removes match making and find 9 other players who ticked “random arena” and then shuffles them into a game.
shuffle the players into teams according to their pvp experience (total games played) so both teams will have somewhat similar pvp experience.
no waiting for 2 minutes before the match starts as well. 10 seconds will do.
tl; dr
- introduce “random arena” check box under “play (unranked arena)”
- no match making
- once queued, finds 9 other players with “random arena” checked
- shuffle players into teams based on their pvp experience (total games played)
- match starts after 10 seconds
for added bonus, the winning team gets to challenge another random arena team winner.
discuss!
Hundred Blades
“Repeatedly strike multiple foes. The last strike does extra damage.”
Damage (8x): (4.21)
Final strike damage: (1.10)
Number of Targets: 3
Range: 130
Combo Finisher: Whirl
i.e. this will make hundred blades shoot out 9 firebolts in semi random directions while hundred blades-ing away in a fire field.
just turn hotjoin into RA, a 5v5 match with no waiting time and no mmr and what so ever. cannot leave or switch sides.
unranked a bit more competitive
and ranked for leagues.
i can accept this.
bump to seek more fresh feed back.
no one else thinks 21 precision per 1 critical chance is extremely confusing to new players?
… You’re a forum specialist? Thank you good sir. <3
Anyways. I prefer my suggestion. Expand PvP to enrich the experience, don’t restrict more to force people to queue :\
Wasn’t sure if the first line was meant to be an insult or not o.O
Your suggestion is good, my only concern is a flood gate type of scenario.
It was a complement. The amount of loyal fanboyism this beta weekend is toxic.
If they actually do my suggestion, it would be for the best for ArenaNet to remove unranked as there will be no reason for it. (Random Arena-style mode would replace it, and be community building)
ArenaNet seems to forget friendships are forged better when you play with a team for 5+ rounds.
Ah ok, can never tell :P some people usually use that line when they are getting ready to roast me on something.
Ideally, I would personally like to see PvP reverted back to:
Hot Join
Solo Arena
Team ArenaWith more restrictions added to Team Arena to prevent solo queue within it. Solo Arena before, you couldn’t team up so that’s fine. Then Hot Join, could do what you suggested in regards to that particular area.
It was fine but still far from ideal. One thing GW2 lacks more so than PvP leagues is a healthy PvP community.
Do you not think that hotjoin in it’s current state is one of the primary reasons more people don’t play PvP and the community is so small?
Anet seems intent on trying to build the PvP game from the top down, which to me is just silly. As far as I can see all the time and resources that are available are being put into things like promoting elite high level tournaments and constant tinkering with the formulas for trying to create balanced matches in ranked arena’s – How about worrying about the bottom end where the vast majority are getting their first experiences of pvp – fix that and you at least have some hope that the community will grow.
no.
the reason because the pvp community is small is because people do not like to wait 5 minutes before playing a match.
Huh!? – Removing the ability to do dailies in hotjoin means players would play unranked instead and queue times would be shorter!
no. people will stop playing pvp all together.
queue times will never be shorter.
you are also forgetting the mandatory 2 minutes wait before a match can even begin.
wait at least 2+ minutes for queue to pop.
wait 2 minutes before the match even begins.
enjoy match with terrible match making, afk players, 4 vs 5, toxic behavior etc
i like hotjoin the way it is now, though some improvements could be made, unfortunately those improvements will never arrive.
because esprouts.
… You’re a forum specialist? Thank you good sir. <3
Anyways. I prefer my suggestion. Expand PvP to enrich the experience, don’t restrict more to force people to queue :\
Wasn’t sure if the first line was meant to be an insult or not o.O
Your suggestion is good, my only concern is a flood gate type of scenario.
It was a complement. The amount of loyal fanboyism this beta weekend is toxic.
If they actually do my suggestion, it would be for the best for ArenaNet to remove unranked as there will be no reason for it. (Random Arena-style mode would replace it, and be community building)
ArenaNet seems to forget friendships are forged better when you play with a team for 5+ rounds.
Ah ok, can never tell :P some people usually use that line when they are getting ready to roast me on something.
Ideally, I would personally like to see PvP reverted back to:
Hot Join
Solo Arena
Team ArenaWith more restrictions added to Team Arena to prevent solo queue within it. Solo Arena before, you couldn’t team up so that’s fine. Then Hot Join, could do what you suggested in regards to that particular area.
It was fine but still far from ideal. One thing GW2 lacks more so than PvP leagues is a healthy PvP community.
Do you not think that hotjoin in it’s current state is one of the primary reasons more people don’t play PvP and the community is so small?
Anet seems intent on trying to build the PvP game from the top down, which to me is just silly. As far as I can see all the time and resources that are available are being put into things like promoting elite high level tournaments and constant tinkering with the formulas for trying to create balanced matches in ranked arena’s – How about worrying about the bottom end where the vast majority are getting their first experiences of pvp – fix that and you at least have some hope that the community will grow.
no.
the reason because the pvp community is small is because people do not like to wait 5 minutes before playing a match.
i just wish hotm had crafting tables and mystic forge so we had at least something to do while in q :<
aye, this would be nice.
they gave us trading post, bank, laurel merchant.
why not crafting tables and mystic forge as well?
well, we used to have a pvp items mystic forge but they removed it.
guild wars 1 random annihilation mode would be nice.
that’s not called death match.
its called annihilation.
they could just import the 4 v 4 random arena maps from gw1 and we could have fun with them in gw2.
how broken is chrono ?
engineer:
Forceful Explosives (Bombs and mines have a larger explosion radius.)
Rifled Barrels (Improves rifle, pistol, harpoon gun, and elixir gun range)
Coated Bullets (Pistol shots pierce)
+1 Grenade on grenade skillsso …
what do we get?
the number of traits that were made baseline for each profession:4.0 engineer
I am sure most engineers would be happy if this would be the case, BUT:
Currently “Rifled Barrels” only affects rifle range. It used to also affect elixir gun, harpoon gun and pistol, but no more. In fact there is NO way currently to increase the range for the 3 mentioned weapons/kits. And the reduced range hurts my game play a lot as I was always speccing that trait before.
Coated bullets didn’t happen and isn’t available anymore.
Forceful explosions is probably bugged. It shows 240 radius in tooltip, but the actual radius for bombs is 180 range. Has been like that since Jun 23
Grenade kit got a big nerf: 1500 -> 900 range. Poison grenade used to make a poison field, but does that no longer. Grenades used to be good for hybrid damage and celestial, but are now more power oriented, due general changes to conditions, condition duration from explosives line is gone, incendiary powder moved to different trait line, vulnerability lasting shorter time etc. So big part of damage and range is gone.Reality:
engineers got 0.5 traits made into baseline. Less than any other profession!I agree that mesmers got too much in the Jun 23 patch, the biggest offenders being massive boost to PU, confounding suggestions from 50% chance of stun to 100% <— a GM trait made adept and buffed at same time (= insanity!)
aye, thanks for letting me know, i’ll go edit the engineer ones now.
To start such a thread, you really should’ve done more homework.
doesn’t matter, mesmers still have most traits made baseline.
the recharge time for 4 of the ranger shouts undeniably longer than average, you all are wrong and inaccurate!
I insist the cd its not the problem..
I dont find a place for shouts without regen and swiftness even if it was on a 1sec cd..
most of the recharge time of ranger shouts (except for 2) is long when compared against warrior and guardian shouts, that is a problem.
what do you mean in your second line?
You can lower the cds with Resounding Timbre..
The problem with shouts aint the cd imo.
They dont effect the team and 2 ( sic em and gaurd ) effect only the pet untraited..Imo this is bad design.. “Hey i shout but only my pet hear it, not even me”
no, i want the base recharge time to be lowered.
after the trait, all ranger shouts give regeneration and swiftness to nearby allies right?
Rangers shouts could use some buff work XD.
aye, lowering base recharge time would be a good start.
what do you think?
note:
this topic is placed in pvp forum instead of ranger forum to gather feedback from non ranger players as well.
ranger shouts recharge time are too long, well, besides “we heal as one” and “guard” that is, all the other shouts very way too long recharge time.
let’s change that shall we?
from here:
https://wiki.guildwars2.com/wiki/Shout#Ranger
“We heal as one!” 1 20 Heal yourself and your pet.
“Guard!” 0 15 Command your pet to aggressively guard an area. Your pet gains stealth and protection for a short duration.
“Protect Me!” 60 Instead of attacking, your pet will protect you by absorbing all damage you would take.
“Search and Rescue!” 4 85 Your pet will seek out and revive a downed ally.
“Sic ’Em!” 2 40 Your pet runs faster and does more damage.
“Strength of the pack!” 1 60 Rampage with your pet, gaining stability, fury, and swiftness. You and your pet also grant might to each other when you attack.
the first 2 shouts recharge time is fine, the others are too long, lets take a look at them.
the “protect me” is a weaker version of endure pain, as it prevents capture point contribution and can be cancelled prematurely if another shout is used, the pet is given an order (f1 attack, f2 skill, f3 return, f4 swap), or the pet is defeated.
60 seconds is too long, maybe 40 would be fair.
next we have “search and rescue” which is a very weak revive skill and an absurdly long recharge time. 85 seconds is too long. not sure if cutting it in half becoming 40 seconds would make it any more useful.
anyway, 85 seconds is too long. 40 seconds maybe more okay.
well “sic em” is useful, but the 40 seconds recharge time is inconvenient, and the 10 seconds pet buffs is easily removed if another shout is used, pet given an order, pet dies or the target goes invisible or is defeated.
so make it 30 seconds instead.
lastly, we have the elite shout, “strength of the pack” which pulses boons for 3 times or 4 times within 10 seconds ( 0 . . 3 . . 6 . . 9 . ) well originally it has a 20 seconds duration but 120 seconds recharge and they just shaved both in half.
60 seconds seems fair for an elite, however, warrior’s signet of rage boons last 25 seconds though the boons are given one shot instead of per pulse.
lets shave the recharge time to 40 seconds anyway!
so, revised recharge time for ranger’s shouts, we have:
protect me 60 > 40
search and rescue 85 > 40
sic em 40 > 30
strength of the pack 60 > 40
so, discuss!
share boons/ adding ally condition removal would be nice
rangers can already do this.
6 shouts
traited shouts give regeneration and swiftness
soldier runes remove condition on shout
Deimos.. Why did you have to start this flame train up again?
because it is the fact.
the fact that mesmer had way more traits made baseline than other professions.
other professions needs to have more removed traits made baseline in order to be fair.
fact is fact.
necro’s get 2 health bars, why cant other professions get them too? not fair.
Wars get adrenaline that gives them great regen while maxed, why cant other professions get that too? not fair.
guards get a ton of protection boons, blocks and heals, why cant other professions have that too? not fair.
id keep going but im getting bored, and i think i made my point….
no, you did not.
the fact is, mesmer had more traits made baseline than other professions.
so, other professions should get some more traits made baseline too.
merged traits that are UP, sure. making traits baseline? no.
mesmers get 6 traits baseline, so why can’t other professions get them too?
not fair.
They only should rework inspiring Battle standard readding the old version.
The actual banner trait is really bad.
yes, banner recharge and radius should be merged into the current banner trait, and available as a grandmaster trait in tactics line, not discipline.
swap places with powerful synergy perhaps?
because powerful synergy does not seems very tactic-ky to me.
also, giving warriors some useless traits as baseline would not make them overpowered.
Allow me to remind us all, what this thread is about:
giving non mesmers professions some removed traits as baseline would not break the game.
you guys are overeating.
mesmer is balanced, the other professions are not.
it is that hard to accept this?
snip
i don’t play ele so i dunno how to comment on them.
i dunno how to nerf ele either so i won’t comment on them.
yes, warriors need some love, that, i will start another topic for that.
and no, this topic is not about me wanting to nerf mesmers.
mesmers are fine now.warrior needs some love.
(yes, this is my intention)Posts regarding mesmers state now and before should, how ever tempting the subject might be, perhaps be taken somewhere else, unless you feel the original subject is that important/valid?
I am eagerly awaiting what the title of the next warrior-promoting thread will be.
Poxxia,
i already made that warrior topic, however, it did not get much forum love.
could ya head over there and help out a bit?
i only asked for some useless removed warrior traits to be made baseline.
Called it.
15chars
called what?
A bunch of these have no reason to be baselined. Only ones, out of these anyway, that would be reasonable would be Inspiring and Powerful Banners. Traits become baseline when they are absolutely necessary to play a class or use a weapon, which most of these aren’t.
by that logic, fast hands and cleansing ire should be baseline.
notes to forum moderator:
1. this topic is placed here to receive feedback from non warrior pvp players as well.
2. this topic is about making removed warrior traits baseline. please do not merge.
as i was saying in another topic:
https://forum-en.gw2archive.eu/forum/game/pvp/mesmers-has-too-many-traits-made-baseline/first#post5349735
mesmers have too many traits made baseline, so here i am, asking for warriors to have more traits made baseline too.
no, i’m not asking for fast hands or cleansing ire to be made baseline.
let’s look at some removed of the warrior traits.
from here:
https://wiki.guildwars2.com/wiki/List_of_historical_traits#Warrior_traits
i picked out some that could be useful, or simply as useless filler baseline traits.
https://wiki.guildwars2.com/wiki/Furious_Speed
https://wiki.guildwars2.com/wiki/Desperate_Power
https://wiki.guildwars2.com/wiki/Turtle%27s_Defense
https://wiki.guildwars2.com/wiki/Short_Temper
https://wiki.guildwars2.com/wiki/Thrill_of_the_Kill
https://wiki.guildwars2.com/wiki/Inspiring_Banners
https://wiki.guildwars2.com/wiki/Powerful_Banners
quick reference for what they do
furious speed: 100% chance to gain 10 s swiftness on critical hits. 10s recharge
desperate power: deal +20% damage when health < 25%
turtle’s defense: +200 toughness when crippled, chilled, stunned, or immobilized.
short temper: gain 3 might 5s and 1 adrenaline each time you are blocked.
thrill of the kill: gain 10 adrenaline on a kill.
inspiring banners: banners radius increased 50% recharge reduced 20%
powerful banners: banners do damage when summoned.
most useless trait would be powerful banners, since banners have long recharge time, the damage is puny, the radius is tiny. useless.
inspiring banners is very useful, in fact, it was always used in banner builds, but they removed it. did not even bother to explain why. actually, both powerful banners and inspiring banners should be bundled together with the inspiring battle standards trait to become a grandmaster trait instead. then powerful synergy could become a master trait in discipline specialization.
short temper, thrill of the kill really should be made baseline for the warrior as the adrenaline gain has been nerfed into the ground, having more adrenaline gain would not hurt.
desperate power seems borderline useless, unless used together with dual endure pain, because at 25% health the warrior is usually quite dead.
turtles defense is nice to have, and furious speed may be a bit too powerful if made baseline.
well, for myself, i would appreciate if at least these 2 adrenaline generating traits are made baseline:
short temper
thrill of the kill
even better if this one made it too:
turtle’s defense
this is quite situational but still could be useful:
desperate power
this is simply asking for too much, but hey, i can dream right?
furious speed
anyway, discuss !
oh btw the 2 banner traits should be bundled together with the current banner trait.
update:
reasons why these 5 traits should be made baseline
1. short temper
it is only natural for warriors to feel angry when their attacks are blocked, gaining 1 adrenal and 1 might 5 s is perfectly natural as it fits with the warrior theme.
2. thrill of the kill
again, another natural trait for warriors, it is very natural for warriors to feel excited after they have made a kill. this is justified as a baseline trait.
3. turtle’s defense
warrior is master of defense, wearing heavy armor, of course it is natural that they know how to defend themselves better after being hit by movement impairing conditions. this is natural defense.
4. desperate power
warriors cannot stealth, cannot teleport, cannot enter death shroud, cannot summon illusions, cannot give protection boon to themselves. warriors can only face tank damage that long before they go down. it is perfectly fair for dying warriors to deal a little bit of more damage. this is normal.
5. furious speed
warriors are always angry, it is normal for them to get angrier and faster after landing a critical hit.
(edited by Deimos Tel Arin.7391)
New player makes a d/d cele ele
Tell him which buttons to press, over and over and over.Watch him faceroll his keyboard and do good.
not really.
i have been playing for 3+ years and i still dunno how to play ele.20 weapon skills are too much for me.
i honestly hope thats a joke
no i’m not joking.
i can’t play these professions properly:
ele, thief, guardian
others still okay.
warrior, i’m always a warrior player
necro, minion master is not hard to play
ranger, pew pew is fun
engineer, flamer and elixirs seems fun nowadays, to me anyway
mesmer, i just shoot my purple laser and they just die like that.
engineer:
Forceful Explosives (Bombs and mines have a larger explosion radius.)
Rifled Barrels (Improves rifle, pistol, harpoon gun, and elixir gun range)
Coated Bullets (Pistol shots pierce)
+1 Grenade on grenade skillsso …
what do we get?
the number of traits that were made baseline for each profession:4.0 engineer
I am sure most engineers would be happy if this would be the case, BUT:
Currently “Rifled Barrels” only affects rifle range. It used to also affect elixir gun, harpoon gun and pistol, but no more. In fact there is NO way currently to increase the range for the 3 mentioned weapons/kits. And the reduced range hurts my game play a lot as I was always speccing that trait before.
Coated bullets didn’t happen and isn’t available anymore.
Forceful explosions is probably bugged. It shows 240 radius in tooltip, but the actual radius for bombs is 180 range. Has been like that since Jun 23
Grenade kit got a big nerf: 1500 -> 900 range. Poison grenade used to make a poison field, but does that no longer. Grenades used to be good for hybrid damage and celestial, but are now more power oriented, due general changes to conditions, condition duration from explosives line is gone, incendiary powder moved to different trait line, vulnerability lasting shorter time etc. So big part of damage and range is gone.Reality:
engineers got 0.5 traits made into baseline. Less than any other profession!I agree that mesmers got too much in the Jun 23 patch, the biggest offenders being massive boost to PU, confounding suggestions from 50% chance of stun to 100% <— a GM trait made adept and buffed at same time (= insanity!)
aye, thanks for letting me know, i’ll go edit the engineer ones now.
New player makes a d/d cele ele
Tell him which buttons to press, over and over and over.Watch him faceroll his keyboard and do good.
not really.
i have been playing for 3+ years and i still dunno how to play ele.
20 weapon skills are too much for me.
Protected Mantras was never a trait worth taking, so… shrug?
they said they removed necromancer’s dark armor because no one was using it.
they could have made it baseline.
https://wiki.guildwars2.com/wiki/Dark_Armor
only affects 3 land skills, 1 downed skill
https://wiki.guildwars2.com/wiki/Channeled_skill
would be a nice gesture to throw in this trait for free.
but now, they removed it completely.
Haha the ranger ones you mentioned that they got baseline aren’t even baseline… To get fury on survival skills you need to use a GM trait, same with velocity on the longbow which is also a GM trait. Hardly baseline.
Yes, longbow did get 1,500 range though baseline.
And the spirits are so bad, that baseline change literally doesn’t even matter.
So that leaves 2 for ranger.
Lol so much misinformation
aye, i’m not really a ranger player so sorry about that error.
i took the info from dulfy’s blog.
thanks for letting me know!
imma go correct it now.
giving non mesmers professions some removed traits as baseline would not break the game.
you guys are overeating.
mesmer is balanced, the other professions are not.
it is that hard to accept this?
The main focus right now should be bringing D/D ele back in line with the rest, while giving a bit of buffs to rangers, engineers and necros.
(Probably a bit of love to warriors too… probably.)
i don’t play ele so i dunno how to comment on them.
i dunno how to nerf ele either so i won’t comment on them.
yes, warriors need some love, that, i will start another topic for that.
and no, this topic is not about me wanting to nerf mesmers.
mesmers are fine now.
warrior needs some love.
(yes, this is my intention)
ya all can “defend” mesmer all you want, but the fact still remains that mesmer has the most traits made baseline compared against other professions, and mesmers are a bit more powerful at the moment when played right.
other professions need to have a bit more traits made baseline in order to make things more fair.
and seriously, mesmers were not useless at all before the patch, mesmers were viable even before the massive buffs they received.
now, mesmers are at the top of the food chain.
it is only fair for other professions at the bottom to receive some slice of the cake as well.
Mesmer:
Reduced glamour recharge rate (Glamours had a huge cooldown and were rarely used in PvP, except portal)Phantasmal Strength: Phantasmal damage boost (Fair exchange for loosing conditions on clone death)
Manipulation range. (Needed Buff IMO)
Illusionary Persona: Shattering illusions creates the shatter effect on you as well. (Having this trait in a line, completely ruined build diversity, shatter mesmers couldn’t even function properly without this, and even most other builds.)
Illusionary Elasticity: Bouncing attacks have one additional bounce. (This effect was removed on GS #2 which was pretty much the only ability that mattered, at this point loosing this trait wouldn’t even phase the mesmer)
Protected Mantras: Gain extra armor when you cast a mantra (Utterly laughably useless)
Balancing isn’t as black and white as you think.
so what?
still does not change the fact that mesmers have too many traits made baseline when compared against other professions.
i could say the same for certain warrior traits that should be made baseline.
face the facts please, the fact is that mesmer has more traits made baseline and other professions should be given a fair share as well.
Mesmer is fine now, mesmer has too many baseline traits…contradiction right here. but I do understand what you’re saying. Mesmer needs tone down or rest needs buff… second option wich will result in the same thing as a mesmer nerf except for the fact that now all classes will be heavily over the top and this should not happen imo…only logical thing is nerf mesmer, it’s the most toxic class off all atm…and even bad players do exceptionally well on mesmer now
well, giving non mesmers more traits made baseline won’t exactly make them more powerful than they are currently, it has to depends on how powerful the traits are.
anyway, i was wrong about warrior having no traits made baseline, it has at least one.
Stronger Bowstrings: longbow range increased by 20% or 200
why does anyone realy care about this … srsly … srrrrrsly!!!
because they enjoy waiting for at least 4 – 5 minutes before a game can begin.
note to forum moderator:
this topic is about mesmers having more traits made baseline than other professions, and to make things fair, other professions should have more traits made baseline as well. please do not merge this topic with other mesmer topics.
tl; dr
other professions should have more traits made baseline as well.
mesmers has too many traits made baseline, at least 6.
other professions have some, ele, thief, warriors only have one trait made baseline.
this is NOT balanced, and something needs to be done about it.
something, as in,
other professions should get equal amount of traits made baseline too.
for quick reference:
from here we got:
http://dulfy.net/2015/04/25/gw2-core-specializations/
(please correct me if there are more traits being baseline as i can’t seem to find a list else where other than dulfy ’s blog)
elementalist:
Blasting Staff: Area attacks with staff are larger.
*thief: *
+1 Venom additional charges
guardian:
Consecrated Ground (Consecration skills use ground targeting).
Elite duration increase
Improved Spirit weapon duration
mesmer:
Reduced glamour recharge rate
Phantasmal Strength: Phantasmal damage boost
Manipulation range.
Illusionary Persona: Shattering illusions creates the shatter effect on you as well.
Illusionary Elasticity: Bouncing attacks have one additional bounce.
Protected Mantras: Gain extra armor when you cast a mantra
necromancer:
Wells uses ground targeting
Minion recharge reduction
Focus weapon range increases
staff mastery: staff skills recharge reduction
greater marks: marks radius increased (unblockable moved into soul marks)
ranger:
Longbow velocity increase and range increase
75% trigger rate on spirits
Grant fury on use of Survival skills
*warrior: *
Stronger Bowstrings: Increases longbow range.
engineer:
Forceful Explosives (Bombs and mines have a larger explosion radius.)
Rifled Barrels (Improves rifle, pistol, harpoon gun, and elixir gun range)
Coated Bullets (Pistol shots pierce)
+1 Grenade on grenade skills
engineer notes:
forceful explosives seems bugged and not working as claimed by someone.
so …
what do we get?
the number of traits that were made baseline for each profession:
1.00 ele
1.00 thief
3.00 guardian
6.00 mesmer
4.50 necromancer
2.00 ranger
1.00 warrior
1.25 engineer
mesmers got 6 traits made baseline,
1 grandmaster major trait
2 master major traits
2 adept major traits
1 grandmaster minor trait
now, i’m not asking mesmers to be nerfed here, mesmers are fine now.
it is just that other professions are not strong enough.
other professions should have more traits made baseline, in order to be more balanced when compared with the amount of traits that mesmer got baseline.
starting with the warrior profession, of course, since warriors get only one traits made baseline after the big patch, and i’m a warrior player mainly, but that will be another topic for another day.
today, we discuss about how the mesmer has too many traits made baseline, and that other non mesmer professions should get more traits made baseline too!
so, the question is, do you agree that other non mesmer professions should get more traits made baseline?
discuss !
update:
made some changes after i realized warrior did get one trait made baseline.
(edited by Deimos Tel Arin.7391)
when we get shifted to the losing team due to auto balance, we should get full win rewards.
but we don’kittens
broken.
please fix it.
auto balance win reward broken
please fix thanks
Wtf? warriors aren’t least popular at all, they’re pretty fun and easy while also having a high skill cap.
Mesmer are in a particularly good spot atm (powerblock nerf incoming).
Ele are basically god mode due to burning being broken and their various op traits making them so hard to 1v1.
It seem to follow a trend but fortunately there’s a bit of everything in arenas and the slight difference if there’s one isn’t noticable
warriors are good in casual hotjoin when the opposing players are not that experienced or skilled in dealing with warriors.
rampage was balanced, been unjustly nerfed recently though.
other warrior things need buffs.
maybe instead of new weapons, we use existing weapons but get all brand new berserker weapon skills with them?
imagine
3 new berserker main hand sword skills
2 new berserker off hand sword skills
3 new berserker main hand mace skills
2 new berserker off hand mace skills
3 new berserker main hand axe skills
2 new berserker off hand axe skills
5 new berserker greatsword skills
5 new berserker hammer skills
2 new berserker offhand warhorn skills
2 new berserker offhand shield skills
5 new berserker spear skills
5 new berserker harpoon gun skills
naaah it won’t happen
the mantra recharging at once was wonderful.
there is no need to increase the base recharge time as it is balanced.
unfortunately, this was short lived.
fortunately, i do not run mantras.
its actually rather okay once you kinda get used to it though.
whats a boogie woogie ?
well, i play mainly in hotjoin and the people there are usually silent.
1. What weapon do you think warrior is gonna get?
offhand dagger, because datamined info says warrior gonna be berserker, dagger seems to match more with the theme.
2. What weapon would you like warrior to have?
offhand pistol, with pistol skill 4 being an auto attack, or at least rapid fire with a fast recharge time. maybe 2.25s activation time, 10x attacks, 5s recharge. nah. it won’t happen.
3. What kind of new proffesion mechanic do you think warrior is gonna get?
lots of instant activation or fast activation, non telegraphed skills or attacks. since we got a lot of slow activating and highly telegraphed skills and attacks already.
4. What kind of ultility skills? And what kind of elite skill? (Do keep in mind that skills will have to come from other classes)
cantrip perhaps? from https://wiki.guildwars2.com/wiki/Cantrip we get “Cantrip is a skill type that enhances the character’s survivability.” and most cantrip have zero activation time, means instant cast. i think berserker needs to have some decent utility survival skills.
elite skill, maybe hulk mode? wait, rampage already does that.
some kind of berserker mode perhaps?
5 What is the specs name gonna be?
berserker. because, datamined info says so.
choovanski,
thanks for the feedback!
Tim,
hmmm if that could be too powerful, what if,
Fierce Spray | 2¼ s Activation time
“Spray bullets at your target while moving.”
Damage (10x): (1.65)
Combo Finisher: Physical Projectile (20% Chance)
Range: 1,200
changes:
- activation time tripled
- overall damage tripled
- removed adrenaline gain
- name changed to fierce spray
- number of attacks increased to 10
- combo finisher physical projectile chance lowered to 20%
make it simple. just spray. the level 1 adrenaline charge would be useful, and not too powerful i guess.
what do you think?
i think this issue was simply never brought up before and hence nothing was done about it. and yes, i believe the extra stats from signets should be counted for even though the increase is just a tiny bit.
this topic is placed here to receive feedback from non-warrior players as well.
please do not merge this topic into other topics as this topic is about warrior rifle skill 1.
as of now, we have:
https://wiki.guildwars2.com/wiki/Fierce_Shot
Fierce Shot | ¾ s Activation time
“Fire a shot at your target, gaining bonus adrenaline against vulnerable targets.”
Damage: (0.55)
Adrenaline: 1
Combo Finisher: Physical Projectile
Range: 1,200
i propose the following change:
Fierce Spray | 2¼ s Activation time
“Spray bullets at your target while moving, gaining bonus adrenaline against vulnerable targets.”
Damage (10x): (1.65)
Adrenaline: 1
Combo Finisher: Physical Projectile (20% Chance)
Range: 1,200
changes:
- activation time tripled
- overall damage tripled
- name changed to fierce spray
- number of attacks increased to 10
- combo finisher physical projectile chance lowered to 20%
basically the new version allows warriors to fill one bar of adrenaline against non vulnerable targets provided that all 10 attacks hit or two bars against vulnerable targets.
counter play would be retaliation, blind field, line of sight, confusion. evasion, 3 seconds nom aegis block.
discuss!
update:
if adrenaline gain is too powerful, what if we removed it?
Fierce Spray | 2¼ s Activation time
“Spray bullets at your target while moving.”
Damage (10x): (1.65)
Combo Finisher: Physical Projectile (20% Chance)
Range: 1,200
changes:
- activation time tripled
- overall damage tripled
- removed adrenaline gain
- name changed to fierce spray
- number of attacks increased to 10
- combo finisher physical projectile chance lowered to 20%
(edited by Deimos Tel Arin.7391)
no, you’re not the only one.
it has been 3 years and i can’t play elementalist well even in hotjoin.
followed by thief.
other professions i still can find some success.
changed topic title as there was no public feedback.
tl; dr
it takes too long for a queued game to start.
in the original guild wars 1 random arenas, a 30 seconds timer counts down all the time, and players queue for it. once groups of 8 players have queued and the 30 seconds timer ends, those groups of 8 are made into 4 man groups and faced off each other.
after 10 seconds into the map the match begins.
fights are started within a minute.
here, we need to wait at least 4 – 5 minutes before a match can begin.