Did you duo queue? Don’t join teamqueue with anything but 5.
Everbody starts the match with 1 stack of this buff:
Second Chance
- when you have this buff and fall down to the worm area you respawn instantly and lose a stack
- maximum 3 stacks
- gain a stack when capping a point
- still give 5 points to enemy team when you die
- still takes falling time until you hit the ground before you respawn
Pro:
- makes inavoidable fall deaths (which exist vs certain specs) less punishing
- promotes rotating your positions more (not 1 guy with a stability/knockback build camping hammer but instead people cap a point first before they enter the hammer area)
Contra:
- intentionally jumping down when close to dying to decrease respawn time (will remove stacks though and make you more vulnerable to the next knockbacks so it would be kind of a greedy play)
- right now you respawn slower if you hold more points which would be kind of neglected here (although could still make this have a malus)
(edited by Dojo.1867)
What the kitten you would want someone in your team that DCs once like every 4 games?
4 might be a bit over the top.
But lets assume he plays 10 games a day and DCs once per day. Doesnt sound like a big deal does it? He contributes like everyone else during 90% of his games and only DCs 10% of his games. Right?
But in theory this could mean that every single soloq game could end up being a 4v5. Since its “ok” to DC once a day (which isnt more than 10 games a day for most).
Or people that play only a few games per day could end up just afking out one of their games since their stacks get reset a few hours later anyway. So the punishment needs to be severe enough or people just laugh about it and afk out whenever they like.
So in 10 games he still makes 4 people lose due to him. No thx. Also I doubt he did 10 games when he DCed.
Some people here are trying to make it not sound like a big deal but 1 out of 10 is still freaking huge. These people need to be stopped from playing urgently!
OP is literally saying his internet is unstable and wants to join the game with this internet (which he clearly has no control over) the day after DCing 3 times AGAIN. Wow.
3 times.
Over 3 days.That is far less extreme, especially if you play the game allot.
i’ll just refer back to your post about the absence of a “ready” button.
that button would do nothing.
it would not prevent dc’s from happening right after that button’s pressed.
Tweaks to match design, like a ‘ready button’, would prevent the majority of 4v5s…
That’s fixing the core of the issue.it’s really as simple as this: if you’ve dc’d more than twice within 2 days, stop for a day and try again. don’t be stupid and keep trying when you’re one disconnect away from the punishment. you know the rules. common sense would have solved this problem.
???
You are justifying why the rule should be the rule with “you know the rules”.
Seriously?“stupid and keep trying”…
You mean “playing the game he finds entertaining and paid money for”?
Having to stop playing a game for a few days is an abnormally harsh punishment for very occasionally spazy internet.
What the kitten you would want someone in your team that DCs once like every 4 games?
OP is literally saying his internet is unstable and wants to join the game with this internet (which he clearly has no control over) the day after DCing 3 times AGAIN. Wow.
There is absolutely no problem here with the system. Know the 4on5s you ocasionally have to endure? Listen to OP and it will become more frequent.
Pls no caps. Stupid idea. Makes the game even more easy to play. If you get hit by a lot of stuff or stand in those fields you should suffer the consequences.
They could easy just make untraited grenade kit say “throw 2 or 3 grenades”. Would be an example of when RNG would not be toxic. And if you don’t want any RNG you could still go for the trait which makes it 3 all the time.
It really wouldn’t be hard to design stuff like that better, they just don’t care enough about class skills (pvp).
In this thread: people that get actually knocked back by big old bomb. Wow!
Ye stop playing if your internet is unstable. All working as intended, maybe should have stopped you from playing a bit faster.
/thread
The problem is not the heal amount but the fact that it does nothing against conditions where
- Elixir H can be traited with Cleaning Formula 409
- Healing Turret naturally removes condis
- Medkit removes condis with skill 4
Due to that you cannot fit it in a build without being kittened by any kind of conditions.
You can kill this engi alone but the point is decapped for sure.
Then what about this situation is not balanced.
Decap engi are a serious problem to be honest.
Unless you have a warrior defending the close point with its crazy stability uptime, you just can’t prevent the engineer to get a decap or even a full-cap. Even if someone comes to help the close point defender, you take an insane amount of time to put the engineer down to the point it is not even worth the time to defend the close point.
When there is a decap engineer assaulting a node and we have no warrior available, the best thing to do is to just leave the point to the engineer which is pretty sad.
Honestly I think you are completely wrong. The problem here is that it kind of counters the current meta including bunker guardians. If guardians would take the stunbreak teleport more often for example they would counter this quite abit. Also you can totally kill those engis with 2 competent people.
Honestly, rank grind after r40 becoming quite ridiculous, especially if you’re not playing teamQ constantly. I beginning to understand all those Skyhammer farmers.
Actually if they retrospectively rewarded turney players there would be a lot more people ~45 already that now sit in their 30s.
I don’t get it. Some of the traits you claim as useless or not functional, work so well they are generally considered borderline OP. Yet you do not even list some traits that do not even function. Yet others are great traits that function well. Your list is baffling to me.
I list every single grandmaster trait engi has.
The ones at the bottom of the list are okay (because people say HGH still works, yes that is why it is at the bottom of the “bad design list”).
Also you don’t get when AR is useless? Obviously when you are fighting a power build. This is why I called it “either useless or broken”.
(edited by Dojo.1867)
Charzookas aren’t wielded on your shoulder.
Just saw this other thread where someone suggested a 1600 gem item for the retrospective reward.
Since I guess it takes some time if someone would program these retrospective rewards it would be ok for me to pay for it. I mean sure, we should have just gotten for free but if this increases the chance then I am fine with it…
I’m all for making money… but not like this. =|
I would 100% buy the Scroll of Past Victories and right now I feel robbed for getting much less rank points for my time playing than the hotjoin farmers.
Developer Instructions:
- Delete Automated Response from the game.
- Move Elixir Infused Bombs from inventions to alchemy.
- New inventions gm trait: Minelayer [Drop 2 mines when using a gadget and 1 mine when using a gadget toolbelt skill.].
1. Automated Response
This is either useless or broken. Very good example on how to not design traits.
2. Napalm Specialist
We have enough burning already to never take this as a GM in this line. Maybe would work as secondary effect with something else.
3. Grenadier
Incredible strong but again a good example for bad design. Nobody ever runs grenades without it. The efficiency gap is just huge (+50%) so it is basically limiting build variety making every grenade build must have 30 power.
4. Armor Mods
While the effect itself is not random I wonder why we got this here. This has nearly 0 interaction with anything else engineer has (beside maybe frustrating the enemy to death together with blinds). Also it basically has the same niche as Adrenal Implants.
5. Adrenal Implants
This is basically poor mans Vigor (which we get as adept trait with kit swapping). Very random to have this that deep into tools but well, allows GC builds to dodge more I guess.
6. Autodefense Bomb Dispenser
While smokebomb is good the cooldown is still a bit too high. Also will never see the light due to Grenadier.
7. Modified Ammunition
This atleast has a place when fighting the lord in stonemist castle or some huge PvE/dungeon mobs. Beside that just a kittenty +%dmg trait which most classes have as adept trait.
8. Rifled Turret Barrels
Maybe if turrets ever would be relevant.
9. Elixir-Infused Bombs
Has a place in some bunker/pve dungeon builds.
10. HGH
A nice trait that unfortunately lost viability since every engi build has to run atleast 2 kits.
Ofcourse would mean that durations would have to be revisited.
Right now cripple feels a bit like worse chill.
Hm hm. I say it’s false!
So there are actually people that consider this kind of stuff funny?
We’ve mentioned a few times prior that we’re looking at rebalancing the top-end of ranks to make them more attainable. We came to this decision after player feedback persuaded us to leave ranks into the game, rather than cut them.
The amount of rank points needed to hit 80 is too darn high.
What about you listen to this other player feedback that would retrospectively award turney players for rank points (which you would earn far less there together with glory compared to hotjoin) as well?
This would also make it more achievable for those mentioned players and not only for the hotjoin farmers.
Other teams aside from PvP create finishers, as you’re also able to use them in PvE and WvW.
I thought so. Nobody that ever played sPvP would have added such a finisher that makes it even worse to keep track of tiny asura animations.
Pls disable this kitten for spvp.
Well it is more like my lazy days are over and I will be working 9h shifts in a hospital from then on. Sure, I might play a game here and there but “competitive PvP” just ends here I guess.
For me it isn’t even other games. I just will have to face real life stuff that will leave nearly no time to play games at the end of the day.
What I hate is the way the kind of kept me hooked for the past 18 months with promises but they never really delivered.
Gw2 pvp = too little too late for me.
So bye gw2. I really tried to get into it but at the end I have to say it was just frustrating.
I wish you would have supported PvP.
The first ‘feature build’ as we’re calling it, won’t go live until the current Living World story arc wraps up. The next feature build will contain substantial PvP updates, the balance items we talked about on Friday, and hopefully even more things that we aren’t ready to talk about yet.
The scope of the balance changes going in is massive. Honestly, putting all of the changes we talked about on Friday straight into the game today would have been extremely kneejerk, and I’m sure many of you would agree that some of the changes needed additional eyes on them before they hit live. We want the time to go through the feedback and make adjustments, and we’re already doing that.
I’m sorry if we gave you the impression that there would be a balance update today – that was not our intent.
Then why didn’t you preview those changes earlier? 4 months patch shedule is just ridiculous. Stop telling people there will be massive stuff coming if you deliver so little.
To clear up the confusion, the balance updates will be in the next feature build – a build that adds features to the game. The next feature build will take place after the Living World season has finished. Today’s update added another chapter to the Living World story arc.
Here’s a quote from Colin’s blog post last year on the subject:
Due to the size and scope of the final four story releases in season one, the next round of major features will be bundled together into a large “feature only” release that will come after the first season of the Living World 2014 has finished. Once the story has completed, we’ll go into much greater detail on what’s to follow, but for now we want to focus on making sure our last four episodes shine.
The above is what we were referring to on the livestream with ‘feature build’. As I mentioned in my post on the PvP forums earlier today, previewing something on Friday and releasing it on the next Tuesday would give us an incredibly small amount of time to react to feedback – and that wouldn’t be fair to you.
Grouch, will you continue to apply balance changes in 4+ months intervals?
This is not enough for my standards and the current state of the game. I would like to know so that quitting becomes easier. With biweekly PvE content patches I would expect more frequent class balance changes. I don’t want to continue to invest time in a game where developement ressources are balanced like that.
i heard soloq takes mucho skillo and its not totallo random is dat true-o?
Not alot of skill but neither does team q, or gw2 in general actually.
If it took skill one of the best builds wouldnt be a spirit ranger…
The skill lies in actively reacting to passives, bro.
I have a job.
Uuuuuh. This guy has a job, look at him.
I agree on the guardian thing and I think biggest part of the problem is Stand your Ground.
Stunbreak, AoE stability and Retaliation on a 24 second cooldown always has been silly.
In the current landscape dominated by condtions and passive gameplay Guardians doesn’t have a chance against classes as Necros, doesn’t matter if we talk about Guardian bunkers or meditation builds. Of course, with the vigor nerf which the new patch introduces they will be even more useless.
Once more teams find out how extremely weak are Guardians against builds capables to spam conditions they will be erradicated from any decent roster, and after their fall their absence will collapse the lifespan of non-condition builds. Soon every match will be not “only” dominated by condispammers and passive builds but entirely consistent on them.
It is still in every kittening guardian build ever since always which seems wrong. Also part of the problem you mention are necros and their easy peasy untelegraphed ranged condition spam.
being rank 1 in solo q says nothing lol
it doesnt say that you know the game nor the balancing nor that you can play your class or know how to balance this game..
this thread is sad
It certainly does say he knows it more than the average poster in this forum though.
A rank one giving opinions on how to fix things does not make a lot of sense. A rank fourty+? Sure.
lol..
If mesmers were really that hot irl..
Have you seen this guy Sandro?
Make it remove stability from enemies in range. LOL
I would like that so much, I would take multiple other nerfs to the face just to make that happen.
I agree on the guardian thing and I think biggest part of the problem is Stand your Ground.
Stunbreak, AoE stability and Retaliation on a 24 second cooldown always has been silly.
ITT: Thieves desperately trying to defend the broken runes that are lyssa.
I have an 80 of each class so i pretty much just buy mystery boxes (that was after i turned my first mil of glory into 1000g with wintersday boxes)
Nice skyhammer farming bra.
You don’t get the purpose of the thread. This is all theory, I am not suggesting this but much more thinking about what would happen with what change.
Fact: Rampager’s is kitten right now. Maybe a 0.5 sec ICD for earth would be appropriate. I also don’t even think that would be that far from balanced. It has kind of the same burst potential as a direct dmg glass spec and it would be even more glass. Also would only work with certain weapons that apply many hits pet second.
What would need to happen to sigils make Rampager Amulet viable?
I guess:
- proc on every crit (devs already said they will do that)
- reduced internal cooldowns (or removed for stuff like earth)
- decent durations even after rebalancing due to the multi sigil changes
Example:
Sigil of earth with no ICD could work in a Rampager flamethrower engi build. 70% crit chance with 10 attacks every 2 seconds would add 7 stacks of 5s bleed which will basically allow flamethrower to have constant burning and about 15 bleed stacks just by autoattacking. This would be more glass cannon than Berserkers though.
I think Rampager could need this love.
As a main engi player AR is just a stupid trait. Plain bad design.
IP is fine though. It is one of the few reasons left to unequip kits because you want to control the target it gets applied too which only works with pistol (rifle) reliably. If you remove that you promote even more full kit play aka grenade spam.
Concerning knockbacks it is similiar. The shield knockback is completely standard in terms of animation telegraphing and nearly every class has similiar skills (like guardian, mesmer, ele). It is actually even rather low range and if you want to use the reflection effect the problem is solved anyways. Flamethrower is a good rather low cd knockback but the kit needs it to stay competitive compared to other kits (already on the weaker side).
I honestly would start by changing AR and propably toolkit shield. Control has always been an engi thing. More than blocking attacks.
The Shortbow imo doesnt need the changes you mentioned above..Its already a great weapon in terms of dmg and utilities.
The problem imo is that sometimes it seems a waste to push other than autoattack, they must add some kind of rotation on it..And i think that the skill that they must work on is the skill 2.The poison volley skill needs something else to make it more interesting to use it..
If you read my changes you will see that is exactly what I was trying to do. Make skills 2-5 more influential. I don’t even add utility and the damage it supposed to be moved from the autoattack to 2-5.
Poison volley just like axe 2 would be way more interesting to use if they would have some close range burst potential imo. People would have to play around it/dodge it etc.
Crossfire
- Fire an arrow and bleed your target. Bleed your target twice if you hit them from behind or from the side.
This attack should always bleed to make it less situational for condition builds which often use shortbow. The bonus for flanking still applies.
Poison Volley
- Fire a spread of five poison arrows.
The direct dmg of all 5 projectiles should be greatly increased so that hitting all of them point blank feels rewarding. Right now hitting all 5 deals just slightly more damage than a single autoattack.
Quick Shot
- Fire a quick shot in an evasive retreat. Gain swiftness if the shot hits. This can be used while retreating.
Swiftness duration should be slightly adjusted 3s -> 5s because 3s of switness is like nothing in this game.
Crippling Shot
- Fire an arrow that cripples your target. Your pet’s next five attacks inflict bleeding.
Since bleed damage of your pet will use the low pet condition damage stat and not yours the number of bleeds should be atleast 5. Also cripple duration should be raised 3s -> 6s. The skill should get an activation time of about 1 second to make it more distinguishable from the autoattack.
Concussion Shot
- Daze your foe with an arrow. Stun them if you hit from behind or from the side.
Both stun and daze duration should be increase 1s -> 1.5s to make them more relevant to dodge. Skill activation time is increased to 1s aswell and gets a specific effect when casting + for the arrow.
Since most of these changes are buffs nerfs might become necessary. These should target the direct dmg portion of the autoattack.
(edited by Dojo.1867)
So just like everybody thought. No comment on this topic during ready up.
Really disappointed.
What part of “we’re not doing it” from Josh wasn’t clear, though? He said it like 5 posts above yours.
What part of “WHY ARE YOU NOT DOING IT” is not clear to you because THAT was the question people were asking. Their only answer is like “nope” and they want people to accept that without even giving a reason.
So just like everybody thought. No comment on this topic during ready up.
Really disappointed.
As John mentioned previously, we don’t plan on retroactively awarding rank points for previous wins. We will, however, be rebalancing rank tiers to make them more attainable.
Sadly this highlights how they are compeltely missing the point. People don’t want ranks to be more attainable. They want them to be an achievement for playing the game a lot in competitive pvp (and this is not hotjoin farming). Instead it is going the opposite direction.
(edited by Dojo.1867)
It is actually getting more and more competitive but arenanet tries their hardest to punish everyone that kept playing the game for all the time where they gave nearly zero support to spvp.
Reward rank points for turney players? Nope. The farmers are the ones that got rewarded.
They said every single runeset will be changed.
Vitality is very inefficient to fight heavy condi stacks and cleanse cripples your build. I agree that the current status is suboptimal. We need more universal ways to cleanse conditions that don’t require you to spend 1-2 out of your 3 utility slots. Suggestions:
- light fields cleansing condis with blast/leap finisher instead of the useless retaliation
- buffs for condi cleanse sigil
- buffs for anti condi runes
- more adept traits that remove condis