Skyhammer is a desaster for SoloQ. I don’t know who created such a Map with PvP and Competition in mind. I would change my Job-Role and join the WvW or PvE Development.
@empa
i rly think this has seomthing to do with classes in general are more bunkerish – thats why ele, shatter mesmer and thief have such problems
this startet with necro – everyone stacked vita or condiremove than warrior …. its a powercreep
now everyone goes bunker and warrior is the top – warrior dont even need to go bunker – warrior do big dmg while have high EHP (effective HP) in nearly all builds cause all the traits or utilities are easy to get
warrior builds are always same – healsignet + all the stances and co and THAN they go for what weapon ever they think is cool
they simple have to much OH_Shiet Buttons with no trade offs and all this buttons buff eachother into oblivion
its op when warrior need all this things to survive but there need to be negative effects too like i wrote some sides before
when arenanet not start to care we soon will have same crpa like is in wvw – everything warrior + guardian and the other classes are just buffbots for this
boring
Agree on this.
Too few good answers on the OP.
Too many PvE/WvW and Beginners trashtalking.: Think Mesmer is superior to Warrior in capture points, think mesmer is easy to play, don’t understand how mesmer actually works, but write things like: “The main source of damage in a shatter build are phantasms”.
With feedback like that, Balance will never be achieved, because A-Net is actually listening to trash-talk.Mesmer is easy to play, a good mesmer destroys good warriors.
“With feedback like that, Balance will never be achieved, because A-Net is actually listening to trash-talk”
Agree with this one.
Mesmer is actually the most difficult class to play… at least shatter mesmers. But in hotjoin and soloq you won’t recognize this fact, because everything there is easy to play, because ppl can’t play.
No. Elementalist is the most dificult class to play. You just need to realise something:
OP said that warriors are OP in risk vs reward, when he plays a mesmer, the class that rely on phantasm/ilusions/high damage skills with distorcion to deal damage.
Thats why i said that he needs to clean his house first before coming here talking about risk vs reward on the other classes.
The ele is definitely not the hardest class to play, but people like you think it is, because it is a pretty useless class at the moment and dies in seconds. Last year People like you told us, ele (especially bunker-ele) is the easiest class in the game. In the mean-time all classes got buffed in a riddicolous way, just the ele didn’t get any viable buffs. And oh wonder, nowadays ele is not on par with the other classes and got out of the power-creep-meta we have. This leading People having the thought that ele got harder to play. The class itself didn’t. It’s just harder to have an Impact on the outcome of the match.
Too few good answers on the OP.
With feedback like that, Balance will never be achieved, because A-Net is actually listening to trash-talk.Yeah and we are going to go far with feedback from self-proclaimed professionals which is riddled with ignorance.
How many times do you get hit by shatters? How many dodges do you have for phantasm attacks and the bleeds from illusions in general?
If more people actually learned how the game works, there’d be much less whining about balance and much less focus on what this game actually lacks to become satisfying for PvPers.
The most threatening damage in gw2 comes from sources that are hardest to avoid, rather than the big sledgehammer attacks, which is why we have such a mess with AI, procs and conditions in general. When you realize that, you will have made progress.
Well, the topic here is not about AI , which I find a pretty bad design too. However, easy to play builds without a risk-reward-system will not only have bad effects on balance and meta, but also create an anti-fun-environment. Phantasm-Mesmer is one of these builds, but is useless in a team-viewed aspect. The warrior on the other side is not. That’s why the focus is nowadys on warrior and it’s healing-signet. If it wouldn’t be warrior it’d probably be necro and it’s insane damage through added burning, torment and fear-damage.
Too few good answers on the OP.
Too many PvE/WvW and Beginners trashtalking.: Think Mesmer is superior to Warrior in capture points, think mesmer is easy to play, don’t understand how mesmer actually works, but write things like: “The main source of damage in a shatter build are phantasms”.
With feedback like that, Balance will never be achieved, because A-Net is actually listening to trash-talk.Mesmer is easy to play, a good mesmer destroys good warriors.
“With feedback like that, Balance will never be achieved, because A-Net is actually listening to trash-talk”
Agree with this one.
Mesmer is actually the most difficult class to play… at least shatter mesmers. But in hotjoin and soloq you won’t recognize this fact, because everything there is easy to play, because ppl can’t play.
Too few good answers on the OP.
Too many PvE/WvW and Beginners trashtalking.: Think Mesmer is superior to Warrior in capture points, think mesmer is easy to play, don’t understand how mesmer actually works, but write things like: “The main source of damage in a shatter build are phantasms”.
With feedback like that, Balance will never be achieved, because A-Net is actually listening to trash-talk.
Another thing I’d like to add is that we ( the PvPers ) are getting flamed by all these pvers..
How are we supposed to have fun, Anet?I am not against the PvE side of the game. But its quite annoying that you’re losing four times in a row, then u get flamed every match? While its THEIR fault that we are losing.
Everyone has to learn, but come on, they arent good at PvP at all and then they are just kittenting around like theyr the boss in PvP.
Give us better emotes like in GW1. Sometimes i just wanna rank the kitten out of these clowns.
What type of players you think are influencing the devs the most? Yep, PvE-Players. They even dominate the PvP-Forum. They QQ because they don’t understand class-mechanics, don’t understand why they die and get one-shotted, why they loose while capping nodes together, not defending points . . . But they deciding on Balance, because all the competent PvP-Crowd left the game. Now A-Net is adjusting the game, based on their opinion. Why do you think this game is still in a early Beta-State and gets with every patch worse in terms of balance?
The Rewards in general have one of the biggest impacts on the game. A-Net already stated, it is a huge point on their priority-list. We can see from recent changes to the TeamQ and SoloQ rewards, that even little modifications actually attract / drive a lot of people into PvP.
- I played PvP on a competitive level since the release. Therefore I’m probably qualified to say, the rewards for the competitive modes (excluding hotjoin) were besides the paid-tournament with gem-rewards, never better than nowadays.
It was a long time ago, when i felt Progression for being “good” and invest time into the game. Therefore, a compliment to A-Net for the new distribution of rewards among TeamQ, SoloQ and Hotjoin.
Hotjoin:
In my opinion Hotjoin should belong to beginners, where they can discover the maps, learn the basics of their class and some general strategies. However, as Hotjoin was always the place, where you could progress the fastest, it not only devaluated the rank, but also teached a false understanding of the game-mode. The Goal was to farm the most points, not to win.
TeamQ:
While Hotjoin felt at least a bit rewarding, it damaged the Team-Environement. Why you should form a Team in GW2 and invest hours and hours into theory-crafting, strategies? Why you should do that, while you can progress faster alone? The Reward-structure of this game supported solo-play.
Now, for the casuals it definitely fits. But for the more ambitious PvP-Players among us (and this is a big number) it is a pain in the back.
- First of all it harmed Team-Building. It was not attractive to play in a team (based on reward-distribution).
- This leads to less and less teams.
- And probably the worst consequence of this is: It harms the competitive-scene due to less teams.
You could ask why teams are important for PvP. Well, it is as simple as in every other sport. The bigger the competition, the more attractive to play.
To close my post I recommend for A-Net to maintain their new concept of Reward-Distribution (higher rewards for TeamQ, lower ones for Hotjoin). It showed me, there is still some hope for the PvP-Community.
It’s riddicolous how easy and fast Gold is farmable in PvE. What a bad decision to deny that little Gold to the PvP-Crowd. Again a letdown from A-Net’s side.
Copy / paste GW1-Ladder and you’re done.
I’m not sure why you always need to reinvent the wheel.
I doubt 5 bunker-teams running around do make anything better in this game. Besides that it’s completely boring, doesn’t require any skill and contains no challenge, it is the worst meta this game ever had.
The competition is not existing, because nearly all teams refuse to play these braindead cheesy-builds, which completely faceroll everything outside the meta.
The meta created an anti-fun-pvp since the necro-patch. A-Net thought buffing classes to an insane level makes it fun. It didn’t. Everything left in this game is spam. Either is it dodging 24/7 due to permanent-vigor or pressing all your weapon-skills, because there is no energy-management and no consequences of not hitting them/using them correctly.
However, A-Net still want to make the game as easy as possible, but don’t get the difference between skill-floor and skill-ceiling.
HAHAHAHAHAHAHAHAHAHA!!!
If A-Net keeps listening to players like you, balance will never achieve a acceptable level . . .
So why the heck didn’t Solo Queue implement something as like that, such an old idea? It’s good to borrow simple ideas from other MMO’s if they make a positive difference.
To put it bluntly – because Anet has shown a remarkably obstinate tendency to reinvent the wheel over and over again, even in cases where ready-made solutions have proven to be superior by experience. They seem to want to try and do things their way, even when there’s a nice ripe low-hanging fruit to be picked that would fit the game perfectly.
The new A-Net Team in a nutshell.
yep ninov, more or less on Point :/
I could guest for you . . .
The origin of this problem is ppl are bored of this game and dont care about their rank. The Balance is frustratingly bad, it is not enjoyable at all. Also the leaderboards are not working properly. These factors lead to afk-ing and such behaviour. Better grab the devil by the horns . . .
You don’t need to tie an effect to a button to make it active. How active an effect is depends on active it demands the player to be. Effect = Button is a simple, effective way to do it, but not the only one.
In the case of Diamond Skin, it’s true that there is no button associated with it. But it needs to be maintained, and it can be counter-played. Anyone can nullify its effect, and the elementalist must work to get its effect back. This creates some sort of dancing between gaining and losing the effect, which is determined by the skill of the two combatants. This make the trait highly interactive and playable.
In comparison, passive traits like Dhuumfire are the opposite. They proc at pretty much anything that hits. They can’t be countered. They don’t require special or unique playing to be activated. They don’t depend on the player skill. They’re mindless and unhealthy to the game.
I would go as far as argue that skills like Enduring Pain are more passive than traits like Diamond Skin. Why? 1) Because the active maintenance required to make use of the Diamond Skin’s effect is far more demanding than simply prssing a single button. 2) Because once Endure Pain is activated, the opponent can’t do anything but wait until the effect ends, while the opportunity to counter-play Diamond skin is always there.
Let’s put it in simpler means and with different words: Diamond Skin is only a passive trait if no one attacks the elementalist.
Please stop ruining this constructive thread sensotix created! you told your point, disagree’ers told their point, let it rest now (as your logic is already).
2 Players here know actually what balance is and the rest just trash-talk. Diamond-Skin will create the following Scenario in a competitive Team q:
- Diamond-Skin won’t affect teamfights? Check
- Diamond-Skin will affect every 1v1 and hardcounters condition-specs? Check.
Play the ele with a Soldier-Amulet, which means 10% are nearly 2k life. Now try with a necro to actually deal that damage fast enough. Besides that ele have easy access to regeneration and many other sources of healing. (arguments like: Play power-necro or minion-master etc. will just proove my point that you have no idea about this Topic)
Whoever think, this won’t create a hard-counter or won’t create another cheesy-build, definitely has no clue about the whole balance and how it function between different classes/builds and modes.
However some of them require awareness and some are just there forever. You don’t need to think about them actively. To completely negate a whole source of damage is a pretty bad and lazy design.
But DS won’t be there “forever”, an elementalist can’t keep its health that high passively, and a single tick of damage can simply disable the entire trait down. An opponent will have so many opportunity to counter-play that trait, that an elementalist player will either have to try hard to take advantage of DS, or DS will simply not work. An elementalist will need to think about it actively.
As you clearly don’t get the idea what players complaing about in this thread, there is no reason for me to discuss this any further with you. Have a nice day.
How about Diamond Skin would activate for 2 seconds whenever you switched to Earth, and gave 75-90% condition reduction? It provides active play and doesn’t act as a hard counter to condition builds.
I like the idea, but I have two problems with it.
First, in theory, I believe your version would be much stronger than Anet’s proposal. This is because it could be used on-demand, every 10 seconds, and the elementalist wouldn’t have to worry about their health. That could make necro’s marks almost useless every 10 seconds, or prevent massive condition spam every 10 seconds. and it raises the question: does swapping to earth involve more active play than keeping the health high? It certainly does if no one is targetting you, but an elementalist can’t passively keep their health high, can they?
Second, it’s more of a design issue. I like on-swap traits like the one you suggested, but there should exist a limit to how many are available at a given time. Else, a 30 earth, 20 arcana elementalist would be able to gain 6-7 seconds of aoe protection, 2+ seconds of aoe stability and 2 seconds of massive condition duration decrease by just pressing a single button to swap to earth. That’s, like, a single button for massive protection-versus-everything every 11 seconds or less.
I’d like to see more interesting defensive on swap traits, but i’d say they should be spread through other traitlines. Earth already has Rock Solid, arcana has Elemental Attunement, water has Cleansing Wave, air has (the rather underwhelming) One with Air. Personally, I would only add one more to fire and be done with it, to prevent massive stacking.
It was a quick example to show of the core-idea of what players mean and what A-Net could do.
Another example that the development / balance-team still didn’t realize we don’t want more passive play. There were hundreds of threads about reducing passive-play and A-Net still delivers us with this epic trait.
What a poor development Team. The GW1 Team built up everything and you ruin everything. What a waste . . .Quite the contrary, I’d say Diamond Skin is the proof that Anet is learning with their mistakes.
All traits in GW2 are passive, one way or another. That’s just what traits are. You can’t remove everything that is passive in this game without removing the entire trait system.
Ultimately, it’s all about either those passive effects demand skill, create unique playstyles and can be counter-played (good), or if they’re just mindless additions to already existing builds (bad). And Diamond Skin seems to be in the former category. It demands to have a skillful playstyle build around it, because it’s very easy to counter-play it.
Feel free to disagree.
I disagree. Sure all traits are kinda passive. However some of them require awareness and some are just there forever. You don’t need to think about them actively. To completely negate a whole source of damage is a pretty bad and lazy design. Read the example of Oblivion, in my eyes this trait would be 10 times better than what A-Net designs.
Engie has low access to stability, and if a decent necro condi stacks them when they get to like 40%, they are totally boned.
Completely right. But the OP is not talking about that. It is about passive-play, how it influences the skill-ceiling and hard-counters a whole damage-source. You rarely see that in any other game.
In your example, take away the trait Terror and you won’t be able to kill an engi with AR. Nowadays you can kill an engi, because Terror is existing, which is just a poor and lazy design. (please don’t use power-necro as an argument)
Another example that the development / balance-team still didn’t realize we don’t want more passive play. There were hundreds of threads about reducing passive-play and A-Net still delivers us with this epic trait.
What a poor development Team. The GW1 Team built up everything and you ruin everything. What a waste . . .
Actually we don’t need more PvE Population farming PvP, but rather attract real PvP-Players… you know, the whole crowd, who left the game. Anyway, we all know that PvP in GW2 was just a side-project and the development now tries desperately to make it something big.
So much facepalm in this thread. People try to teach Henry how to Play necro, with a PvE-background? This Forum is full of bullkitten and people, which like to post something, they have no idea about.
The players, which had an idea about PvP have all left this forum. Welcome to the new generation of incompetence and ignorance.
The build is pretty insane and has nearly no Counter. We tried it yesterday in Team-Q and our engi could outlast 2 warriors for about 1 minute. It’s more or less the new-bunker ele, with more cc.
We shouldn’t mention “WvW” and “Balance” in the same sentence.
First you QQ not enough communication and now you just slap them in the face while they are doing the effort…
Mabye because we brought up good suggestions for 1 kittening year? If you get slapped for a whole year, didn’t you want to slap back once in a while?
@ the OP we get it youre an average player , playing a steep learning curve class , my suggestion is make a faceroll class, ranger/thief/war and be done with you
When you enter the top 1000 send me a pm
kkthxbye
Stop blaming yourself, when talking to a Veteran of Guildwars.
Are they fear to loose their Jobs, that they started to do these threads?
Structured Player vs. Player
• Shards of Legend now drop from Rank Reward Chests, Match Win Reward Chests and Daily PvP Reward Chests.
• Shard collectors have been added to the Heart of the Mist near the glory vendors. These vendors accept Shards of Legend for legendary PvP weapons and other rare items.
• The glory awarded for completion of a match has been slightly increased to better reflect the time each match takes to complete.
• The price of Rank Reward Chests has been slightly decreased.GJ Anet, farm for legendary in spvp, aweeeesooome.
How about having a use for my 750K glory?
A friend of mine has 35 Million Glory, due to the Booster-Buff-Bug. Epic fails everywhere you look at, A-Net kittened it up with a bug. I hope glory will never be of any value . . .
Every player with a little intelligence had already known from the first day, that Hotjoin will be the cancer of PvP.
It created a big mass of people having no idea about the concept of conquest. It created a zergfest, a brainless grind. It created skyhammer farmer (the reason why people instantly call you a skyhammer-farmer if you have a rank above 50). You took away an indicator of effort and skill with hotjoin. Rank is meaningless, due to the fact hotjoin exist.
One of the worst decisions you guys made in PvP.
stop it now… riddicolous OP.
please remove the feature!
It’s a good step in the right direction, i hope seasons pvp will come quickly after this improvement.
I’d like seasons too. However, in my opinion the game is not in the right place yet. Balance linked with skill-ceiling and a good reward-system are required, to bring competition and viewers back.
In GW2s actual state it wouldn’t be intelligent, as the crowd sticked to it, is not given. We experienced this in mistleague already. It’s not working withouth these elements.
F2P Games these days are a lot better than this one here. I doubt this one has a future, whith the high concurrence out there . . .
sPvP is empty. no one plays it anymore.
until we get Duels and Arenas, there wont be much to do in this game.
people play PvP to kill eachother and to test they’re skills, not to just sit on a spot and watch the points go.
with the actual skill-ceiling / skill-floor on classes it’s not fun to “kill eachother”, not at all.
F2P Games these days are a lot better than this one here. I doubt this one has a future, whith the high concurrence out there . . .
finally, thanks!
Playing pvp from start and after all those updates presented as “Uber game changing pvp love ohmygawd esports patches” ended up with a load of crap i would say we all have better to wait until patch for getting excited…i don’t believe anymore until i see with my own eyes…not in this game…
Working under a incompetent Management will stop you, my friend . . .
First of all: “Fix the leaderboards”, thanks!
I have to disagree with all of them. Not well thought suggestions, sorry . . .
Thousands of ppl have allrdy quit. I would say the competitive Teams from the past have all disbanded by now. As the jannaury patch in my eyes will be another dissapointment, I gonna watch for other games too. The only thing keeps me playing the game is the dailies.
You can have the best modes and Features in a game. . . If the Balance is as worse as it is in GW2 now, ppl won’t enjoy it. it’s that simple.
You really think Players like combats decided by AI and passive-kitten? Where skill and other Parameters doesn’t matter? Where every Player can jump into the game and perform better than an experienced one, just because he Plays the right build? And you wonder why this game is not an e-Sport? Really???
It doesn’t even matter if there were several game-modes or a good reward System. If the combat is not fun, ppl won’t enjoy it. As Long as A-Net still accepts the passiveness and even boost AI-oriented builds, this game will never reach a good state of PvP, not even talking about E-Sports . . .
For god’s sake: stop calling it GvG!!
I like the gold-reward actually, instead of materials I don’t need.
I’m dissapointed you didn’t change anything about the healing-signet. We know warrior need defense in order to be a melee. However, Healing-Signet creates a very passive and cheesy play. It’s boring to see bad warriors are able to perform that well, just because they have an utility in their slot with such a high impact and which doesn’t require no skill in order to succeed.
You should really start to focus and reduce the passive play to bring up the fun-factor of this game. It is not fun to play against Minion-Mancers, CC-Warriors or Spirit-Rangers. All people hate these cheesy builds . . .
Presumably healing signet will be slightly nerfed prior to the 10th december patch
Missed the info. Thanks for it!
I’m dissapointed you didn’t change anything about the healing-signet. We know warrior need defense in order to be a melee. However, Healing-Signet creates a very passive and cheesy play. It’s boring to see bad warriors are able to perform that well, just because they have an utility in their slot with such a high impact and which doesn’t require no skill in order to succeed.
You should really start to focus and reduce the passive play to bring up the fun-factor of this game. It is not fun to play against Minion-Mancers, CC-Warriors or Spirit-Rangers. All people hate these cheesy builds . . .