Uh……..this is going to happen EVERY month/reset?
Yeah, im out. Forget tpvp. Not worth the hassle. Its no longer “higher tier play” its just premades stomping pve’ers who came for the laurels.
Why not just give me chest in hot-join for a win, or tickets, make Tpvp obsolete cus right now its more painful to play than any hotjoin game i’ve ever played.
A) Its an oversight. Nothing more, they dont want to make people mad, thats silly.
Nerf lowest tier proffession(warrior) and don’t give pvpers their monthly rewards.
No, its not an oversight, they do it on purpose. No one is THAT stupid.
What needs clarification is that this was a nerf to all forms of warrior burst, not just 100db. Complaining you can’t get your 100db off is misinforming the community.
Axe was always much better with frenzy anyway FYI, with the exception of dealing with necros, where a bulls charge 100db would often suffice (and that’s their problem).
This is misconception. Although my sig used to say frenzy auto axe>> frenzy 100 blades. It is only true if target is not stationary.
And I am not misinforming, it is the truth. War sustain is unaffected by this.
In pve sure!
But in pvp when people are moving about all which way, we don’t have “sustained damage”. Frenzy gave us more damage because we were the only class that didn’t have sustained. Now its nerfed by 50%, so yup, its a nerf to our overrall pvp damage.
1. Quitters have no punishment.
2. Premades vs solo que(even more of a problem now with laurels)
3. Level restrictions not implemented.(see laurels)
4. Item/trait swap not allowed, but complete character transfer is. I.e. you can switch from your warrior to ele or w/e.
There, 4 problems that make tpvp a joke.
http://gw2skills.net/editor/?fIAQNAU3XjkO9uZPGPMxBEThi48AKCQyT9oNsj4A;TsAg0CnoUyokQJrSOlkKtIYQwGEA
-Just the build.
https://forum-en.gw2archive.eu/forum/professions/warrior/Here-my-sniper-build-Have-fun/first#post1726073
-My horrible guide.
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Lol @ hammer build.
No.
Anyone who thinks this changes burst for anyone but warrior, is wrong. Every class hits just as hard and just as fast*except warrior*. There were clear alternatives to haste for theifs and rangers, even in the same spec. A simple utility/trait swap and boom now only warriors are punished.
Just to be clear, burst is still the same. Anyone relying on hast except for warriors has an easy fix in utility or trait. Thanks, anet, nerf the warriors for no reason because we were on the lowest tier.
This is my build I currently run in spvp. Now, of course I don’t even try to compete with warrior anymore, this is a “joke” build that I still can win solo-que tournies or destroy people in hotjoins if I get the outside shots. If you are looking for a build that you can use for competitive play, try another profession till next patch.
http://gw2skills.net/editor/?fIAQNAU3XjkO9uZPGPMxBEThi48AKCQyT9oNsj4A;TsAg0CnoUyokQJrSOlkKtIYQwGEA
60-80% crit chance
60-80% crit damage.
21k Health.
3k attack
Weapons:
Rifle: Mainly use 1,3, and 4 if you are focusing. Killshot from afar or if they don’t see you.(it is INCREDIBLY easy to dodge, has realistically 3 seconds till hit. But can crit for 10k in spvp and that will support your team very nicely on focus-fire).
Axe/axe or axe/mace or axe/warhorn.
-Honestly there is no point to use shield. The block is nice, but very few melee are going to stand in your way to begin with when you have an axe. Eviscirate is another high crit, which we bank on, but has ONE major, HUGE problem.
-Any slow WILL kill your eviscerate. It is almost impossible to hit a target if you are slowed and they aren’t already in melee range. That being said, unsuspecting foes will pay dearly for not noticing you.
off hands
AXE: slightly out of melee range chasing or stability users.
MACE: knockdown.
Warhorn: Slight condition removal and vigor/swiftness.(long cooldowns though)
Utility:
Healing signet: It is useless but regen + precision benifits me more than the other heals in this build. I can’t facetank a stability melee that well so might as well go for the bonus damage. 200-regen is just a joke honestly, but “eh”.
(never activate this unless you are at 1-2k health).
Signet of fury: Helps out with my adrenaline regen and gives me bonus precision when its full. Probably the best signet in the game imo. Allows for killshot/precision hits all the time.
Banner of discipline: I don’t need the crit chance but that 15% crit damage is too good to pass up. Banner boons that you can pass out are alright, nothing but after-fight stuff really.
Dolyak Signet: I mainly keep this for downs, of course Ele/thief/mesmer ruin the down-state play, but it helps for the others since we don’t have an on-skill blind. 10% reduced damage is alright, but hardly noticeable.
Signet of rage: This with my runes allows near 100% uptime on fury, however a boon removal will hinder you significantly.
——————————————————-
Gear(runes): Rage to give ourselves extra crit damage and fury.
Weapons: Accuracy and hydromancy for offhand.
—————————-
——-Final Notes——————
This build is burst only. You will not in most cases survive any team focusing. You will do nice damage, but it is really dependent upon your choice of target. Always target the person with the lowest health. The only thing that will stop your burst is protection/blocks so remember to figure that in, give an auto attack on a guardian before killshot.
Anwyays, have fun and good luck!
(edited by Empiren.6401)
Good points, but the reason we sometimes adjust the “unplayed” specs is to provide build diversity. Banners are one of those specs that we’re trying to adjust slowly to provide a whole new build for Warriors. This doesn’t mean we don’t care about other specs, we’re just trying to do things slowly.
And yes, Ranger spirits are in the same boat as Warrior banners. They were VERY powerful before ship, but after changes, they are on the lower end of the power curve right now. So they’ll be slowly adjusted over time to bring them back up as well.
I think this is the problem actually.
Continually patches are rolled out for unplayed skills, utility, and playstyles in hopes to improve them. While this is ok for engineers mostly, for other classes who are already dead last in tier, if it doesn’t move us up a rank, it just seems pointless.
I mean banners are pve first and foremost. They were already used though, so its nothing but a 100% buff to them. Meanwhile warriors get the extremely short end of the stick with quickness, and you didn’t even change burst or bunkers.
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Which is something I’m still bothered by. Quickness wasn’t the main factor in people dying fast. The only class that could use this to a significant purpose was the warrior, every other class that could kill in “2-3 seconds” Has alternatives to quickness, EXCEPT for warrior.
The problem has always been the critical damage system. Too much crit chance with too much crit damage.
Every class STILL hits for the same amount, they just can’t use quickness. Which in most cases was a small proc or if you really wanted nothing but damage, a utility.
But who actually paid for quickness? Warriors. Every other quickness debuff is fine. Warriors however STILL have the same 50% damage taken, and to begin with it was a simple task of “avoid then punish with a 50% bonus on-top of criticals”. Quickness was only able to be used against complete burst or people who didn’t understand the concept of “stun-breaker” Nerfing it for warriors either proves you are LAZY or just hate us.
So they are just going to leave warriors buildless for one month, and possibly even a longer time? Gosh… Devs these days are baffling
A hotpatch from arenanet? Unless you straight up can’t play, they don’t care.
Besides, anet probably hasn’t even played warriors.
Warrior is the class with the worst drawback when using quickness.
play thief then come back to me with that line. You still get hit while invis and all dodges from weapon skills and utilities have their evade time halved. It is very detrimental.
Endurance loss vs 50% damage.
Seriously? Theif has a better one than ANY of the other classes.
i think anet is trying to encourage PVPers to return to PVE~
i dont mind having some extra laurels~
or you can see it the other way round, it is a lot easier to finish PVP monthly compare to PVE monthly, may be they are trying to encourage PVEers to try out PVP. (wink wink, more noobs to kill~ more glory points for you)
Just a hint: Player kills give you 5 per kill if you are new.(under 10 i believe)
Anyway, dyes? Why not just skins or tokens
-I find it hard to believe a simple laurel vendor in HoTM wasn’t put in.
NOW = no.
In upcoming patches will Warriors see some changes? = yes.
Oh probably more nerfs I’d bet.
This wasn’t just for pvp players. There’s a good chance at least a handful of pve/wvw players will do pvp to get the daily done. Not all, but maybe a few from each server which will be a decent chunk combined in spvp.
PvP dailies……..not for pvp players.
I fail to see the logic here.
Sell SPVP to the players for 20$, the PVE changes only effect pve. Make it an expansion or something.
Getting ridiculous honestly.
People do know that 100b isn’t our only skill right?
Hard enough to land with only minimal dps returns, frenzy was for everything else too.
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But hey, lets just all roll ele because they seem to be getting buffs at the top tier.
Quickness was used quite a lot on my engineer, and also on my thief. I hear rangers get it to but I’ve never really noticed, since all the ones I’ve seen just hang back and spam 2.
If I were to make a bet I would say that a buff for warriors would be in the near future, considering many points of this change seem to be an oversight to warriors. They are, after all, the only class where the haste mechanic is now useless since your enemies will do equal amounts of damage right back.
Actually this is a common mistake. 50% speed =/= 50% more damage.
-Not to mention any other hit is pretty much an auto-crit
Can’t use them for pvp, so……“meh”?
This is me fixing what you did wrong.
Frenzy:
-Just remove the debuff entirely and keep it at 50%.
or
-Allow us to trait for 100% with 25% dmg taken
*Talk: Listen, no one is going to take a trait that makes them take 50% more damage without dishing more than 50% damage. Frenzy was an already easily countered mechanic(1 stunbreaker), it was never really an issue for anyone who wasn’t pure offense. Its a big issue that has caused many of us to just quit because there wasn’t even a reason for the nerf us, we were already on the lowest tier to begin with. Its the exact opposite of what this game needs.
Lowest on tier = NERF THEM.
Right ok.
I’m pretty sure both sides of the spectrum are going to get hit, it just happen to hit burst damage first. If bunkers had gotten hit first, it would have pushed away casuals even harder. I think it was the right call.
you’d think that……but you’d be wrong.
With this build you will have 100% fury up time, a multitude of on crit effects, and do a lot of damage while still being pretty tanky via life force. Check it out let me know what you think:
Pfft. Right. This build gets crushed by any burst and won’t down anyone who plays the least bit defensive.
———
Tanky via life force isn’t really that tank considering DS won’t give you a lot after its used up.
(edited by Empiren.6401)
How to defeat thieves in WvW: Get a friend so you don’t get ganked.
Solves all your problems. WvW is a huuuge area, running around solo is just asking for it honestly.
In most cases the nerfs aren’t sever and they buff other stuff that wasn’t quite useful
-The stated in SOTG they are working on turrets. Thats a huge difference.
The extremes in character customization are too wide at the moment. There are builds that are too bursty but too glassy others too tanky and do no dmg. I do think the game would be better if those extremes were pulled in a bit, not a lot but a bit. So that now that burst class wont’ go down in two swings if they get caught and that tank can actually dish out some dmg regardless of going full defense. The fix is rather simple and has nothing to do with classes or traits or abilities etc. It’s just about the amulets. Just redo the balance distribution on them to force players going defensive to pick up more of offensive stats of their choices (crit, condi or power) and burst classes to pick more defensive stats (healing, toughness, vit). Example: Change berserker amulet stats distribution to 648 power, 569 prec, 528 vit, 10% crit dmg. And do similar things for other amulets, adding a bit more offensive stats to def ones as well, basically making their stat distribution less “extreme”. By doing that you also open up the possibility for more types of amulets and just make the game more balanced.
That might work actually, amulets play the biggest part in stat distribution and changing the full offense/defense ones a bit would essentially change the build using them a lot
————————
(unrelated to the quote)
Also, I like that people are responding, but there is more than one part I addressed. Even if you can’t help yourself from arguing over burst/bunker, trying to ego-boost, or such, please, give an actual suggestion aside from “just redesign the whole game.”
Balanced builds are something that won’t happen, even with toning builds from both spectrums down. Damage dealers will always want the biggest numbers, so will min max for best damage. That pushes defensive builds Ito as much defense as possible, the state remains the same.
It makes them more vialbe. Damage dealers will eventually realize utility/control will benifit them more than just raw damage bursting if both ends get toned down.
There will always be players who want pure burst, but other want a balanced build. You can have both.
I’m not crying. Please don’t cry when someone else makes a valid point other than your own.
Moving onto my point:
Bunkers have already been nerfed over and over again the past 4 months. If you actually played this game for more than 2 weeks, you would know how OP bunkers actually WERE.
Bunker guardians atm, are good where they’re at. Elementalists tankiness is a little much, but they lack the amount of CC/Utility/Stomping/Resing Power that a bunker gaurdian has…
All I see is a person supporting the class that they play. This same argument is going to happen for bunkers or burst. Even IF they were broken, you’d still have people saying they are fine. I see no reason to take your “point” into consideration.
-Again, you are just upset that I suggested we tone down the pure defensive end of the spectrum.(even though I also suggested burst be toned down as well, which would essentially leave you at the same state).
My point: Bunkers and burst need to be toned down. Please don’t be openly biased towards one over the other.
it’s not a bug, it’s intended. which is even worse.
It has to be a bug because it is not consistant with any other movement skills :/
Milo’s right – using rtl gives you a status where you’re in “lightning form” and you can’t use any skills, utilities, or even switch attunements. The devs were bug fixing and tweaking this skill in the early months, so if slows/cripples not affecting it were an issue, they would’ve addressed it. That being said, rtl isn’t affected by swiftness either. Not all movement skills have to be exactly the same.
Rtl can be pretty cheap as an orb carrier, but it isn’t unstoppable; and professions like rangers, guardians, and engineers have little trouble being an orb carrier as well. The devs can decide whether to tweak Rtl during orb carrying, but it isn’t fair to suggest adjustments to a skill solely because of one sPvP map.
By that logic you are in “whirlwind” forum or “rush form”.
Because you can’t use any other techniques while doing such things.
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Rtl unnaffected by slows is just bad game design. Its catering to one class over another for a very similar skill.
Yeah Timewarp and null field can pretty much destroy a given area. Not to mention the staff 5
Oh and kind of on-topic. Vengeance for warriors needs a much higher chance. I get the proc maybe 1 out of 5 times.
https://forum-en.gw2archive.eu/forum/pvp/pvp/sPvP-How-to-fix-the-problems/first#post1691309
Adressed both down states and rally. Done.
>Solution:
1. Simply don’t allow down state to effect the cap. That’s it.yaaaaaa no this literally does nothing. Im talking about PvP not PvObjective. Which is another problem, anet thinks the conquest is the only PvP mode.
Your talking about spvp, where conquest IS the only mode.
Down states are proffession based and quite honestly a PVE mechanic put in spvp for a bad reason.
But the fix would be to make every players down state the same in spvp if you HAD to keep it AND rally.
otherwise just remove rally and fix the bugs and your all good.(or just remove the whole thing).
“Bunkers are needed to survive burst and burst are needed to take down bunkers”
https://forum-en.gw2archive.eu/forum/pvp/pvp/sPvP-How-to-fix-the-problems/first#post1691309
I gave my solution, here, tell me your thoughts.
For PVE its fine till you get to fractals. Then its party mechanics and how your class fits in.
Spvp and wvw are a different matter, but thats prof v prof balance.
https://forum-en.gw2archive.eu/forum/pvp/pvp/sPvP-How-to-fix-the-problems/first#post1691309
Adressed both down states and rally. Done.
https://forum-en.gw2archive.eu/forum/professions/necromancer/Necromancer-Bug-Compilation-Mk-II
Besides that? We are a “balanced” class, being mediocre at whatever another class might do better.
So true, the ekstreme burst and bunker nede to be sligthly tuned down to make more builds viable.
Yup!
Also there will always be builds at the ends of the spectrum(offensive or defensive), suggestions I made were to make more builds viable in-between while still keeping both builds on the ends viable.
Healing and protection have already been nerfed considerably. You’re asking to nerf the bread & butter of this game.
I’m sorry, but it just sounds like you’re angry at certain mechanics of the game but dont actually understand what needs to be fixed…If you spec into being bunker, you should expect to live and do it well. After all, deep bunker specs do no damage…
What?! Ok the point was that bunkers need a slight nerf(just as burst do), so that more builds will be useful in spvp. We have a LOT of different builds per proffesion, please do not cry when someone ask that a build at one end of the spectrum be toned down from ridiculousness to bring a little more balance to the game.
Seriously, just because I asked for a slight nerf, doesn’t mean I’m against a pure defensive build. Hell I believe that was in the disclaimer.
Edit: Also, If burst get nerfs bunkers by default get a buff of some sorts, so your point is entirely invalid. Please do not be openly biased towards one end of the spectrum over another.
Tournaments———————————————————-
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Rank requirements.
-Regardless of whether you know how to “play your class” there should be simple rank requirements before entry.
Level 10 is a good barrier because it takes around 14k rank to enter. Which gives the average player enough time to figure out what builds he likes, how to play the maps, and what are the general strategies.
Note: Anyone who comments " but my other account", guild wars 2 is set up so that rank is across your entire account. If you have mutiple accounts, it really shouldn’t be taken into consideration because there is no logical reason for Arenanet to cater to such individuals, also, its a very short amount of glory.
4v5 problem
-Punishment to leavers. I don’t care whether its intentional or not, if you are not int he match you get a small ban from tourneys(nothing big, 30min or so).
-A system that makes sure that all 5 players are in before starting the match or it doesn’t start it. LoL would be a good example.
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————————-Spvp rewards and rank———————————
—————————————————————————————-
This sounds pretty silly but there is very little incentive outside of winning to play spvp. The armor that you unlock takes a long time later and for cosmetic purposes that is a lot of grinding
Solution:
1.Certain achievements certain armor. 100, 1k, 10k wins/plays gets a certain set each.
2. Pvp “rank” takes less.
http://wiki.guildwars2.com/wiki/PvP_Rank
Thats 9 MILLION to get to the top rank. Considering each cap is 10-20, each kill is generally 15-25, that is an absurd amount just for cosmetics.
——————
Not saying pvp rank is absurdly long to obtain in the start, but when you hit 39-40, it will take you maybe an entire 2-3 weeks to get one level.
(lvl 39 and 40-48 take 45k EACH level).
—————————-
It is simply too much rank required for each level. Considering the amount it takes, and the time possible. If I gained 15k each week, it would take me…… over 10 years! HOLY!!!!!
——————-
Simply put, pvp rank levle requirements are RIDICULOUS please, lower them to maybe 30K each at most after 40. Its cosmetics, not actual improvements to the player here. KEEP PEOPLE INTERESTED
These are the problems currently in spvp along with my suggested solutions. Class balance is an issue, however this is not about that. There will be parts where I mention certain classes and changes, please note that I am not calling out a certain class.
I need to put this disclaimer. This thread is about class balance, I will use certain classes as an example, but by no means am I commenting about one class being better in any way shape or form. Also, these are not 100% accurate solutions, of course they will need testing and such before implementation.
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Burst and Bunkers
Now this is a problem. There is no problem with classes going full offense or defense, its just that at both ends of the spectrum it is extreme. The reason for such is a bit contradictory.“I need bunkers to survive burst and burst to take down bunkers” The reason this is a problem is because there is just SO many builds in guild wars 2, but balanced builds are less useful because of these two extremes. A burst will down a balanced player quite easily while a bunker may outlive it forever.
Burst solution
1. Simple min/max damage and crit damage. Reduce Critical damage while increasing attack or condition damage.
Example: 30% Less crit damage and 15-20% more damage from normal attacks.
-alternative
2. Crit chance should never be above 50%, otherwise it becomes less of a critical effect mechanic and more of a mechanic that most of your attacks do X amount of “more damage” than not.
Example: Crit cap is 40% without fury. This means crit damage won’t be applied for the majority.(you’d have to increase earth runes to something like 80%)
—————————
Bunker Solution
-Note: Boonhate may solve it.
1. Healing reduction. This is essentially why some bunkers last forever, they have healing from multiple sources. Healing should be limited in source, and healing power should scale with your normal heal better.
-Example: Healing power gives 50% more for your original heal, but other healing will be reduced by 30% or more in the spvp realm.
-Note: this is not for every proffession and would have to be selected as such. Such as necromancers “heal out of DS” vs ele’s “evasive arcana”. Certain traits give too much and certain traits give almost nothing, its all different for each profession.
2. Protection being less available. 33% less damage is a lot while put on-top of toughness reduction with other abilities such as dodge. Simple limit on time between protection or give less time with it on.
-Again, per profession. There are some classes that pay heavily to put on a short time of protection.
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————————Down State—————————-
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Down state should not effect the capture of a point
If you are down, the point can be capped regardless if you are on it. This is a problem because being downed extends the time you can sit on a point and “defend” it, but not because of that, because certain classes(who I have no issue with in this regard) can delay the cap regardless of efforts taken by the player
Example: Ele can mist before down and prolong the cap for another 5-10 seconds.
-Note: I’m not saying anything regarding Ele’s being unfair or such, other professions can do such a thing as well.
Solution:
1. Simply don’t allow down state to effect the cap. That’s it.
^————————-^
Personal opinion: I do not believe down state to be a pvp mechanic. It is a PVE mechanic in all regards.
-Some people(even me) take certain utilities JUST for down state. This leads to usually one utility always saved for that purpose alone. I’d much rather use that stability in combat than save it for when I need to down someone so that he doesn’t get rallied.
Solution: Rally is taken out of spvp
-Again, this is my opinion regarding down state. It is(in my opinion) a problem with rally too , but this is not always agreed upon.
(edited by Empiren.6401)
If a thief doesn’t want to die, he won’t die.
All he needs to do is get you to blow your ver long cd stun breakers, and reset the fight and come back at you once your stun breaker is gone.
Hell, a sword/dagger stunlock thief in wvw is a nightmare. He can pretty much spam daze and you’ll need to try to deny him your back so he can’t, but many thieves have increased movement speed in stealth to help with that.
The problem with attrition thieves is that they can reset fights at will.
What necro actually carries stun breakers though/?? The cooldowns are way too long for any reliable use.
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WvW, and i’ll repeat myself for the 100th time : Classes are not going to be balanced.
The crit damage and burst capabilities are simply too high at this moment in the game.
————————
Yes, necromancers are terrible, that is why one of the best PvP teams in the game (Paradigm) has a necro. Makes complete sense, please go on.
This is exactly what I’m talking about. I guarantee you the other players are holding him up there. Not that this game has teams that mean anything. I mean there isn’t even a ranking system in this game. Its just teams going up against random PUGs most of the time. Of course a group of people in voice chat is going to win a lot vs people who are unorganized and unable to communicate. The Team vs Team play in GW2 is entirely based on the RNG.
I also never said they were terrible. Just mediocre. Please, Bhawb, show less fanboyism. This kind of behavior only serves to prove my point. Anyone who isn’t looking at this class with rose colored glasses will see that this class has its fair share of problems. Especially in the face of mechanics like dodge, teleport, leaps, and other mobility skills.
I don’t agree with necro being “carried”.
Think of the following situation. In a 20 vs 20 zerg fight, there are 2 necros on one side. Before the two zergs crush into each other, the necros casted Well of Corruption to covert enemy boons into conditions. And once the fight engaged, the 2 necros turns on Plague and blinded a bunch of foes. The side with 2 necros won.
So was the necros carried? Yes and no.
Yes if you are only looking at the damage. Neither Well of Corruption or Plague does much damage.
No if you are looking at what they did to the team. The enemies were not able to fight nearly as well because of the two necros.
I wont’ comment on spvp as that’ aren’t my strong suit.
2 mesmers use null field.
Point entirely invalid.
Those abilities “putting the ball out of our court” is assuming a few things:
1) That them running away is more beneficial to them than it is to us
2) That they can even run away
3) That not attacking us is their best option
.
1. Usually not the case.
2. Not hard to pull off vs a necro honestly.
3. Most people would just attack anyway. DS isn’t very threatening and is so commonly used as a sponge/“defense” mechanic that there isn’t really any downside to attacking people while in it. You’ll take minimal damage from a DS necro and you get to hit him when he comes out, making up for that damage done to you.
If people have the luxury(which they often do, they just don’t care), they could always cc the DS necro and run away till after DS and then kill the necro.
Thanks blood red, that really pointed out what I was trying to get my head around as a whole.
Right,
people need to understand that one of Arenanet goal with this PvP is to make it into an e-sport. The game mode is pretty good for an e-sport as it is easy to understand, tactical and very fast paced. Also most e-sports around only have 1 real game mode so I don’t see why having one game mode is a problem! Also please play the game with a team if you do not already, find some people to play with and you will see how fun and tactical this gamemode is. But yes ele at the moment is kind of ruining the game a little right now, making it far to hard to take a point and with very little skill, once this is fixed and ladders are added this game will be so sweet!
Because every other game that IS an esport does have other game modes in variation at the very least.
Seriously, none of the esport games have just ONE game mode.
Dude more game modes is not that big of a deal. Dota 2 has one game mode. LoL has two? Sc2 has custom maps, and map makers/fan-generated content. When you play Starcraft ladder that’s the one mode.
And Dota 2 has several modes that can be played but they are all played the same when you play Dota. AR is just random heroes. CM is picks and bans. RD, drafts 32 random heroes, and plays the same, etc. What do you mean by game mode? Something like Dota where they dance arund the current mode, or make a completely different game mode?
I’m sorry, when did an MMORPG be compared to MOBA’s and RTS?
————
Why? What reason could you have to compare the two?
————-
Because one game has a single game mode all other games should?
-I mean TDM, CTF, any number of team objective based modes. This should be obvious if you read any of the other post…..(not even by me)
Ebola, your arguments are again, pointless. It seems as if the majority of them come from hotjoins/wvw strategy of just nuking a point without thought that anyone might fight back.
Cool, epidemic has a low cooldown, sadly no one said anything to the contrary. Hey spreading conditions is a nice thought, if you can sit an nuke a point. I doubt anyone would actually let you but this must be one of those parts where “team play”(basically your team carrying you) comes into play right? I mean your argument is what, that you can use it over and over? Who’s just going to sit there and let you do that? As far as I know necro is target # 1 because they have aoe and they are probably the easiest class to down with focusing.
- One trick pony being epidemic + corrupt boon, pay attention to what you are responding to.
moving on
Wells, great, they are different. Again, nothing to the contrary.
moving on
-If half my minions bug out and are not consistent on being just basic AI, its not worth picking a minion build. It is that simple of a choice.
moving on
Not DS, the skills within. Your reading comprehension is lacking, but to the point: DS needs to be built, it is very limiting, and people overblow this as a “whole nother hp bar” when it clearly can be punished in every regard, even by burst classes.
Moving on
Ebola is your comeback" you have no clue"? You say this and then have nothing else to say. If you don’t want to comment in that section, don’t.
-Poison example was again, that we have poison, it just is very very awful. Does little damage and last a short while. But hey, reading comprehension isn’t your thing
-See what I did there? I repeated my self, because I was too lazy to come up with a comeback for a simple “nah-uh”. Even though in my case I gave a reason and you just kind of….don’t. Insults are for children eh?
-Oh and Lol @ “your build must have no traits” what? Are you just that pathetic man? Cmon.
moving on
Pfft, i’m sorry ebola, what?! We have some of the best bunker builds? Really? You are going to argue that necro can compete with guardian/ele? really? This is just a bad lie. Not really that funny but it sort of is.
-Again, minion builds as whole(EVERY SINGLE ONE OF THEM) are awful because the ai just bugs out. Happens quite a bit, and I’d rather not let my gameplay be changed by chance of ai.
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The part about the “sitting duck” you didn’t get so let me explain: Necro’s as whole(every single build!) are meant to sit there and take it. This really comes into play with power/hybrid builds, as they assume no enemy will side-shot them or unload on them as well. That is why I scoff at these builds. Its like “lets build pure damage” and thinking the pitiful DS and slightly higher hp of a necro will save them.(it won’t). What really irks me is that people think necro’s are on par with other classes. We have almost no damage mitigation besides DS which btw can be cc’ed easily and then you literally are just sitting there. Oh you can double your hp with a transformation alright, but again, conditions and/or stability removed and you are helpless. I take personal joy in knocking down Lich/plague necro’s.
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TLDR on paper necro seems balanced. It may be, but doesn’t mean the other classes are going to fit in with that.
Also: ebola don’t be lazy. If you are going to argue at least come up with a better comeback than “obviously not” and then doing nothing to explain.
Asura, because 100b has me defy gravity.
Honestly the only thing I hate about hotjoin only players is they think EVERYTHING is viable in terms of builds?
Oh you went full zerker and use conditions? Uh, yeah sure thats viable. Oh you think pure burst builds will survive? Yup, sure do according to me. Stunbreakers and condition removal? Why? So I can escape burst? My zerker build can obviously tank that
-This is what I see in build suggestion post by hotjoin players and its just ridiculous with necro’s.
Also, wvw and spvp are two different modes. Some people forget that and think that the skills/traits and such just “transfer on over” and no, they don’t.
I don’t hate the conquest style. I see that it has strategy and a good amount of tactics.
But I do miss WoW’s arenas and brutal fights to the death.
And I don’t agree with the person who says that most matches would be over in 1-2 minutes. Maybe at lower levels but I can foresee a lot of scenarios where 2v2s could take forever to down anyone, especially if there are areas where you can LoS.
We don’t need just TDM, we could get any number of game modes(copy off of any other game) and we’d be fine.
Its just annoying that in 6 months all we have is new conquest maps. How about something different besides sitting on the point?
(oh and just so you know hotjoin doesn’t even care for it, they normally just zerg around and tdm)
I wasn’t saying every necro has that, I was just saying that’ what my build has, as an example. SG works fine, you just have to be aware of the terrain between you, and lead the enemy or it will miss, and not fire it at max range while they’re running away from you because that’s also a miss because it would have to travel more then 1200 to reach them in the end.
I believe SG has a pull range of 900. Its stated in the bugs section here.
It seems to be a pull distance around 1000, but I didn’t try too hard to find an exact number. The pull still hits from 1200 though. From what I can tell, if you hit a stationary target at maximum range (walk slowly from out of range until range indicator says it’s fine) the target will still be just out of melee range after the pull: you have to take a few steps to get to them, whereas normally it’ll pull them to your feet.
I don’t know for sure how it works with moving targets and such. But in short: you can use it from 1200 range pretty effectively, it just doesn’t transport your target a full 1200. But the 1000ish that it does transport them is very useful.
Edit: Yep, Bhawb got it while I was double-checking.
At 1200 range I’d be shocked if anyone paying attention didn’t just dodge it.
Do your-self a favor and take the advice of some of the really good necros in this thread.
How about not?
I’m still unsuree what a “really good necro” is, please, enlighten me. Is it someone who suggest cookie cutter builds? How about builds with glaring flaws? Oh, better yet minion builds!
http://www.youtube.com/watch?v=1jXb1ck3vts
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Just curious, what advice did you actually see?