Druid won? Aside from some inconsequential pet BS, they got nerfed regarding Guard, Protective Ward, and Beastly Warden.
i was very hesitant to try this playstyle because it has a very exploitable weakness, and that would be range.
is there any way to get around this?
If you’re not using Glint as a secondary stance, Shiro’s Phase Travel, OH Axe 4, and Mallyx’s leap are your options for closing distance for the most part.
DH Traps? The only nerf they “need” is a slight size reduction imo.
The damage they deal in a combo is fine. Spear’s pull can be made less effective by obstructions on certain maps or negated with STAB/Dodge. The reflect abundance is what really hurts them more than anything else, and it doesn’t help that they have projectiles on their melee options, either, among other issues.
Guardian really needs an overhaul.
Meh.. while everyone argue who has and who doesnt have gs i would like to check out who has staff, word and who doesnt and yet i dont see anyone complaining about it.
GS – war, guard, ranger, mesmer, necro
Sword – war, guard, ranger, thief, mesmer, rev
Staff – guard, rev, thief, ranger, necro, mesmer, eleWhich weapon is the most underused one? Good night…
Which weapons is most underused? Pistol or scepter most definitely. Rifle too.
Shortbow also.
Still expecting Pyre Fierceshot with it.
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How can the OP make so many terrible suggestions in a single post, I dont even….
The character has 3 main potentials – Damage, Resistence and Support. This potentials could be removed of especializations and only be obtained by equips like ammulets, runes and sigils. But to be viable, DoT conditions needs be balanced.
The potentials could be divided by:
DPS:
Power (with precision and ferocity).
Condition (with precision and ferocity)..
I’d rather see Condi builds actually need to invest in Expertise for meaningful duration than Ferocity. There would just need to be a few new amulet choices with it, and a shave to base Condition duration in PvP.
Druid
lol
That’s a stalemate at best.
Dont see Sword+Sword all that often, so it was pretty neat.
If I might ask, what do you find yourself using SwOH 5 for most of the time? Ive seen it used for sPvP to separate targets from their allies or off of a point in small skirmishes, but with WvW’s larger areas, it seems of limited use.The recent buffs (chill and fury) didnt actually change much. As you said, its useful yo pick of necros etc away from their druid/ele. Also, sword OH means you will have at least 2CCs at your disposal on any legend or weapon.
But the main reason I find sword 5 useful, and I dont think anyone know this, is that it guarantees a full hit of staff 5. Because of the way the skill is coded, when you port back and pull the enemy, you are facing him perfectly. So when you use them in succession without changing camera angle, the foe wont be knocked to the sides but instead eat the full thing. The deadliest combo is sword 4 (immob) sword 5 sword 2 staff 5. Bonus points for equilibrium trait, hydromancy, shiro heal, leech sigil. Happens really fast too so many will fail to stunbreak, easy +20K dmg with invocation.
Another use is to get some space and recoup. When I was dueling faenor (fresh air ele) the day before i didnt have retribution. When he used overload i just ported back and waited instead of spending more energy on a stunbreak. It can also be ised to counter rev sword 3 as of you get out of range during initial cast but you have to time it perfectly.
In pvp it can get you another tick for decap when you are +1 ing a person and your teammate is in the node. They may waste a cooldown if you also immob out of node.
Very interesting. I had a feeling SwOH 5 could help setup for Staff 5, but didn’t know about the camera playing a part in that. Every time I tried it otherwise, the target still got knocked a little to the side of the attack… Thanks for the info!
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You’re already wearing plate armor lol. You’re neither an assassin or ninja, if you wanna play that archetype, thief and ranger are more in that vein (sniper/rogue).
I disagree with you based on the animation for Unrelenting Assault and the kit of Legendary Assasin Stance.
Revenants aren’t ninjas – they’re just evoking the power and toolkit of one.
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But one question that I have is should this range weapon be for the core rev or for an elite specialization?
While I’d love for Anet to surprise us with one for core Revenant, it’ll likely be another Espec. Most likely because they’ll feel it to be too jarring to the meta to suddenly have a new weapon appear for one particular profession after all this time without others “getting their fair share”.
Its not a problem if they dont really hurt.
I feel that way about Bunker Tempests also, but I think their support easily pushes them into ridiculous territory. Yet they're a necessary evil in this condi-heavy meta
As opposed to Staff? Staff is the number one useable weapon in the game right now. GS isn’t even second. Sword is.
Your point? We came out of the box with staff and sword, so its not like we can ask them to take it away. I dont see how that helps toward asking for a GS when there are still less utilized options that could be requested as either MHs or OHs. My point was that there were already enough GS users across armor types (2 heavy, 1 medium, 2 light), so why ask for something additional that’s already fairly widely available?
Dont see Sword+Sword all that often, so it was pretty neat.
If I might ask, what do you find yourself using SwOH 5 for most of the time? Ive seen it used for sPvP to separate targets from their allies or off of a point in small skirmishes, but with WvW’s larger areas, it seems of limited use.
I want to see the balance changes first.
I’m not currently enjoying the current direction of the current meta at the moment regarding our lacking build diversity, competitive game modes, the bugs plaguing multiple professions, and lots of core aspects of aforementoined’s traits and abilities being antiquated to the annoyingly passive HoT powercreep.
Please leave sword alone, its fine.
Can we have a look at mace?
Beyond Quickness not affecting AA3 and the terrain issues with skill 2 and 3, what’s wrong with it?
It already kittens out torment like no one’s business the fire field has a good cooldown (albeit its got an issue with properly aiming towards a target, much like Staff 5), and its got a good blast finisher. It even has good synergy with Axe OH…
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Wouldn’t it be fun if the first person to land their combo won every time…
That can still happen. It just changed from Power (barring Thieves and to a lesser extent, Revenants) to CC+Condibombs.
What did you guys think was the biggest PITA class/combo where your entered a game and went “fml, here we go…”
>Berserker
>Tempest
>Scrapper
>Daredevil (who knows how to decap/+1)
>Reaper/Herald (who’s almost always with their Tempest)
Pretty much an auto-win for the enemy if my team doesn’t have someone who can hold home and win the inevitable teamfight at mid.
Losing home means that you’ll likely have to content with the Engi bunkering down on it (with or without the Thief +1ing any attempt to take it back) and the Tempest/Necro/Berserker either hold mid or have one roam to secure fights between lulls of conflict on a secured point.
Otherwise
>Two Berserkers
>Reaper
>Tempest
>Herald/Thief
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The Sword auto was nerfed before. Does it really need yet another damage nerf?
Its our strongest DPS because Precision Strike/UA’s not reliable in group situations as they are (and the bugs associated with those skills).
I dont think AA, or Sword itself, is overpowered in its current form.
The only changes I’d make is to make Precision Strike focus on one target, and possibly make the projectiles pierce as they travel to still have some use in small scale fights where enemies cluster together (alternative: projectiles ricochet outwards once on hitting designated target), and for UA, make the bouncing only focus its damage on one target while cleaving those close to it (like, 180~200 radius).
OH Sword just needs its OH 5 skill to be a mid-ranged pull or something,. Maybe a tethering strike (first skill) that can “blink” a target towards you (second skill) if its first hit connects.
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>Soothing Stone
No change.
>Vengeful Hammers
No longer a projectile but an AoE field much like Embrace the Darkness. Retains current effects of Damage/Condi mitigation.
>Inspiring Reinforcements
No longer a road. Stunbreaks and gives allies within a 600 radius 1 Stack of stability for 3 seconds.
>RotGD
No longer a Stunbreak. Retains the same effect of Damage/Condi-mitigation
>Forced Engagement
Tethers and taunts a target. If it successfully connects, also taunts up to 3 other enemies within a 240 radius around the primary target.
>Versed in Stone
Changed. Grants additional effects for Legendary Dwarf skills:
-Forced Engagement inflicts Weakness on targets you inflict Taunt upon
-Inspiring Reinforcements breaks stun for allies when used
Or allies affected by CC gain protection
-Vengeful Hammers applies Retaliation (2s) every 5 seconds
-RotGD works as usual with this trait regarding Condition Damage duration.
Health Threshold version moved to Steadfast Rejuvenation. It triggers at the 50% HP threshold instead of being random.
-Soothing Stone grants Regeneration
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>What I hope for:
-More amulets, runes, sigils…maybe bringing back Celestial and adding a new option
-Warrior slight nerf to Mace Berserk Burst, small ICD on Adrenal Healing
-Some slight Mesmer nerf on their condi-application rate
-Removal of Boonstrip of Necro Scepter AA3
-Indirect buffs to Power builds all around, except for Warrior and Scrapper
-Slight shave to Scrapper sustain/boon output
-Revenant fixes to their bugs, rework to sword skills to make them less AoE centric (2 and 3) and more single target focused
-Core traitline buffs and reworks all around
-Ranger Tyria pet buffs, Shortbow buffs
-New PvP mode revealed
-Ele shave to support (not personal sustain)
>What we will get
-More amulet/sigil removal. Maybe a new add-on if we’re lucky
-DH gets some cosmetic change or another nerf
-Warrior overnerfed
-Scrapper barely touched or over-nerfed
-Revenant nerfed because lolRevenant
-Ranger nerfed (again) because lolRanger
-Mesmer slightly nerfed or slightly buffed.
-Overnerfed or untouched Ele
-Necros untouched or buffed
-Barely any bugfixes unless they’re beneficial to a particular profession
>Current Matchmaking is kitten
>MMR Hell is VERY real.
>Projectile Hate is out of control and needs to be toned down
>Bunker Eles’ support needs to be “shaved” like you did with Ranger’s SnR, Seeds of Life, and Lunar Impact >_>
>Core traits still need lots of love, especially for Guardian, Ranger, Revenant and many others
>Revenant is buggy as hell and still needs fixes before considering buffs/nerfs
>More rune/sigil/amulet options are needed
>A game mode that ISN’T stronghold (which needs an overhaul) and Conquest is needed
>Scrapper needs some shaving, but not too much.
>Something needs to be done to make Conditions less ridiculous from Condi-War/Mesmer/Reaper while making power builds for other professions (among the latter two) more attractive.
Edit: Just so you know, I made it to T7 diamond before falling, then to T5, then 4, 3, and bouncing between 1 and 2, unable to get a good win streak thereafter.
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Druids wanted easier and easier Astral Force generation and it got to the point where it was meaningless so anet nerfed 2 of the celestial avatar skills, both 50% in functionality and the one in +40% recharge.
I’ll say this much – the Seeds of Life change was far too excessive considering the nature of the effect (having to stand in a very small area and wait for the trigger to get condi-clear), and that is something that should be reverted. The Lunar Impact nerf I can understand since it was a 5 second AoE Heal+Daze+Blast finisher. However, I dont think those changes were because of CAF access so much as a change towards """shaving""" Druid’s bunker capabilities.
If CAF access were an issue, they could have easily just increased the cooldown or adjust the precentages of healing ticks towards its buildup, but I digress. Revenants as they are, already have reasonable CDs on their weapon skills and heals. Some utilities also have Cooldowns (phase travel being the most notable one outside of Glint’s Facets) when they already eat chunks of energy. Glint’s upkeeps are fine, but Shiro and the rest would benefit significantly without having to worry about energy burning when doing anything beyond auto-attacks.
I’m in a similar situation regarding that achievement, except I have 0/4 for League Elite (as I didn’t PvP much at all in the previous seasons and made Diamond this season). I wonder if it will be possible to get all 4 next season…
We’ll probably get a preview of the patch within a week of the current season’s ending, if the patch itself doesnt come right after.
So I recently came back to the game after 2 years and pretty much missed all PvP Seasons so far. I haven’t fully grasped on how to unlock it but I have heard its quite timegated. There is still one PvP Season coming, right? Is there going to be another Legendary backpiece next year or is Ascension going to be available then?
Thanks for answers.
The next season is the last for this year.
The Ascension will still be available next year, but there arent any details on how the methods of acquisition will change.
Achievement wise, you need to get 60 days of play totaling through all 4 achievement segments (this is the timegate), along with others like top stat earner, kill thresholds, rank points, and profession achievements to advance.
I think that energy cost should just be removed from weapon skills, honestly. I can deal with current energy costs if our weapon skills didn’t consume energy as well. It seems unfair to deal with energy+CD on skills while our utilities cost quite a bit of energy to use also.
Ok,first off, could you tell me the sourse of that quote before I comment on it any further than this: based on your comment hidden in the spoiler section I believe that my suggestion does not go againts the sentiments of the author,but merely expands upon it, because one can still be the herald of Glint in the traditional way.
Secondly, ignoring that quote, my suggestion does not take into account what legend is summoned, meaning your F2 could be Facet of Nature or Ardent Defender and you run Malyx and Shiro as your legends.
Thirdly if it’s Anet who wrote that post….look man, people are known to change their minds, especialy if stuff gets upvoted high enough….like they did with Ventari’s Will’s cast time.
Source:
https://www.guildwars2.com/en/news/meet-the-herald-revenants-elite-specialization/
Seeing that its a function skill relating only to that particular E-Spec’s role (boons/boon duration), it was likely designed to keep its functionality regardless of what legend is invoked so that one can still keep their party/own boon duration increased or apply the One with Nature boons without being in Dragon Stance.
>If the idea’s popular enough, it can be changed
There were plenty of popular changes and tweaks mentioned here (and in many other Profession specific subforums) that were overlooked all the same, despite the change to Ventari. There’s no guarantee that they’ll do something like this when it will require more effort to change how the second Function skill works and tweak it to not over/underperform. The skill already “works” design-wise for a Dragon stance-specific function skill, so beyond it being an interesting idea, I really wouldn’t bank on popularity pushing a big change like this when smaller ones already struggle to be noticed.
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>From an RP perspective Heralds are those Revenants who form contracts with beings from the mists for more power.
No…Heralds are Revenants who specifically make a connection with Prophetess Glint.
“We chose the name herald for this elite specialization because we thought it was fitting given Glint’s actions in the past. In the original Guild Wars®, Glint compiled the Flameseeker Prophecies, foretelling events such as the defeat of Vizier Khilbron as well as the fall of the titans and the mursaat. Much of what she predicted came to pass. She was a protector of Tyria and a herald worth heeding.”
While I’d like to see other Revenant legends gain a unique F2 skill dependent on the currently invoked Legend (with or without Herald), I get the feeling that it wont be a thing beyond other Elite Specs having/allowing for unique F2s, much like Warrior not having one without Berserker slotted in..
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Are there even that many condi bunkers?
Not really.
Just condi-bruisers.
I like it on my Revenant when I’m not trying Carrion or Sage.
The amulet’s not the problem – the professions using them are.
Toughness isn’t an issue in and of itself.
Bunkers being able to constantly support/heal allies while keeping themselves going are problematic, but there is only one big offender in that regard.
Condition abuse is mostly prevalent due to 2 or 3 professions, but their power builds also need some adjusting to make them more attractive.
Some passive effects are too strong. While there’s nothing wrong with having them, a few may need their potency looked at.
the Meta’s current state of affairs is really a complex issue that cant be solved with just taking things away.
I love the idea behind the class.
I love that they’ve got such a strong callback to GW1 in their legends.
I enjoy their playstyle, even though I’m still trying to master it.
I wish that Anet dealt with the crippling bugs as quickly and as often as they squashed any that were of benefit to us.
I wish that the devs would stop swinging the nerf bat and at least compromise when it comes to our profession’s changes.
I would enjoy it much more if the other legends were more viable and traits/skills/energy costs were re-evaluated.
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Warrior for sure. You’ll get much more AoE damage while in Zergs and small groups and you can duel most other professions with a significant chance at winning without a drawn out fight most of the time.
If all of those light and medium armor classes can use a GS, why wouldn’t a heavy armor rev be able to use one? I feel like the rev is more of a melee class than a ranged one, so if someone wants to use a ranged weapon, why not go to a ranged class instead of making the rev something its not?
2/3 Heavy classes use one. It doesn’t mean that a Revenant also has to have that particular weapon as well.
>Revenant is a Melee class
Only because of a lack of ranged weapons, which is a common complaint.
Our only option is hammer in that regard, when most classes have more than one mid/long ranged weapon. I dont see why Greatsword’s needed, but I can understand why there would be interest in a secondary ranged weapon – especially if its condition oriented.
Reapers
Rangers
Warriors
Mesmers
Guardians
Ive seen enough GS. Please give us something ranged. Shortbow, Riffle, Pistol, ect.
1) I’m confused on what you are saying here. I may be reading it wrong but it sounds like you are saying limiting our choices is bad and we should hold polls to make it possible to limit choices more. If that is the case then that doesn’t increase build diversity at all as every time you remove 1 amulet another amulet will be the go to and everyone will run that instead. The reason I want to see the stat selection system go through is because then while some combinations will be strong there can always be some small changes you can make so that while power engi may be the meta you will see all kinds of gear stat combos on said power engi that will make each one different. Yes it would be harder to balance but I think it’d be worth it if we are talking about long term enjoyment for people and trying to turn gw2 into an esport.
Okay, I’ll elaborate a bit further. Maybe an example will help.
>Season ends
>MMR resets
>Ranked Play option becomes Suspect/Test play
At this point, either Anet keeps the current selection of runes/amulets and gradually introduce a new/previously removed option every 2 weeks, with a vote on it staying or going. Alternatively, they can substitute/remove options if they feel its worth testing a format without those options. You PvP in this mode, and if your MMR from it is high enough, you can qualify to decide. You can vote to keep the introduced (or removed) rune/amulet at the end of this period…either to have both together, or to keep one or the other, or ban both.
Another MMR reset follows for the next period of testing so that its possible to qualify again for the next test period, and the decision from the last period carries over into the next.
It gives sPvP players something to do off season than just unranked play, and lets avid players give some shape to a gradually changing metagame for the next League season to come. I dont fully agree with fully customizing gear since its something I feel makes WvW unique compared to SPvP’s structured play.
Still, that’s just scratching the surface of it all. The Traits/Traitlines (and weapon skills for a number of professions) that have fallen out of favor being looked at and improved upon (and some toning down of the stronger/passive traits) will be a more immediate way to bring different builds to the fore.
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1. Dont agree. Limiting runes and amulets is part of the problem of build diversity. Instead, I suggest that amulets and rune combinations are tested regularly, possibly off season in “ranked play”. Let the community have some sway with a poll vote deciding which amulets/runes should be banned for the next season and which should stay. Maybe have a quantitative vote based on MMR (which is reset at the very end of each season) and allow a certain score to increase the sway of one’s vote. There are many ways they can do this, so my idea isn’t all they’re limited to, of course.
2. While that’s an interesting idea, they would have to re-balance around those should it be implemented, as they’re currently “balanced” around traitline and trait selection. To implement this change now would be a lot of work in itself, and even then, certain combinations will still be the most favorable and the “Meta”.
3. They’re a 3rd party site. Others would emerge that do the same either way. I dont see anything wrong with new players trying meta builds and learning how to play a class a certain way – its not like they -have- to play a meta build to succeed, and some might not even be comfortable with them. All it really takes is for people to decide for themselves whether or not they like what a build does against the standards these days, or prefer to play their own way and use what they like.
Hell, maybe anti-meta builds can succeed more often if less-used/favored traits were improved upon!
Again I’m not asking for ground breaking nerfs, not even profession specific nerfs…we just need some mechanic changes
We just need another AOE cleanser META class..
Reminds me, Druids were once able to do that to an extent with their traited Glyphs each cleansing 2 condis on use before their nerf (though, in a very small area, which was a fair drawback). Maybe they should restore their seeds back to what they once were in that regard?
Guardians could use that sort of cleansing also, but according to Anet, they’re “in a good spot” for some reason :V
I honestly think Bunkers would exist with or without Thieves, if only because of the format of sPvP being that of capturing and maintaining points.
Before, Bunker Chronos were a thing as well, and there were a few odd Bunker Druids also. The fact remains that they’re good for holding a point and not instantly getting busted by anything else running a glassy/high offensive build (thief included), and can often support their team (heals, quickness/stealth rally or stomp, ect) while surviving some focus fire.
Bunkers are a nuisance, but I think Bruisers are worse. Its one thing to have high defense/sustain and very little damage, but having constant access to high damage AND sustain is where things start to get well out of hand.
Engies arent too bad, maybe a little heavy in the stability area and their stealth rez is pretty strong, dont think they need any major nerfs though
I can agree with this for the most part. Tone the Stability down a little, and maybe increase Hammer 2’s CD a little and they’re mostly fine. Strong, but manageable.
Even their stealth rally can be countered, and the use of Stealth Gyro to rally means that they can’t use it to disengage for awhile either.
>I die too fast
What do you find yourself dying to most often? What melts you quickest? If its conditions, the Elixir that turns them into boons can be a great assist when you’re bombed, and even has a toolbelt that does the same on a smaller scale for yourself/your allies. The rest just comes from minding your position and knowing when to withdraw so that you aren’t as easily focused anymore while you recover.
>Grenades, Riffle
Usable, but not that great in the current Meta. Power Hammer’s the big thing atm.
>Condi-Engi
With the amount of conditions flying around, you may or may not have a hard time melting someone with conditions. Its easier if your target’s focus fired to keep pressure up on someone, but difficult 1v1 due to a lack of defensive options. It may also not be too effective if the opponent you’re fighting is carrying lots of cleansing.
>I cant 1v1 someone
Practice more. Even if you cant kill, a good Scrapper’s a tough customer to wear down for a number of classes, and you can always reset the fight/retreat with sneak gyro. If you’re good at surviving an enemy burst, you can most likely retaliate in kind and win a drawn out battle of attrition.
>Utilities are weak
Some might be underwhelming, but I find that Bulwark and E-Gun can really add to you/your group’s sustain. Super Elixir and its Mist toolbelt skill (if you dont need the stunbreak at the time) are good for small condition management, and blasting it slight field for AoE Retal has its uses against Thieves. Blast Gyro’s been nice for harassing point bunkers and can potentially help decap or set up Thunderclap, on top of having Superspeed acccess and an additional Stunbreak.
Elixir X can be used really well on a coordinated team to focus fire a transformed foe, and the tornado can blow off point bunkers if they dont have lots of access to Stab for an eventual decap.
Medic Gyro can be used while you’re being CC’d and you can detonate it quickly for another dose of super speed regen. Blasting/leaping (hammer 3) in your water fields from Turret/Medi Gyro (toolbelt) can keep your health up while evading….
tl:dr, Try hammer, try blasting/leaping in your fields and carefully timing your utilities (and carrying the right ones if an enemy comp may require it), mind your positioning and know when to withdraw.
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I think Stomping in general needs to be looked at.
>One shouldn’t be able to stomp someone while invulnerable (Mist Form, Obsidian Flesh, Shrink Elixir, ect)
>Being on a somewhat higher/lower elevation than the downed individual shouldn’t allow you to stomp them (example, edge of Nifelhel’s Mid platform getting stomped from below). You’ll have to finish them off at range or match their elevation
As for Function Gyro, I think it should be something to assist with stomping instead of being a general finisher that cannot be stopped due to its Stability. That way, the user can’t just set it and forget it – instead they can use it in tandem with their own stomp (or an ally’s) to secure the kill without worrying if they/the gyro are interrupted.
>Ranger
>Ridiculous Condi Cleanse
All they have is Celestial Avatar (gated by 10 seconds CD and a bar that has to be charged regularly – and if they’re condi-bombed in CA without SotW, then thats that) and a Condi-Transfer to their pet, which already melts easily in the face of constant cleaves and AoEs.
Their shouts are crap for condi-cleanse with Soldier Runes, and with the most recent nerf, so are their Glyphs. Wilderness Knowledge barely helps with their moderate CDs on their skills, and Empathetic Bond only works every 10 seconds as a condi transfer to the detriment of their pet.
Druid is far from immune to conditions. I’d say they’re just barely resilient. Real resilience is something like your current power/condi Warrior, with their access to Resistance, quick Condi clear on burst skills and weapon swap, and constant sustained healing while landing those hits within 5~7 seconds on a 10 second CD.
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I know that feel. Sad to say, you probably wont break out of that loss loop for very long without a pre-made team. You can probably get League Conqueror next season since it achievements carries over (so I hear, anyway).
However, if you’re really not enjoying it, you might as well take a breather.
A lot of things were said ITT, but I think:
Quenues should remain as they are, but the way Matchmaking is handled needs to be re-adjusted. We know its not possible to split Solo/Team Qs with the way things currently are with the population, but the biggest complaint is often MMR related.
The Backpiece. A draw for many players, needs to be put on a reward track. Maybe lock it behind one or two others that need to be done first. That way, one can “farm” it in both ranked and unranked play, and even when a season isnt active.
Lastly, if the (absolutely bonkers) idea of Solo Q being for unranked only and Team Q being Ranked only were to ever happen, the reward track limit on Unranked needs to be abolished (assuming it hasnt already – its been awhile since I’ve played a ton of unranked games in a sitting). It will allow backpack farmers be able to fight and work towards it (or other Reward Track goals) to their heart’s content off-season.
Following that line of thinking, Off Season “Ranked Play” can still be made to function when a league season isn’t active, but only for Team Q without Pip rewards, but more reward track gain than Solo Unranked.
Imo, the unfun Meta and the “biased” matchmaking are likely the biggest reasons why PvP has become so unattractive these days…doing something about either would be a good start to increasing the PvP populace’s numbers and inciting interest in it again.
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Kiting and pressuring a Warrior at a distance isn’t really an issue….in WvW where you have lots of open space to move about. Its not quite the same in sPVP, especially when trying to keep a point.
Even less on smaller points like home/far in a number of maps.
You’ll either have to be able to face tank them to an extent, or give it up for decap in hopes of pressuring them at a distance unless someone +1s most of the time. In that sort of setting, I wouldnt really call range pressure/kiting a weakness.
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I’d rather play Spirit Watch than Kyhlo in all honesty.
Generally speaking, Especs just add something to the core profession instead of changing them drastically (Ele overloads on their attunements, the new Shrowd for Reapers, the Avatar state on Druids, ect) . I would expect the next Espec for a Revenant to give them access to something new (weapon, utility type) as well as a legend+traitline (possibly a new Function Key skill or meter as well).
I’m still expecting Pyre Fierceshot, if only because he was a GW1 character (much like Shiro, Mallyx, and Jalis) who had a notable effect on history (the Charr in particular). I’d imagine the Espec weapon would be the Shortbow as a ranged condition weapon, which we would be the first Heavy armor profession to use it.
Maybe the utilities would be something akin to traps or soft CCs. Though, they could surprise us with something completely unexpected.
(edited by Euthymias.7984)