Showing Posts For EverythingEnds.4261:

Offense vs. punishment, risk vs. reward

in PvP

Posted by: EverythingEnds.4261

EverythingEnds.4261

For all those struggling with this concept.

I totally understand the concept and I wish the game’s risks vs rewards match that of the graph. It is sad that the risk vs reward in game is no where close to what you posted.

Example: Mesmer’s GS. You do more damage the further you are away. This encourage taking less risk for higher reward. And don’t get me started with Izerker, a 1200 range 4-6K damage. Blurred Frenzy – mini 100B but without the risk. I’m not calling for nerfs – I’m just using this as an example.

It seems like they have bigger problems to deal with and I highly doubt they will ever get to balance this.

Yes, it is somehow strange that Mesmer GS #1 gets stronger the farther you are away but:
Its damage is also becoming weaker, the closer you come. I think, this is what ANet intended: To counter GS #1 just get into Melee an its Damage is low.
Additionally, for Spvp, escecially tpvp, how many Mesmers have there been focusing on “sniping” from 1200 Range?
Mesmers usually do most of their damage by shattering, which usually happens in melee-Range, as in other cases its extremly easy too dodge, or by using Phantasms / Conditions, which both dont rely on GS #1.
Another important fact is, that in sPvP most fights happen on the capture points, where space is very limited and range attacks arent that usefull anymore.

And now I’d like to comment on what I actually came for:

Commenting on the Risk vs. Reward Issue:

If I get the first posts right, it was about endurance (or alternativly some other “energysource”) used for defense and offense:

The problem i see there:

If this would happen, combat could look like this:

Player A uses its Energy for attack
Player B uses his for Blocking the attack
-> At some point, both will have no Energy left.

I like more how it’s at the moment:

Player A uses his attackskills (defensive skills remain)
Player B uses his defenseskills for evading As attack
Now, that A has wasted his attacks, B can attack and A must use his defensive skills in order to survive this attack.

This is what makes GW 2 combat so enjoyable (except of some balancing-issues)

Gold From SPVP

in PvP

Posted by: EverythingEnds.4261

EverythingEnds.4261

Major problem:

Skyhammer farming.

If this stays in game, PvP will be abused to farm gold and will just become another farmspot for PvE.

PVP rangers and necros

in Suggestions

Posted by: EverythingEnds.4261

EverythingEnds.4261

-when tabbing to switch targets make players come first before pets

-Tseikk1

Read:
https://forum-en.gw2archive.eu/forum/game/gw2/October-15th-balance-skills-updates-preview/first

If ANet keeps word, this will come on October 15th.

PvE players farm r50 in 2 weeks, disgusting

in PvP

Posted by: EverythingEnds.4261

EverythingEnds.4261

The patch notes are missing, but glory and rank points are awarded at the end of the match now. This means no more rejoining to reset your glory cap. This still is not all the changes we’ll make. More to come later.

Ok…that’s a beginning.

But PLEASE specify the term “later”.

PvE players farm r50 in 2 weeks, disgusting

in PvP

Posted by: EverythingEnds.4261

EverythingEnds.4261

Still patching

Did the Patch anything against Skyhammer-farming?
The Patchnotes say nothing about it…

PvE players farm r50 in 2 weeks, disgusting

in PvP

Posted by: EverythingEnds.4261

EverythingEnds.4261

How to get moe (PvE) Players into PvP?
Give them something to farm (without needing any Skill).

That “there will be changes” shows how important the PvP is.
How fast was the Karma-Exploit in the Beginnings of GW2 fixxed and didnt even players got banned for it?
There are even “Skyhammer-farm”-Custom-Arenas. But hey, those guys are paying for the Arena so lets them have fun!

Additionally, ANet could also make something, that you get the PvP-Dailies only by “real” PvP.
There are too much Guys, just taking an empty arena and make their dailies by without actually fight.
Of course, this isnt even “faster” then just play some rounds of PvP, as you sill need the “3 fights”-daily but it is still some kind of exploit in my eyes (and it shows that those guys have absolute no interest in real pvp).

How to improve PvP?

in PvP

Posted by: EverythingEnds.4261

EverythingEnds.4261

hire george lucas, hes good at making sequels.

well better than arenanet anyways.

Or even better: make Disney buy ANet.
They took really good care of Lucas Arts.

How to improve PvP?

in PvP

Posted by: EverythingEnds.4261

EverythingEnds.4261

2. Plz no K/D-Ratio. This shows nothing, if you have the common Hot Join Zergs in Mind.
3. I don’t know if it’s actually possible to use the terms like “too rewarding” in pvp-issues.

Reward System is not ok and the rank system isn’t at all.
(I actually have no prob with the ranks in general, but linking the Skin to Ranks is lame)

Please add a Language Filter to LFG tool

in Guild Wars 2 Discussion

Posted by: EverythingEnds.4261

EverythingEnds.4261

I haven’t read all those posts above, but if the Lfgs are in a foreign language, probably the players want to communicate in this language. So why should they need to make an English Lfg if they don’t wanna speak/write in English?.

List of variety-killer traits

in PvP

Posted by: EverythingEnds.4261

EverythingEnds.4261

For the Mesmer, it’s probably:
Deceptive Evasiion (Duelling X)
This isn’t even a “must pick” if you invest in the Traitline, it’s more like a generell must have, independent of which build you use. Of course, there are some Builds without this Trait, but the majority of Mesmers is using it.

And maybe although it’s a minor Trait:
Illusionists Celerity (Illusions 25)
This Trait was really good when it was on Illusions 5, now it’s on 25 which damaged probably a lot of Builds

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: EverythingEnds.4261

EverythingEnds.4261

Some other Ideas for the Mesmer:

Make the “Dodge-Clone” (Duelling X Trait) when he appears for ~1s invulnerable.
At the Moment, some effects (for example this one Royal Champion which becomes vulnerable if his whirl attack misses) are triggered “on hit” and if you do a well timed dodge with your Mes, those Things still get triggered, as they hit the clone.
In my opinions this shouldn’t be possible.

Mesmer Offhand-Sword-Skill 4: Could you maybe make the “Counter” Skill faster? It always feel, that you are able to block 1 Hit, but therefore you get the 2nd hit guaranteed, du to the long Animation.

Another thing regarding sPvP: Correct me if I am wrong, but if you are in downed mode, some Skills (i believe the “launch”-Skills) are able to move you, will other Skills (Pushs / pulls) don’t work.
Is this intendet to be so?
Or does it maybe get “fixed” by Stunbreakers working on “launch”-skills?

(edited by EverythingEnds.4261)

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: EverythingEnds.4261

EverythingEnds.4261

Pheew, too much to read X.x

As a Mesmer, some Thoughts:

I like the Idea of the AoE-Effect on Mantras, BUT istn “Mantra of Resolve” by adding an “AoE-Effect” becomming pretty much the same like “Null-Field”? There may be some nuanceds betweens the Skills and Mantra of Resolve will now be good group support if you are palying a Mantra-Support Build, but seeing the both only as a “Condi-Remove” They both are almost identical (then).

Could you imagine the AoE-Effect for “Mantra of Pain”, too ? As this Mantra doesnt that mutch Damage at all and is probably mostly used for spamming + recharge → heal?

Is there a way to improve Illusionary Leap? In my Expirience, the Skill often fails, sometimes it just doesnt even create a Clone (within Range), other times the clone or the ports have some probs on hills etc.

And some Changes to the Scepter (like mentioned some times before) would probably be great, too.