as far as I know, as you improve you get matched against players with higher MMR, for example, I havent played a match on forest in which anybody on the team rushed beast in MONTHS, because (I think, could’ve been luck) my mmr is above average
I dont think that we will be getting a 2h axe because you can obtain a greatsword skin called the mordrem battleaxe from the Axemaster in HoT
bump, devs need to see this
thats very possible, I just assumed that OP’s testing was good
I mean, average players rush beast at match start… at least they did in every match when I started off. You all are are overestimating the skill of the average player
I mean, abjured have been to more WTS’s that any other team there, and they put on a good show, all in all a good set of matches, and I’ll leave it at that
I think thats its a special condition, like the Toxin effect that some mordrem apply that can’t be sent elsewhere. Try looking for the telegraph.
sigh* this is why devs don’t post on forums, because all you idiots immediately treat them as if they don’t know what their talking about. He is literally sitting in front of a graph of the entire thing, and you guys are being kittening kitten children
If anybody watched the guild chat, they said they would look at adding more queue restrictions over time if they could keep queue times significantly short, which they could monitor over the season.
You all should do your research before kittenting all over anet
so, like I said earlier, a guardian totally invalidates my class regardless of skill. I agree that core guard needs serious changes, but saying that traps should be left alone, as if there is a ‘limited amount’ of balance juice that the devs have to allocate is ridiculous. They need t nerf and buff through patches, and thye will, but only if the community tells them our input and can agree without infighting.
In your situation, even if core Guard gets buffs, traps are still the best utilities spike that guardians have access to, so the problem isnt fixed.
There needs to be at least some counterplay, because as is, there is no way for me to clear traps unless I build around it completely.
As I said in the first entry of this thread, put traps on a 10 second cooldown that only starts after the trap goes off, because most players dont have trouble with the traps the first time, its the second time, immediately after the first that gets people.
IDK if they still start there, but I’d like it if that portal worked again, it was entertaining to watch swaths of npcs get finished by lightning bolts from the sky
doesn’t the one tutorial island teach the basics when you log into pvp for the first time…?
basically what gets me is the combo of procession of blades + dragons maw, + true shot
rank 55 dragons won 3-1
can’t consistently get online until thursday ron, but thanks for the offer. I have a few guildies who main a DH, so I will be able to practice with them. What do you think about adding 1/2 a second to casting times?
yeah, my problem seems to be that if I waste a few dodges I cant dodge true shot or disengage long enough to re-open on him
this^
/15characters
I’m just going to say, 6/9 classes used by 4 teams isn’t too bad…
ron, as (I presume) a DH, have you ever been killed by a DD? If so, how? I’d love to learn, because if there is a reliable way to beat one that I don’t know about I’ll delete this thread right now.
i would argue that there were no thieves because of the viability of guardian… seeing as teams didnt know each others classes before the maatch
/15charsofagreement
I understand the value of picking fights, I do, but to say that I cant fight a class, because the mechanics of the game prevent me from doing so is absurd. Minimally, all I want is an extention to the cast time, so that I can interrupt it if I catch it in time, or a buff to the cooldowns, but a nerf to how they work, which would allow for a 10 second attack window. Currenty DH is skill-less, which everybody knows.
I got pulled into the wall on forest of niflhel by a dragonhunter F1 in the hole in the wall between Mine and Keep… q-q
yeah, it was basically to stop community Q_Q ing, it didn’t effect much
Traps.
Currently traps invalidate thief, and it’s not a l2p issue. There is no way for a thief to deal good damage to a DH on point, even if I use up cooldowns(shadowstep in, trigger traps, back out) DH can just instantly re-apply them with 0 opening between.
on the “no viable builds” arguement, at least guard has 3 semi-viable builds, in the form of Medi-Trapper, Burn, and Bunker(Kind of)
I love how ppl Q-Q about thief… literally if you dodge/I miss my opener I’m for sure dead. If you reset fight I’m dead. If you land a CC on me, I’m dead. If you save your gap closers, I’m dead. If you out sustain through my Initiative I’m dead. If you apply condis to me I’m dead. If I land my opener and then keep high pressure until I loose ‘revealed’ I will win, unless you spam dodges until I miss backstab in which case, you guessed it, I’m dead.
I agree with the sentiment that core guard needs changes. Currently traps are a crutch. Can we keep the discussion on traps please?
Sorry to hear that Apollo, but it does happen… Mybe tomorrow when ranked starts again you will see a change, but my games have been fairly varied, with the least seen classes being mesmer and elementalist
What would everyone think of reverting the Nerf, but “Shaving”(heueheuheuhue) them by changing the arming time by adding 3 seconds(concept value, but currently they go off almost instantly), or adding a casting time that lasts long enough for a player to react to it.
Currently the cast(I think) is 1/2 second, but increasing it to 3/4 second might be better, because it would allow for the other players brain to process(.25 seconds) and then time for them to physically move their finger to the interrupt key and press it.
In addition, cut trap cooldowns in half, but only allow the cooldown to begin after the trap goes off. This would incourage more offensive play, and cut down on full trap builds, because you would have a window(about 10 seconds) to actually get close to the guardian without getting bursted down by traps
(I say 10 seconds because I’m accounting for uptime of procession of blades and test of faith BTW)
Last season, I played DH exclusively, and as of late I have been playing thief, so I have seen both sides of the coin. How do the other dragonhunters here feel about this? Obviously nobody likes nerfs, but would something like this be tolerable? If you had to pick and choose a nerf, what would it be(I would guess having a longer cast time)?
Anyways, thanks for the read, and It would be great if this tead could remain clean and on topic. Thanks for your time.
Classes used in Unranked now:
-Scrapper
-Dragonhunter
-Thief(mostly high burst power, some decent condi builds sneak in)
-Bunker ele(High End pvp because bad players get punished now)
-Reaper
-Rev(both condi and flat damage)
-Killshot warrior, wildfire warrior is “Safer” because it cant be reflected, but both seem viable in low-tier pvp(amber-saphire)
-Druid is good in teamfights, but isnt used very often
-Mesmers are really challenging to fight (if they are good) in 1v1’s, when outnumbered they tend to get focused down quite quickly
this is true, but the convorsation is relevant… can a mod move discussion to a new thread, and not lock plz?
With Smash, League, or DOTA, most engagements are never larger than 1v1, with league and dota 3v3 is the max unless the team is heavily pushing the nexus.You cant tell me that in a 5v5 sitation around the nexus things dont get hard to see.
1v1’s in PvP are easy to watch, it gets harder in 2v2’s and up, unless the classes are distinct, like a mesmer and an elementalist fighting together, which have different colors and animations
unfortunately, you’re misinformed. The biggest chaage was making basalisk venom make attacks unblockable
not aut isnt really out of hand, thief lacks burst skills besides cloak and dagger, as most of its weapon abilities rely on utility/gimmicks. As a result, they buffed AA to compensate for lack of spike on weapon skills. AA is the only thief weapon skill that they control the cooldowns for too, everything else is initiative
your quote is broken
bye, have fun in Blade and Soul
yeah, I’ve been playing thief for the off-season, and if you can dodge my kittening opener you will have an incredibly high chance of winning.
Most DD’s open with Basalisk venom>Black Powder> bounding dodger > steal> backstab, which makes their attacks unblockable, gives them stealth, and lands a bounding dodger hit and a backstab. However, this is pretty all in, and if they miss their basalisk venom or the backstab you can turn the fight around on them on secure a win in the fight unless they are a quick thinker and adapt
I mean, there is also druid, gunflame warrior and wildfire warrior have both seen some good use, and they are competitive in the right hands. Condi-mes is powerful, the only class that I haven’t seen used much is elementalist, but this seems to be a problem where the class is perceived as bad instead of actually being bad… AFAIK the only nerf they took was to condi invuln…
Also, Guardian hard counters DD, necro soft counters DH, engineer is a good all-rounder, druid out-sustains reaper in the right hands, etc. Balance is in a really good place IMO
Is our character shown in Cutscenes?
in Guild Wars 2: Heart of Thorns
Posted by: InsidiousWaffle.7086
Jar-Jar Binks is Khylo Ren
glorious brigandine seems to be trenchcoatless, and it is pretty easy to obtain from a pvp track
as a thief, aegis spam guardians de_stroy me.
yeaaaaah, this is a grand idea, especially with low-level foods while- well, leveling…
15 minutes is too frequent of a time to reopen your inventory and reequip your food
I know gorsevalt in particular has quire a bit of fear, but I could always switch out some of the stuff for a different shout
Can weexpect to see monsters that are statistically weaker, but supplement this with aplication of boons to themselves, and conditions(most importantly weakness) to their enemies?
(I ask because necros cant do much wih boon-strip, and guardians cant do much with smite conditions, if I can be blunt)
If I can be cheeky and ask something else; How easy would i be to implement a system that allows us to see monster animations? I love seeing monster models and animations on streams like this, and it makes me sad that we cant see the animations in a more detailed way besides in streams.
You are right, I totally forgot abut vitality stat… rip. However, the elite is pretty good, seeing as it heals for 1.65k every 8 seconds.
I took traits that deal extra damage while you have no condis, enemy is crippled, and enemy is burning, all of which are plentiful in raid scinarios, to make up for lack of damage.
Besides health, any other real issues?
(Updated main post to deal with health problems)
I think it synergyses really well with itself and other people, and should work quite well overall. This build is basically designed to get your group through if your healer goes down, because most raiders will have felt the pain on loosing when you have the boss literally on its last legs, but your healer goes down.
I’ll make a more detailed post about it later, if people actually think that it might be viable for its role, but otherwise we can just have some lively discussion before this thread sinks into the depths of this forum…
(edited by InsidiousWaffle.7086)
I think that they have something to do with server pinging, similar to the way gliders used to work before the patch, where it sends a request to the server, the server checks back to see if we are in position, we send another message to the server telling it that we are casting, and then the server distributes information.
I’d be interested to see how the skill works with 5 ping as opposed to 200
…sweet jesus…
I mean, if you could dash through the traps you would most likely trigger them and evade the initial hits