i bet 3g that we don’t even get a bank/TP npc in hotms this patch.
i is disappoint
Turret engis are kitten annoying and can really destroy soloQ matches. They can bunker a point better than any other classes and require not much skill which is kinda sad. When it comes to teamfights they don’t contribute much to the fight except knocking some enemies around and give allies some boons. The turrets even die fast because of the aoe. They are bad in rotations because they are slow and useless offpoint. If you see a turret engi running around kill him offpoint. Usually they don’t want to “waste” their turrets offpoint.
My team faced a 2x hambow 2x turrets 1x guard team yesterday and we won twice against them because we were able to rotate faster. It was a very annoying match and i do not like the build at all but at a high level of play the build is useless.
Imo staff eles are more useful / more dangerous than turret engis but thats offtopic.
their gameplay style is cancer and they are useless in teamfights.
The patch could’ve been much better, but people are still forgetting one very imporant thing:
From the 9th and forth there will no longer be ridiculously small Asuras, running around spamming abilities you can’t see.Asuras.. Remember, remember, the 9th of september.
remember this doesnt apply for soloQ
Problem about warrior is easy to figure out:
Combustive shot with might stacks = up to 600 dmg ticks with no cond damage
The amount of must-dodge skills are higher than a dodge uptime and if you dont have any class abilities that can make up for it you are at a disadvantage
Berserker stance and endure pain on point. Ranger protect me disables capturing, mist form aswell, guardian elite too and they are no full invulnerables against conditions either.
The amount of damage a warrior can deal with a defensive amulet. Up to 10k eviscerates on light glass and 3-4k hammer stuns. Hi sigil of intelligence.
The fact that healing signet is fully passive and doesn?t need player input to be active like ele’s or thief’s signets.
Impale which is very hard to see especially with fire fields and other screen clutter active. You cant even cleanse it before it reaches 5 stacks and is guaranteed damage in that time.
grouch mentioned that when the players raged about the mesmer scepter changes he played mesmer for the whole day to figure some changes out. now the question is if that is really enough testing.
Even when we have content updates all we get is living world content and gem store content. So now i ask myself where is the space for PvP content?
Do you remember when that new wvw map got released? It was as living story content. But as pvp dislikes little living story kittens we kinda have no way to get anything meaningful.
God even a hotm overhaul would’ve been something nice. We still have so many useless areas there which could be improved into arenas and tbh nobody uses the treb training anyway….
no new big announcements for pvp, no new maps no new game modes no new weaponskills / utils after 2 years.
some better and some worse balance changes and that’s it.
Sep 03
Reimagining Collections
Sep 04
Trading 2.0
wasn’t this feature patch aimed at PvP and WvW? both game modes didn’t get anything truly amazing. even the other changes are mostly useless, at least for me and most likely for the major part of the PvP community aswell.
i bet 3g that we don’t even get a bank/TP npc in hotms this patch.
shame on you arenanet if i compare what dota2 gets and what you offer us.
balance changes + standard models
vs
map editor + new hero + balance changes + random hero game mode
(edited by Jekkt.6045)
for the love of god please remove this map from the soloQ rotation…. it has come to a point where it has become unbearable to play this kitten kittening kitten.
fix it all you want, please waste your dev time on it if you want to do so but at least remove it from the rotation…
i wasnt talking about gs/axe in general but burst. updraft burning speed, basilisk etc. count dodges, fake bursts to waste their dodges etc.
you can also turn it the other way round. good players will make sure they land their burst.
we will see. combustive shot is still a 100% cleansing ire no matter the nerf. of course they are beatable 1v1 i have to deal with them almost every match. all i am saying is that the hammer should not hit for as much as it does.
as i said i don’t mind getting stunned when i can’t dodge the attack but getting chain cced for up to 10k damage is not how it should be. if you take necros for example if they don’t run sigil of energy on both weapons they are having a really hard time against a hambow.
indeed. this is exactly what i’m thinking.
because the change does not address the problem with the stuns. they deal too much damage for how effective they are. and no it is not a l2p problem
but it is just sad when i have to stare at small asuras trying to see all the animations.
adren loss on miss is okay and human stereotype models too, although not for soloQ, but that’s 1/3 hammer stuns. against a hambow you have to dodge 5 skills which he can use in a window of 10 seconds with a cooldown of 10-20 seconds while you get 1 dodge every 10 seconds.
want to kite a warrior? np zerk stance. want to knock one down? np dolyak/balanced stance. even soft cc is not effective because of dogged march.
the amount of effort it takes for you to kill a hambow compared to vice versa is just wrong. believe it or not, try to defend warriors as much as you want but it is the truth.
My medi guard eats hambows alive as it is. Hell even that PU mes i was running over a USB 3G stick was punishing them hard… Stealing 18 stacks of might and watching them drop got me every time XD
yes pu mes is quite effective against them. when i play my medi guard it is a bit easier to kill a hambow with the blinds and blocks i have.
(edited by Jekkt.6045)
afaik combustive shot cannot miss unless you blind the warrior. not engaging it on a point when the warrior tries to decap it is not an option. sadly onpoint spam is greatly encouraged by conquest. avoiding the fire field is not an option either as it covers the whole point.
this build has been around for soo long and it is still one of the strongest pvp builds… getting hit for a 9k stun chain by a soldier hambow is not fun at all and even if i dodge pindown, arcing arrow and the 3 hammer stuns it doesn’t matter because the same will happen again 10-15 seconds later. fights against hambows usually take a long time and sooner or later you will get hit..
i don’t mind getting stunned if i’m not able to dodge the hits but actually dodging them is not as rewarding as it should be…
so please decrease the damage the skills do by 20%, stuns shouldn’t hit high at all… and increase the auto attack damage for compensation.
i know that an additional culprit is might/intelligence but as arenanet isn’t going to nerf the might cap they should at least look at the stuns.
and no this is not a l2p problem.
tbh it would be poison for the game to give condition necros more sustain. i don’t mind if they do it for power necros but definitely not for rabid.
don’t get me wrong, im not against buffs for necros just against the wrong buffs. give necros more mobility or even more stability.
and if you want sustain play a lf regen build. barbarian or zerk necklace.
I dont think this would be an overbuff in any way. Especially not as the signets will get the full effect now and signet of stone is a 6 sec dd immunity.
Endure and z stance not contesting points anymore has been suggested many ways but the answers to such threads were always “but its not an invulnerable”. I think for the fragile warrior community that’s just not an option.
So to make a useless skill which will be even more useless after the update because of SoS more useful they should at least remove the anti capture from it.
I wonder why protect me( ranger shout) prevents point capture while those other 2 don’t. Afaik protect me is not a full invulnerability and conditions still go through while it is a death sentence for your pet and is even canceled when you give orders, switch the pet or the pet dies.
Remove the anti point capture mechanic of protect me please.
reopening this.
did you know that dota2 just got an “infinite amount” of game modes? players can create their own game modes now with a mod kit. wish we could get this for gw2 aswell…. all the possibilities… GvG, HA, cptf, everything you could wish for…
If your close holder is not losing, mid. Capping far is risky, if you have the chance to DEcap thats fine but fullcap is different. Enemy nr5 will most likely be on his way to cap his close. So a 4vs3 at mid would imo be the best option. The mid point has also that psychological factor which somehow causes a bigger feeling of loss than a sidenode when capped/decapped.
At least that’s what i’d do.
Hopefully not… It’s definitely time for a new game mode if you ask me…
While tournaments are definitely an awesome thing playing the same game mode for 2 years isn’t.
A more difficult and complicated game mode, bit more like the gw1 ones, would be nice.
There was once a dev looking for ideas as what they could add to hotm. We still have that closed ex-water combat area. Some ideas were a ffa arena and some jumping puzzles. Idk what happened to those ideas though…
rumors say that we will be getting a new game mode this patch…
and there is a sentence that caught my eye:
We also looked to the most glorious place of all: the Hall of Heroes from the original Guild Wars. One of the key visuals from the Hall of Heroes is its majestic statues with ornate wings, which we decided to incorporate into our new armor sets.
so arenanet basically went into gw1 to look at stuff… my guess is we won’t get 2v2 3v3 ctf or something but a traditional gw1 game mode. maybe GvG maybe hall of heroes.
if you’re not an extreme genius team carrier a win% of 50 is about normal.
ele is quite good in this meta unlike the last one. i don’t know what build you play but usually celestial d/d 0 0 2 6 6 does its job well enough even for casual players.
did you play team arena with solo join or premade team? this can make a huge difference. good teams lose less often and have therefore a higher win percentage.
what could be beneficial for you is if you played every class and their meta builds a bit so that you get a general knowledge of combos, rotations and whatsoever. it won’t make an exorbitant difference but it does help.
other than that, gz on reaching 80.
see the post below
(edited by Jekkt.6045)
i am looking for a PvP team with similar ranks to mine (rank 80) aiming for tournament play but might as well be a team to play together for fun.
i’d like to play d/d celestial ele for serious matches. (willing to switch to a different class if the meta requires it)
game related info:
i can also play the following classes:
thief – s/p, s/d, d/p – champ shadow title
guard – altruistic bunker, medi dps – champ paragon title
necro – power
ranger – regen bunker, power lb/gs
engi – static discharge, celestial hgh
classes which i usually don’t play
warrior – axe/sword, hambow
mesmer – shatter, phantasm
i have a total of 3127 played pvp matches of which 2042 are rated.
my highest soloQ rank was 23. 819/750 win/lose rate.
personal info:
my time zone is gmt+1
i’m 21 years old
i have ts3 with a working headset
i can speak english and german fluently
feel free to send me a mail ingame or post in this thread
(edited by Jekkt.6045)
it is both together. but rather than seeing the healing nerfed again they should go for the might stacks this time as it will also lower the damage output of other might reliant classes like warrior or engi which both are a bit over the top right now. its not like warrior has less healing with soldier
imo the only nerf that should happen is to the max amount of might stacks in s/tPvP. this will not only harm eles but they will also benefit from that when other might stacking classes hit less.
i’d say remove the max stack size to 15 (or maybe 20 for a start).
Note that the Ele’s boon dependency can also be its downfall
this is right but the same applies for soldier warriors. and the reason for the ele’s sustain is might stacking.
they need to do something with this skill. if i play on my medi guard i usually don’t even try to damage the enemy with this skill. i deselect my target, press 5 and run around my allies to cleanse their conditions.
many times i asked myself why it only cleanses other’s conditions but not mine.
what i don’t like about this skill is:
1) that it doesn’t cleanse my conditions
2) that it is “hard to land” on my allies in the heat of the battle.
they could change that skill to an AoE fire wave cleansing your conditions, your allies’ conditions and damaging foes.
imo the only nerf that should happen is to the max amount of might stacks in s/tPvP. this will not only harm eles but they will also benefit from that when other might stacking classes hit less.
i’d say remove the max stack size to 15 (or maybe 20 for a start).
gw1 had this afaik
3rd time writing this text as my internet wont let me post this…
short: remove the hard cap and replace it with a soft cap.
numbers are only examples
after 100 bleed ticks every additional bleed tick reduces the total damage of the bleed stack by 1%. assuming the 100 bleed stacks have an average bleed damage of 100/s and the 101th only 87/s thats -100.87 damage/s because the damage of the new bleed stack is lower than the average. but if the new bleed stack ticks for 120/s (which is higher as the average) the damage loss is -101.2/s ((10000 + 120) / 100 = 1% = 101.2) and the effective damage gain is 18.8 (120-101.2).
this way all the bleed ticks will balance their damage by themselves. the damage will be capped at the point when the average bleed tick of the whole stack = max possible bleed damage/second in the game. because a higher tick cant be added anymore if it already is the max.
the same could be done for duration conditions with amount of seconds instead of amount of stacks. so for example, for every additional second after 100 seconds the damage gets reduced by 1%.
i hope its understandable as it may sound a bit theoretical and complicated.. but after 3 times writing the same text i dont really care anymore^^
are there 100k PvP players
?
most likely they won’t even look that differently so i don’t care that much tbh. it’s not a bad idea to encourage players to participate in a tournament for exclusive armors. but i agree on that standart character argument :P
now we need a bigger pvp team for faster balance updates
Stealth is OP, but thieves are one of the worst classes in this game.
lol so in that case:
stealthed ranger is op
stealthed engi is op
stealthed mesmer is op
but a stealthed thief is the weakest of themi heard you live in an upside down world.
1. Read again.
Both sentences belongs together and both are important to understand my post.2.
Mind Game:Imagine yourself all these 4 classes and take stealth away.
What remains?
a s/d or s/p thief which still kicks your kitten?
Stealth is OP, but thieves are one of the worst classes in this game.
lol so in that case:
stealthed ranger is op
stealthed engi is op
stealthed mesmer is op
but a stealthed thief is the weakest of them
i heard you live in an upside down world.
tbh i don’t care about hotjoin but as it will be a toggle anyway i voted for “everywhere”.
that being said, it is a necessity to add this option not only to teamQ but also to soloQ.
Now rangers are easily interrupting most skills and killing before I can get into attack range, if that is that I can get past their multiple pets.
rangers have 2 interrupts on ranged weapons, one on shortbow with 900 range and one on longbow which is a knockback with 1200 range. this is without pets.
a shortbow can’t even hit you if the ranger is out of reach for you assuming you are using greatsword or staff.. as for longbow, that’s a single knockback. as a mesmer you should have enough possibilites to close a gap.. blink, stealth, distort.
if a ranger runs longbow he usually doesn’t bring those “multiple” pets. and if he does, moa him and all his pets will instantly die.
sorry but ranger is the worst class in pvp right now and far from op…
Most rangers running lb will have 1500 range. Also rapid fire will track a mesmer through stealth. Rangers aren’t as bad as most players think https://www.youtube.com/watch?v=Z8kzqpN3Wug&list=UUlWCnHmG_-W4bTeRKxC-jYA .
thanks for the info but surprisingly i play a lb/gs ranger in soloQ and usually i’m snowballing between 100-300 on the leaderboards
as i was talking about knockbacks in my post, your statement is wrong, point blank shot is 900 range and 1200 traited. indeed, rapid fire will track a mesmer but he can distort or use blurred frenzy, if the mesmer runs a sword build, to avoid it. of course this isn’t always possible and shouldn’t be either.
what im saying is: as a ranger you can’t kite mesmers as good as for example a guardian a necro or a warrior.
rangers are even more positioning reliant as mesmers because the class has no teleports, so no quick escape via blink.
another thing is: the mesmer class mechanic counters longbow builds. the longbow is except for barrage a single target weapon and this is bad especially against phantasm mesmers.
while it won’t change much for you it will change a lot for the competive playerbase which should have the top priority as gw2 is meant to be eSports.
real eSports -> big PvP playerbase -> more focus on PvP -> maybe a bigger PvP team -> more and faster features and updates
of course this doesn’t mean that i don’t want there to be more PvP stuff in this update
so i too hope that it’s not all even though it is already a lot.
personally i think we will get a new game mode.
preventing the decay should be a master trait/grandmaster trait. signet of fury could maybe lower the decay speed.
this is from my POV, with 800 tournament wins and best rank 23 on leaderboards
Ideas on how to revamp Lightning Touch
-lower cast time to 1/2 a second
i agree
-create a radius around the elementalist when casting the ability, similar to Frozen Burst.
id rather have a wider cone than a radius, imo it fits the skill and its name better
-slightly increase the weakness duration.
i never felt like it was too short but i wouldn’t mind an increased duration either
————————————————————————————————
Ideas on how to revamp Vapor Blade
-turn the vapor blade into a homing missile
either that or make it 3 projectiles like the fire auto attack. i think its less plausible that it will become a homing missile because it acts like an aoe hitting all targets on its way.
-increase the duration of the vulnerability
i agree, necro axe for example has 7 seconds
-increase the amount of vulnerability your opponent receives when landing this attack.
if it becomes a homing projectile i don’t think this will be needed as it will hit the target twice
-increase the hitbox size of vapor blade
not necessary if it is homing, problem solved if they make the skill fire 3 projectiles with a wider cone
-increase travel velocity
wouldn’t mind
-revamp/replace the skill:
i don’t think they would do that.
————————————————————————————————
Ideas on how to improve Magnetic Grasp
-increase the projectiles velocity
i think it shouldn’t be a projectile at all. increase the cast time to 3/4 and make it hit instantly similar to how necro’s dark pact works. (and lower necro’s skill to 3/4 from 1)
-increase range from 900 to 1200
no that’s too much
-turn the projectile into a homing missile
see above
-increase the travel velocity of magnetic leap.
as far as i know all leaps have the same speed. a faster travel velocity also means that you leap less far, similar to when you have quickness.
-give magnetic leap an evasion property while being used
tbh that would be too much for a skill that already immobilizes and is a leap.
————————————————————————————————
Ideas on how to improve/revamp Churning Earth
-heavily reduce the cast time (and damage accordingly)
i think it kinda destroys the purpose of this skill as it is meant to be a “BOOM” skill
-implement an early “detonate” option. (damage scales accordingly)i would rather have this with a lowered cooldown depending on how early you detonate it with the blast finisher only activating after a set amount of channeled seconds.
-while the skill is channeling, reflect missiles
too strong
-replace the skill entirely
just make the skill work
-allow the elementalist to be on the run while channeling, self snare included while channeling.
no that would be like a walking bomb.
-Churning Earth creates a rocky shield around the user which detonates if being struck, ends if leaving earth attunement. (Should the skill still channel? Damage revamped accordingly)
tbh too similar to arcane shield
Now rangers are easily interrupting most skills and killing before I can get into attack range, if that is that I can get past their multiple pets.
rangers have 2 interrupts on ranged weapons, one on shortbow with 900 range and one on longbow which is a knockback with 1200 range. this is without pets.
a shortbow can’t even hit you if the ranger is out of reach for you assuming you are using greatsword or staff.. as for longbow, that’s a single knockback. as a mesmer you should have enough possibilites to close a gap.. blink, stealth, distort.
if a ranger runs longbow he usually doesn’t bring those “multiple” pets. and if he does, moa him and all his pets will instantly die.
sorry but ranger is the worst class in pvp right now and far from op…
(edited by Jekkt.6045)
shield does need a bit of work. 4 should stun or knockback and 5 should get a blast finisher on the toggle.
because nobody in pvp cares about such warrior specs. as good as nobody plays shout healer in competive play so there is no need to nerf it (yet). the same reason why PU abomination is still alive and well.
as far as i understand they are hosting 3 tournaments, one in china one in na and one in eu with each of them awarding 50k usd.
now all we need is new game modes (which i believe will be released with the next patch because it states “pvp and wvw” feature updates) and more frequent, like every 3 months, balance updates
new skills/weapons would be nice too