- Improved Torch #5, shorter casting time?
i would be happy if it cleansed the conditions you have aswell as those of your allies.
let’s be honnest, pvp is pure fail on gw²
Rank means nothing (enjoy the skykittenfarm), map are bad design, soloq / hotjoin is a joke
Sad but nothing will change
gw2 pvp had/has a big potential if only the devs would support it a bit more. we need faster patches, especially for fixes, and feature patches with new stuff every 3 months.
we need money tournaments. legendaries and gems are nice but you can’t live with that and not many “pros” will play it competively if they don’t get rewarded properly. i believe that arenanet makes enough money to host cash tournaments. even if it’s 500$ and bigger tournaments like the PAX with 10k$. it doesn’t have to be millions like from dota2 tourneys…
map design (skyham and spiritwatch excluded) is not bad. most of the maps are solid. the problem is that conquest is not really an interesting game mode compared to gw1 GvG. a mod stated that they’re working on new game modes.
players make soloQ a joke. while the leaderboards and the matchmaking suck it’s the players who go afk or play bad.
who cares about hotjoin?
add seasons with seasonal rewards.
the reason why they’re not removing skyhammer is because they try to improve its mechanics.
imo that’s a waste of time but children usually don’t throw away toys they like.
1) There is only one build available in high pvp level which is condi rabid with bombs, elixir gun, elixir s. All engineer running different utilities are running no self sustain and disingaging skills which means be a free kill. Different point of view means you don’t understand 100% the class or you cannot be competitive at high level, others builds like power runs better on thiefs/warriors, why would you pick up an engineer for that.
cond rabid is not the only build that is currently played in “high lvl pvp”. there are many engis using celestial builds atm. just because something doesn’t work for you doesn’t mean it wont work for others.
while thieves are indeed the top roaming predators the burst of a static discharge engi is way better. thieves are not only prefered because of their damage but because they are able to engage/disengage at will and because of their speed. many other classes have better damage than a thief has.
there are worse classes than engi right now and some people even made those work, power ranger for example in TOL2 US quali.
2) Engineer has no condition removal, if you get immobilized you are instant death from the burst of for example pistol whip + arcing arrow.
while this is true it was stated that this was the intended weakness of engineers, lack of cond removal and mediocre access to stability. what helps against immobs + burst setups is the tool kit shield. wether you like it or not, tool kit has its place even in high level play.
3)Engineer loose against every other condition class because of no condition removal ( the utility heal is not enough)
class weakness as described above.
*The right balance change is just one and is very easy:*
1) Add more condition removal, maybe add it on elixir s or on healing mist, but don’t force using different utilities of bombs,elixir s,elixir gun they are a must for disingage in high lvl pvp.
no. if you want condi removal trait for it the same way that many other classes have to aswell.
2)Would be enough just have one immediate immobilize removal from let’s say regenerating mist which helps survive at least to ONE burst from direct damage classes but it is still not enough to balance fights against all others condition classes.
with the next patch med kit 4 will remove immob.
i might sound a bit harsh but what you request is removing the natural class weakness of engineers.
get answer from some devs
i’m sorry but you have to wait a little longer for christmas wonders
use signet of fury or healing surge if it’s so important for you to not reveal your position.
you will not be able to chain flanking strike if you’re not sheath canceling it or swapping to a 2nd s/d set to avoid the aftercast.
interesting changes. well deserved nerfs.
unload buff could’ve been better.
wish they nerfed p/d thief.
smart changes to fs, adds counter, and black powder.
disappointed that they didn’t change deathblossom and dancing dagger.
berserker stance and endure pain are no invulnerability skills. that’s why they shouldn’t lose the point when they fight on it. on the other hand it is quite hard for other classes to fight against such a stance using warrior on point.
what i propose is a compromise:
when warriors use stances they shouldn’t lose the point but shouldn’t be able to contest a point either.
meaning if a warrior is fighting on a point and activates a stance the point shouldn’t get decapped but he can’t cap it either until the stance has worn off.
good if the warrior is defending his point, bad if he rushes a point and insta activates berserker stance because the point holder can run away until the stance has worn off.
and it wont change anything for teamfights.
why would you need a vipers nest. he has sword 3 and shortbow 2 which is already enough poison.
i have to agree.
you have no healing, no condition cleanse and no damage.
you cant kill with this build and you wont last that long either.
there is as good as no chance of winning against an ele or a warrior.
if 1% of the engi players use this skill you run into 1 of those every 100 engis you fight. must be a terrible fate.
axe and longbow dont synergize well so my guess is people in pvp will still stick to lb/gs while gs is for defensive maneuvres.
but i can definitely see a hybrid strength runes build with axe.
As for feedback, the our new way of splitting up the balance segments will make it easier for us to track feedback, as we’ll only be talking about two professions every two weeks, rather than 8 in one week.
would it be possible that you open up threads each two weeks for the feedback? a thread called “Skillbar – Ranger + Engi” or something.
just get rid of mesmer
AI should be about support, not damage=If only mesmer support phantasms actually did do their support roles well.
you did not understand my post. i stated it for MM and turrets. there is no word of mesmer phantasms.
nerf tank warrior dmg= sigil of intelligence/ berserker power/berserker. This is build design success, not failure. You have increased your toughness at the cost of losing a large load of your direct damage.
i highly disagree. no other class can go as tanky as a warrior while still dealing that high damage. its not the first time i hit a 9-10k eviscerate, with proper setup, on a cloth class. even when missing eviscerate there is almost no punishment as it’s up again in 9 seconds. if i want to hit such high numbers with other classes i have to go full glass.
S/D thief. Highly annoying. Uses stealth seldom. So much of thief is tied up in the stealth mechanic. A build that lives without it is needed for thieve’s. It is just the no counter to evading. Everything in game can be counter or mitigated apart from evade. The only thing that helps cap evade is chill/weakness. Both of these conditions don’t apply to s/d thieves. That is what the issue is. Roll for initiative, shadow return, sword teleport returns, roll on heal..so much of the evade can be stopped in any way. Nerfing damage/survival skills won’t change this. Making chill, cripple apply to thief abilities that evade on skill use producing lethargic and less than optimal retreats will. Chill/cripple skills devastate warrior rush abilities, the same should apply to thief evade on skill use.
and again you’re missing the point. i don’t care if a class has mobility or damage or evades. OR. that’s the problem, the current thief meta brings all of that. you spec for full survivability and still deal as much or more damage than other classes that have to invest in damage traits. its a flaw in design, the same with warrior. you cant let a class have multiple strong attributes.
evade, damage, mobility, burst and the ability to shut down other roamers for thief.
high base hp, (blocks), immunities, high damage/stuns+sustain, up to 25 might stacks, heavy armor and an almost perm fire field that covers most of the points for warriors.
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well at least a dev stated that they are working on pvp features.
What exactly is that :P?
or they could do something like “after switching to a kit your next attack applys burning”. even if you switch in and out again.
10 sec ICD, a small icon like sigil of doom, when you dodge it it goes on cd.
although i dont know how it is with dhuumfire. if you dodge the first life blast does the fire proc go on cooldown?
i did not suggest the removal of air/fire sigils. only that they do a set amount of damage so that might stacking professions or lich form cannot increase that rng damage proc.
i agree with combustive shot although the size is only that powerful because of the game mode. tbh hitting a target with its current size wouldn’t be hard either.
As i said, vee wee nr1 engi, flag carriers get their own set of skills, locked out of utility skills and all invul/halfinvul traits are disabled.
very often i have the impression that the devs dont even know what is wrong with their game. so it is only good to make suggestion and wish threads, even if they keep beeing deleted.
hope dies last
so much negativity. you should just stop playing lol.
something like this:
as a 5vs5 or 8vs8 game mode.
some towers for ranging, some walls for hiding and setting up flag steals.
+ some minor stuff like trees or broken stuff on the way to the base to break LoS while escorting the flag which i didnt put on the picture.
i think such a game mode would allow more for tactics and strategies than conquest does.
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you cant give the game mode too much twist. if it will be too complex people will not be able to play it. sad but true.
what i would suggest is some kind of 2 bases similar to those of the foefire map. an A to B map. maybe even with some npcs protecting the flag. maybe even destroyable gates which can be repaired by players if they get a repair kit.
no siege.
flag spawn at the map middlepoint on something like a battlefield, ascalon fractal like.
some trees or broken stuff to break LoS.
some higher grounds for ranged classes like remainings of towers or broken ground.
i think an ascalon war styled map wouldnt be that bad for this.
maybe the desired object doesnt even have to be a flag. maybe some power cores to charge a big weapon to obliterate the enemy fort. (just as an ending scene, not an actual ingame weapon.)
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/25386/gw069.jpg
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+1 you know what we pvpr’s want/need
keep those ideas coming. on a side not I really wish there was a way to have a bank in hearth of the mist maybe a bank that can only be used by rank 80s since its kinda easy to get now
agree. will add this to my list. thanks.
some wishes i have for a future PvP patch:
removal of skyhammer and spirit watch from soloQ
Balancing:
- s/d thief (2 0 0 6 6): toning down either damage or survivability
- warrior: either toning down damage with tank amulets or survivability
- if necessary lower the might stacks cap in PvP to 15
- air/fire sigils: set amount of damage, no scaling with might/power
- remove/change passive damage procs (IP)
- nerf AI damage. AI should be about support not damage. (MM, Turrets)
- buffs to useless traits/skills
New Game Modes:
- 2v2 arenas + teamQ. another map, more simple than courtyard(too much stuff on it).
- capture the flag: new map with 2 base, middle flag spawn. flag carrier gets own set of skills. make block pickup impossible, guardian focus. 5vs5. allow flag steal from enemy base.
New Weapon/Utility Skills:
give us new weapon or utility skills. support skills for some classes would be nice. especially for arenas/cptf.
New Reward Tracks with unique PvP rewards:
new tracks for pre wardrobe pvp-only available gears
new tracks with new pvp-only available gears
NPCs:
A bank NPC
A TP NPC
feel free to post what your wishes are for a future PvP patch!
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around this time some of the phoenix skins (gs, sword, shield) already had around a 100 item supply on the tp. the only ley item with a 114 supply is the staff. ofc tp supply doesnt indicate total game supply.
some skins like the mace are already at 50g.
and there aren’t that many buy orders either.
i dont know why but it seems like people dislike the ley line skins. i wonder why, the design is very unique and the effects are nice and two-colored.
why did you prefer other skin series over them?
why do you like the ley line skins?
do you think they will fail like the lovestruck skins?
this is like the 4th or 5th thread you post about either necro being bad or eles/celestial being op…
why dont you just l2p with your necro… complaining about celestial amy which heavily relies on boons while playing necro, the class with the best boon removal…
I really don’t think I could get close to beating a staff ele on a point.
there’s your problem. its the same thing with players complaining about dying to bomb/nade engis on point.
conquest mode encourages on point aoe spam. that’s how it is.
so what should you do? leave the point and attack them from the outside. even if you’re defending.
what’s better, your point getting decapped but you win in the end or you die, lose the point, enemy gets 5 points and is able to cap the point?
i dare to disagree. after all i have never met a single trap thief in tPvP in 2 years.
thats called bad design. nothing more.
i dont know what your problem is. condition necro is attrition based now instead of burn condition burst.
just because you cant kill eles/warriors doesnt mean the class is weak by itself.
necros are superior to engis, strong against mesmers/thieves as they have few cleanses (given s/d is gamebreaking atm). and from my experience necros are better than spirit rangers too.
you have the best chance against a guardian as a condition class. guardians have 6 condition cleanses on a not so short cooldown. you can also deny them a lot of boons with boon corruption. use signet of spite and they are forced to use their shouts.
try to kill a guardian as a dps class and see how good you do. the only classs that is capable of effectively killing a bunker guard with a dps spec is: necro.
other than that necro brings some of the best condition cleanses, conditon transfers and elites.
necros might not be the heroes of teamfights but they are anything but weak.
ele, warrior, guard,thief, 5th slot is open for preferences.
we cared, they didn’t. thats why CDI threads died out. simple as that. i remember a 250 reply ranger CDI without a single dev response.
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nothing wrong with that. but most of the players decide to go with the meta builds and dont respect players that don’t want this.
Rangers-none
Just say’n. Maybe you should look at that.
Niah – Ranger – Formerly Team Paradigm and Team Fifty Five Hp Monks
?
what do you expect, people play the classes which are the most effective. try play a dps guard or a power ranger in soloq and see how many times you get flamed for not playing a bunker or a spirit build lol. welcome to #esports.
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i dont think that it would be a technical problem. either nerf acro or nerf the damage.
i expect a “well i don’t care about WvW” comment but the thing is i don’t care whether you care or not i bring it up because Arena net take all game modes into consideration when nerfing a set and another big nerf to S/D will see it dead anywhere besides spvp.
stop talking bs. pistol whip nerf was PvP only too.
and nobody uses s/d for pve anyway.
lol @ this thread. do you live under a rock? thief is at the top of the meta…
gonna try that one out :P
How about remove ALL AI with the exception of ranger pets and mesmer clones???
+1
Also agree.
healer
never seen a true healer in this game. can you show me one?
i wanted to go for eternity but the gem on the hilt tip really made me hesitant and tbh i rather prefer the aestethics of sunrise/twilight over eternity. those hilts look way better.
so what i propose:
when you look at the concept art of those 2 swords you will notice that their hilt tips are quite different from what we have ingame:
http://www.kekaiart.com/uploads/5/4/7/6/5476798/5786196_orig.jpg
i think it would be nice to remove the eternity gem and replace it with an orb. a full ball not that strange shape we have on sunrise/twilight.
while it is day the orb shines in the color of the sun, no rainbows.
while night the orb turns black and just that sickle of the moon shines in a white tone.
To justify the perma dodge, I even heard once that perma dodge is less op than stealth of d/p for instance, but we don’t need Einstein to understand that dodge is basically invulnerability while stealth is clearly not.
this one is kinda tricky: its psychological.
while stealth is clearly not invulnerable it is easier for a less experienced player to accept that a thief dodged his attack. even if he hits the stealthed thief he doesn’t feel rewarded at all because there isn’t even a “miss” popping up. maybe if arenanet added damage numbers (not condition ticks) to stealthed players it would help getting rid of that “wrong thinking”. but im sure if they did that there would be riots everywhere. i as a thief wouldn’t mind.
i totally do. you dont have to agree with me you know.
s/d is not the strongest spec right now. there are far stronger specs.
warrior, believe it or not, is still the strongest class in pvp.
ele is strong too but imo still balanced.
AI builds are annoying and strong, sadly they dont require much skill.the problem with s/d thieves is that they are gamebreaking for other dps/roam classes. thief has good burst, good mobility, with all the evades fairly good survivability and they are the fastest class in the game (nobody plays usain bolt warrior in pvp).
its less effective to take a different roamer than a thief. and of all the thief specs s/d is currently the most effective one.
By that logic guards are gamebreaking too.
its less effective to take a differentroamerbunker than athiefguardian. and of all thethiefguardian specss/dbunker is currently the most effective one (not counting medi, which, btw, eat thieves for breakfast)
you are totally right.
although medi doesnt eat s/d. its a difficult matchup for both of them.
s/d is not the strongest spec right now. there are far stronger specs.
warrior, believe it or not, is still the strongest class in pvp.
ele is strong too but imo still balanced.
AI builds are annoying and strong, sadly they dont require much skill.
the problem with s/d thieves is that they are gamebreaking for other dps/roam classes. thief has good burst, good mobility, with all the evades fairly good survivability and they are the fastest class in the game (nobody plays usain bolt warrior in pvp).
its less effective to take a different roamer than a thief. and of all the thief specs s/d is currently the most effective one.
your assumption is wrong. i play pvp for over 1,5 years. and no the balance isn’t good its just “better”.
a lot of classes still lack build diversity and a lot of builds are still too strong for the low risk they bring.
its a bad excuse for a game when they want to show off with their fluid combat yet dont give a kitten about new game modes or serious balancing. its been 2 years. TWO YEARS.

keep those ideas coming. on a side not I really wish there was a way to have a bank in hearth of the mist maybe a bank that can only be used by rank 80s since its kinda easy to get now