now i do know that elite specs are available by default in pvp but that’s not what i mean with my title. today we got the info that it costs 400 hero points to unlock an elite spec with all its traits skills and skins. currently we have around 200 skill points available on all maps so it takes around 200 more to fully unlock an elite spec.
wvw got an update so that they can buy scrolls that grant them hero points in order to unlock the elite specs.
will we also get something likes this for pvp? while the elite spec is already unlocked the skins are still locked behind those 400 hero points.
is there any chance that tomes of knowledge give us 1 hero point after we reached lvl 80? 400 tomes for 1 elite spec would definitely not be cheap.. but it would at least provide a way to get the skins.
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well.. dhuum is not so much a god anymore so.. if they really wanted to..
Yeah, I can see them doing Dhuum. But what weapon would he get? There aren’t any scythes
greatsword with condis or hybrid.
well.. dhuum is not so much a god anymore so.. if they really wanted to..
tbh i want abaddon, idc if it’s a god or anything. sadly i don’t think it will happen because we have mallyx.
maybe gwen :^)
or dhuum :o with a condition gs because there’s nothing like that in the game yet.
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change ferocity to healing and call it runes of the druid instead of distraction.
100% weakness uptime.. why not..
tbh sword is in a great spot, now with the change to the auto attack even more.
you can’t compare offhand sword, axe and shield at all because they all fill different roles.
axe is a fast offhand with a teleport, designed for use when you don’t slot shiro.
offhand sword is a defensive dps weapon to pull people out of a crowd, isolate and kill them.
shield is a sustain offhand weapon and offers no damage at all but only support/defense.
i wouldn’t use warhorn at all, it’s underwhelming.
so far i felt like scepter was the best weapon for tempest (it was kind of a surprise lol) because using overloads doesn’t cripple your rotation that much and scepter fire skills + overload are basically instant 25 might.
i have both incinerator and meteorlogicus and i like them both a lot.
frostfang, bifrost and jugger have effects.
shield doesn’t have any effects on any class :^)
it looks very nice but.. i’m gonna wait for the new sword/shield first.
he means 6 individual rune slots instead of a full set of 6.
tbh i don’t care much about runes but i’d like to be able to select the stats i want, not preset amulets.
what they can do is giving out pulsing buffs when you stay long enough in an attunement combined with scaling buffs:
buffs lost upon swapping
earth:
100 toughness/condi damage every 5 seconds you stay in earth. cap is 500.
water:
100 healing/vitality every 5 seconds you stay in water. cap is 500
fire:
100 power/10% condition duration every 5 seconds you stay in fire. cap is 500 (does condi duration make sense for fire? it was the old traitline stat for the fire line)
air:
100 precision/100 ferocity every 5 seconds you stay in air. cap is 500
this could be the grandmaster minor while the master minor could look like:
fire: gain 3 stacks of might for 10s every 5 seconds you stay in fire.
water: gain regeneration for 5 seconds every 5 seconds you stay in water
air: gain fury for 2 seconds every 5 seconds you stay in air
earth: gain protection for 2 seconds every 5 seconds you stay in earth
now other than boons they could give auras every 5 seconds but i think with aura share and tempest gm trait it would be overkill.
i feel like they should add both, something for players that want to camp but also for players that want to swap frequently.
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in pvp you will run scepter/focus with earth air tempest. you can either run it with marauder and deal ridiculous amounts of aoe damage and will guarantee that you’ll be the priority target or you run a more sustained version of it using celestial and a couple of shouts.
what’s the difference between d/d celestial ele and s/f celestial tempest? less survivability?, more damage, a different kind of support. you can basically have perm 25 might stacks on it.
is it viable? hard to say. if d/d drops out then this build will most likely take its place, not for the same role but as an ele build.
is it fun? i would say so. you can’t carry too well on it though. you deal quite a bit of sustained damage on it but you’re not there for the clean up. if your team fails at that then you won’t make the difference.
i had a couple of games in which i had stupid amounts of damage dealt but we still lost most of the teamfights because nobody finished off low-health enemies and the tempest should be “next to the crowd” rather than chasing people. next to the crowd because you want to position yourself in a way that you don’t eat all the aoe.
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if you run marauder you take hammer. if you run something more tanky you take staff.
play survival ranger and you will laugh whenever you see a burn guard.
well if tempest minors wouldn’t be so restrictive they could add buffs to staying in an attunement there.
in the end what kind of amulet (ofc i have amulets that i want more than others) you add is not that important to me (i’m glad that you are adding new ones) but one important thing is that you consider balanced versions of each. i have mentioned this before but if you add pure sinister stats many classes won’t be able to use them because there is no vitality on it. similar to berserker and marauder you should also add a vitality version of sinister (and zealot and whatever amulet you will add).
the recent big balance patch just made vitality on amulets so much more important because traitline stats are gone.
for a thief ele or guardian it’s impossible to play on 11k hp so you either have to give up on that amulet as a whole or you use vitality runes for some builds (cleric guard with soldier runes).
i just hope you’re aware of that and consider it an option
You will be able to level it with tomes like you can with other professions.
if you’re bringin in zealot and sinister you should add vitality to the amulet or they will be useless for most of the classes with a low health pool, please consider that.
i would like to have many more multi stats amulet because those are the most optimized, amulets without vitality kinda never get played in serious competitive matches because other than necro or warrior nobody has a big enough health pool to use a berserker amulet.
we need many more 4-5 stats amulets. especially with vitality or they will not be usable by low hp pool classes.
i’m not sure if there was a post somewhere a while back stating that you can either level it right to 80 and enjoy HoT with it or go through the personal story to get to 80…
can’t link you anything.. but at least there was no post saying that you can’t level them with tomes.
you will be able to level it to 80 with tomes and co, like any other class.
ugh, so mine’s bugged then. it tells me 160 matches (doesn’t tell me as what) 2% and it’s white.
it’s definitely white for me. and i’m not drunk.
currently the revenant’s games by profession color in pvp is white. i actually like that it’s white so i wanted to ask if this will stay or if the color will be changed on launch?
Bad idea.
Pick/Ban works in LOL because there are so many heroes which adequately fulfill one of the few clearly defined roles. There are also pretty standard team compositions when it comes to roles. It’s also necessary in LOL to stop the game from being completely repetitive.
GW2 isn’t anywhere near as rigid when it comes to roles for a build. For example, if you banned some crucial part of a thief, it completely changes strategy and tactics because thieves could no longer back-cap or +1 fights nearly as well. As you said, runes have the least impact, but by the token, a pick/ban system for runes would have equally as small an impact, to the point that it wasn’t worth it.
If you want diversity in GW2, it’s not too difficult:
- Allow more stat customization. The PvP amulet system is far too rigid. Many builds work best when they have 4 or 5 stats in different ranges. The current system doesn’t allow for that, so only DPS with escapes and celestial with might stacking are prevalent. Getting a small amount of toughness on DPS builds would help them out tremendously against burst.
- Address Celestial + Might Stacking The downside of celestial is that its power damage is extremely low, even for sustained damage. However, if you can might stack reliably, that problem goes away, giving you the benefit of reasonably balanced stats (see previous issue). And with the condi system re-work and healing power becomes more appealing, it may be time to lower celestial’s stats a little.
The rest of it just depends on ANet addressing skills or combinations of skills which are a little too good.
thanks for your feedback, that’s what i was looking for.
i agree that the effort for rune bans would be far too big for the impact and amulets/traitlines are just not a possibility.
as for the amulets.. i have been asking for free stats customization for a while but i don’t think it’s gonna happen. so when grouch asked what new amulets we wante (on the mainpage atm, so feel free to post there) i suggested multi stats amulets because i feel they would have the most impact and benefits.
the thing about celestial is that while it can be extremely strong on the right classes it can also suck kitten other classes. ever seen a celestial thief? no? neither have i.
mechanics: engi
role: ele
as ele you’re supposed to watch your allies’ hp bars, peel for them and heal/cleanse them when they need it. on engi you also have to do that to a certain degree but not as much as on ele. barely any ele you encounter in soloQ will do that though
what i would like are multi stats amulets like celestial
mainstat condition damage
vitality
healing power
toughness
mainstat power
precision
toughness
vitality
ferocity
maybe healing power (basically celestial without condi dmg, would be great for revenant)
oh and fix rampager’s amulet, it’s terrible right now (well it has always been..)
and add apothecary amulet, we currently only have settlers
another problem is that basically all amulets without vitality are obsolete…
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i know that banning a traitline or an amulet is not an option, i also addressed that in my original post, so i’m not pro-banning one of those.
the conclusion i came to was that if anything would be bannable without hurting builds too much are sigils and runes.
you play air/fire but fire is banned? you pick blood instead.
you play strength runes but they are banned? you pick hoelbrak instead
for runes there is always (most of the time) an alternative and by banning runes everything could become more interesting (some tournaments already started banning vamp runes). it also gives arenanet an incentive to buff other runes that don’t see much use without having to nerf other runes and it helps with ingame balance. do you feel like a certain rune is totall out of hand right now? ban it.
i know that this is not a moba but then again that statement doesn’t mean much at all.. you don’t have to be a moba to have bans.
i’m simply talking about possibilities
esl is already banning more than 2 classes of the same kind which is imo a fair number. only one can be too restrictive.
why, gw2 is imo one of the best pvp games out there, surpassing many popular games in complexity (not that it matters). it has its flaws.. and they can be overcome. gw2 actually deserves a lot more attention than it gets. maybe with the expansion and leagues.
oh and if games like rocket league are on esl then there is no reason for gw2 not to be there aswell
cleansing water was already nerfed when they randomized condi cleanse.
well i have the legendary for more than a year now, not trying to manip or anything.
i would like to open a discussion about picks and bans, and how it could spice up the meta.
many people that follow popular esport games might be familiar with the term Picks and Bans and what they mean.
in mobas you generally have the hero/champ draft at the beginning of a competitive match where both teams get to decide what heroes they play or what heroes are not allowed in the match. a Pick can act in a similar way than a Ban, you reserve a certain hero/champ for your team and stop the enemy team from playing a certain hero/champ, or you simply ban it and it will be excluded from the whole match.
now in guild wars it would be a bit hard to do with classes but maybe in the future when we have a halthy amount of elite specialisations it could be done that way…
Traitlines
how would it turn out if teams would be able to ban 1 full traitline of 1 class for the enemy team? for example, team A decides that team B is not allowed to play shadow arts and team B decides that team A is not allowed to play water magic.
while it would be interesting and could help with disabling certain overpowered builds it also has the potential to totally negate a whole class and would come close to banning a whole class. so if you basically banned the most important traitline of a class you render it useless. another problem is that while you could ban the fire line of an elementalist and that person switches to earth instead doesn’t mean that a thief without trickery would work as well; there is not enough viable build diversity to do so.
Runes
runes might be the best way to introduce something like Picks/Bans to gw2. you ban 1 rune that the opposing team is not allowed to use and you could even go that far and only allow 1 rune of a kind per player, meaning Team A is only allowed to run hoelbrak runes on one of their players, not on 3.
runes are not build distinguishing enough compared to traitlines so banning runes would not be as harsh.
one problem i see with this system is that there is a limited amount of useful runes and very often you see people running with vamp/hoelbrak/strength/pack and that’s it.
on the other hand it could make people look out for alternatives and even encourages arenanet to buff some runes or even introduce new ones.
Amulets
i found this to be the least positive way for Picks/bans because there are not enough amulets and out of the existing ones 75% of them don’t get played at all. the most amulets you see nowadays are marauder, celestial, rarely carrion and rarely cleric.
everything would end in people either banning celestial or marauder, turning a match into a full bunker of full glass cannon fight…
another problem is that some classes can’t afford to not run their best amulet. while a guardian could theoretically run cleric or carrion (even marauder) and be beneficial to his team, a thief can’t rune anything else than marauder because of 1. the health pool and 2. the effectiveness of builds; same problem like with traitlines, there is not enough viable build diversity.
the picks/bans would only apply for tournaments, not normal queue matches.
now what would interest me is the opinion of people that host tournaments or shoutcast. would something like Picks/Bans be healthy for the competitiveness of gw2 PvP or would it do more harm than good?
what do you think would be the best way to introduce them? traitlines, amulets or runes?
not only hosts or shoutcasters but everybody, feel free to express your thoughts and try to stay constructive.
this is only a theoretical discussion, i am by no means asking to introduce Picks/Bans in this thread.
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removing the mobility of the vampire form would do the job tbh and it should interrupt actions when going into that form. right now you can even stomp when it procs and you’re already in the animation.
not that passive elixir s is less innocent than vamp runes btw.
in terms of functionality bows and pistols underwater would make less sense, spears tridents and harpoonguns would actually work on land.
i think the skins are a different subject.. while shooting sharks is less bizarre for me than shooting unicorns, it might be the opposite for you :P
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can you really say that with confetti pistols and rainbow unicorn bows around :P?
that’s not what i’m talking about. they will release a total of 16 new legendary weapons, no new underwater legendaries.
it would be nice if they could just make land versions of the underwater ones we currently have, don’t need new ones
now that it’s clear that we’re not even getting new underwater legendaries i would like to ask arenanet to unlock the spear/trident legendary skin as a staff skin for people that own them. kamohoali would make a good melee staff skin and kraitkin a good caster staff. of course frenzy should also become available as a rifle skin
for clarification, i’m not angry that they are not adding new underwater legendaries, it has been a trend with bltc skins aswell so i didn’t really expect new uw legendaries at all.
i just thought that with the less and less underwater support the game gets we can merge those skins together with staves and rifles so that people who actually crafted the uw legendaries don’t get left behind. the current uw legendaries are really good looking and it would be a shame to not make more use of them.
hammer auto is a cleave, you hit everything on the way to its target and back.
field of the mists is on a 12s cooldown, a reflect on that would be overkill.
i agree that there is a lack of hammer traits but it would be needed to tone down the skills before it’s even possible to add traits for them because they’re already that strong.
tbh hammer is broken and way too strong for what it is, buffs not needed, rather nerfs.
what keeps pvp players motivated:
skins
titles
finishers
everything that shows skill and dedication
matchmaking is supposed to make things challenging, it should prevent frustrating matchups.
both things are important. leagues are supposed to fix all of that. let’s wait and see, it’s only 2 more weeks anyway.
personally for me rewards are way more important tbh.
just give it a normal attack, that’s all what’s needed.
maybe you cant compare the 2 skills but… hammer 2 is currently way too strong and either needs a damage nerf or a cooldown increase.
some bugs i found:
slow breaks some skills (UA, blocks etc)
staff 4 doesn’t always cleanse condis. not sure why
sometimes energy regen is slow after swapping legends
projectile on auto chain #2 bugs out
slow is bugging out revenant skills.
unrelenting assault
surge of the mist
riposting shadows
crystal hibernation
warding rift
they kinda lose their effects after the intended duration but the animation is longer due to slow, so you’re stuck not able to do anything.
you can’t oneshot any decent player on revenant. it’s impossible.
i think the reason why nature and impossible odds block each other is so that you can’t stack a high amount of quickness.. or so..
but the regen rate after swapping is definitely a bug
yeah because a bug that could one-shot people has anything to do with revenant.
i witnessed it many times. movement skills are influenced by slow (and quickness) even though they said they aren’t anymore. unrelenting assault doesn’t do anything at all when slowed
surge and riposting shadows both get increased range which is stupid.
Revenant is way too op atm..If you think its normal to just run around and 1 shot ppl then your not an true player. End of story.
But thats the point of beta test,we can all hope devs will see it and adjust it.
Otherwise Gw2 will be P2W game and im not gonna waste my time and money on that kind of game.
if you get oneshot by anyone you’re not in a position to complain at all. if you get oneshot that just displays lack of skill. and i’m saying this again, wvw is unbalanced and no indicator for balance. oneshotting people in pvp with revenant is impossible, even if you get the double coalescence hit.
we already have mist walker so i guess the chances are low.
when they use hammer walk up to them… hammer damage is low at close range, is slow and can be blinded.
if they use the shield block… guess what, use unblockable skills. it basically screams “please hit me with mirror blade, phoenix or toolbelt pull”.
there is counterplay to everything revenant has, counterplay to surge is strafe, stability or a stunbreak/teleport.
