Showing Posts For Julius.1094:

Buff guardian tomes please.

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Posted by: Julius.1094

Julius.1094

Give guardians kame hame haaaa, as elite.

Vidallis – 50 Shades of Pink – Engi/Warrior

You want constructive feedback right? Here

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Posted by: Julius.1094

Julius.1094

@krishHQ
I think it should be a base game mechanic everyone has, like a heal. As is there are only 3 slots for skills you get to pick from a broad array (since the heal and elite slots have only 3 choices each) and it feels pretty crowded to me. While GW1 had less overall slots, the weapon slots weren’t set, if something like this were to be added it should just have it’s own slot, possibly with 3 options of “side effects” for each class. ie for guardian for example: reduce recall cast time by 25%, grand 5 sec of protection on completing recall cast, heal guardian for 5k on home binding cast completion.

Vidallis – 50 Shades of Pink – Engi/Warrior

An Elementalist's frustration

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Posted by: Julius.1094

Julius.1094

Great post by the OP. Ignore the stupidity that followed.

Vidallis – 50 Shades of Pink – Engi/Warrior

You want constructive feedback right? Here

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Posted by: Julius.1094

Julius.1094

God.. I wish Anet would read this.
There are so many nice suggestions. I hadn’t even thought of how the bunker(fun) problem could be solved. Your idea is fine, but simply giving each class a new utility skill would help the situation even more (Imo), since it would create more build diversity. It should be a channeled teleport maybe with a secondary effect that relates to the class. Very similar to the ressurrection abilities we already have. Guardian could heal at their teleported location, Elementalists could maybe teleport an ally with them while being in Air Attunement, Mesmers would create two clones etc.
The already existing portal for Mesmer could also be their “new” skill, and then just give them a new utility to replace it as “Manipulation”(If I remember correctly)
Giving every class a teleport might even be a bad idea (would need testing), but giving classes with bad mobility a high cooldown teleport would definitely change the meta.

Thumbs up! If this is not contructive feedback, I think we are doomed.

Yes every class having their own flavor of it would be great, I think it should be a new skill slot though, chosen abilities are cramped as they are. But this new slot could only be occupied by that type of skill, sort of like the heal slot. They should all have some sort of cast time because trying to interrupt someone trying to get back to their node (or having to worry about it) is smart gameplay, as in if you’re on top of their back noder you tell your thief to go back cap them and get ready to interrupt him when he starts to channel back, though he may dodge/cancel out the interrupt somehow and still make it, counter play all around. The default CD should be that the “binding” (should be a 2 sec cast) lasts for 3 minutes and once the “return” is cast (or 3 minutes expires) it goes on a 3 minutes CD. While it could be used to disengage from a fight it could be interrupt and the CD means you couldn’t do it very often not to mention if let’s say you want to push mid and have home, if you went home to channel your bind then go mid that would slow down your rotation greatly, so most of the time roamers wouldn’t even have a binding unless the chance arises. Once the binding is created a very obvious timer overlay should appear over the icon. This would be a self only teleport so mesmer portal can remain as a skill for group movement and in fact be saved for group pushes since the mesmer would have another way to get back on point.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

You want constructive feedback right? Here

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Posted by: Julius.1094

Julius.1094

I agree with a lot of your points, and hopefully this thread will grow and become more noticed by the devs. Another few points you didn’t address.

  • Bugs! There are still SO many bugs that exist with all 8 classes a year into the game, and some of these bugs are part of the class balance issues. If you go and look on the wiki you can see most of them, I really don’t know why more of these aren’t being addressed over more minor things like tooltip mistakes.
  • Passive builds are currently too strong. Builds relying on AI are currently too rewarding for the level of skill required, and just shouldn’t be good enough to be viable in top level play. AI-based builds aren’t very fun to watch, make targeting frustrating, and just add to the cluttered mayhem of team fights for spectators.

Agreed on both counts. I also agree that spirits and minions builds should be pve builds, they’re bad for pvp. You already have a ranger pet, up to 5 players and possibly mesmer clones in a single small node. When you add a minion necro or one (or two ) spirit rangers the amount of things in a small area gets ridiculous. Targeting becomes way too difficult so everyone just starts spamming AOE on cd. That’s not engaging game play.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

You want constructive feedback right? Here

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Posted by: Julius.1094

Julius.1094

6- Hot join is awful, it’s a mess, it’s terrible for practice because it does not resemble an actual match, it teaches new players a lot of bad habits, but it’s your only option if you don’t want to play ranked games. Get rid of it and add solo and team unranked queue options (just keep custom arenas obviously).
7- The penalty for leaving matches once the roster is set (giving a resonable time window to log back in of course) needs to be very harsh. It’s been done in other games, people get used to it and just start taking it seriously. As it is it’s a joke and ruins countless matches.
8- You should get a set amount of glory based on whether you win or lose, that’s it. No glory for doing things in tournament, it leads to all kinds of awful glory farming behavior even in ranked matches… it’s just a bad and unnecessary system.
9- Conquest gets pretty boring after a while, the game needs more game modes rather desperately. 1v1, 3v3 and 5v5 death matches would be a great start. Also, people should be able to duel each other in the mists, having to find an empty conquest map to duel someone is terrible.
10- You need better balance, you’ve heard that before but here is how you do it. You need a proper public test server open to a very large number of players where people play with builds way ahead of release and give you tons of feedback. You’re using the live game as your real test for build changes and that’s your primary problem. So many things have gone through that wouldn’t have if players had a chance to test it properly for a good amount of time. If a class is flat out not viable, that’s a BIG problem and should be a priority for testing. Basically rolling out changes to the PTS every few days and have people try out a lot of stuff until something looks good. The amount of time it has taken you to make classes viable has been just awful, I waited over 6 months for warrior to be viable only for you to go overboard with their stun locking which I know will result in a nerf. And the fact eles and mesmers have gone now nearly two months as not viable? I know players who played mainly those classes and most of them quit the game. That’s bad. Also sigils and runes are completely unbalanced with a handful of very good ones and a lot of bads (and awfully buggy) ones.
11- There is not enough information on the interface. Internal CD trackers would make the game more fun and increase the skill cap by allowing players to utilize those timers to their advantage. Trying to keep track of hidden CDs as is an annoying guessing game, which goes well with guessing what your enemy is casting, but that’s not a good thing.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

You want constructive feedback right? Here

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Posted by: Julius.1094

Julius.1094

I have actually stopped pvping in this game recently after having done it since the game came out. Here is why in an as objective of a description as possible:

1- The reward systems was quite ill conceived. Specially at higher ranks there is a huge gap between when you get something new, in between you accumulate so much glory that when you hit the next tier you get everything in that tier at once. There should be more special skins tied to certain accomplishments, each skin should be harder to get and bought individually, skins should be spread out so you got one every 2 ranks or so. There needs to be more things you can buy with glory rather just skins: fun items, new /animations, there a lot of possibilities.
2- I love the idea of animations being key rather than castbars. However, too many abilities and certain classes in particular don’t have proper tells on their animation, there also too many fast casts/instant casts. All of which is aggravated by tiny asura’s. This has made the game very spammy offensively because there are a lot of weapon/kit sets where the best way to play is to just spam every ability the second it’s up since it’s unlikely people will have time for counter play or be able to read what you’re doing. On the other side the best counter is to spam dodge (and there are waay too many dodges). So many fights come down to luck of which spamming happened by chance at the right time, there is not enough reactive, strategic combat.
3- There are too many hard counters. Soft counters are great, but hard counters is the difference between strategic depth and rock, paper, scissors. Some professions and builds for example get hard countered by a fear/condi spam, even at equal skill level they’ll die to that every time. Same for very long stuns that can be chained. Same for the abundance of abilities that complete nullify projectiles making classes that rely on them useless during key moments. And so on. Duration on hard CC’s needs to be lowered across the board, abilities that cancel other types of abilities should reduce their effectiveness instead (such as lower damage by 50%). Hard counter abilities should have very short durations and have to be timed well as a pinch move, not be used constantly.
4- Conditions are too spammable, but also too easy to remove for certain classes while being a death sentence for others. Condi removal should be available to more classes and builds, but in small amounts. It should take longer to put condis on someone but their removal should be harder and more strategic. Atm you get so many conditions on you so quickly the counter play is to spam condi removals as fast as possible, most of the time you can’t afford to “play” which ones to stick out and which ones not too. It’s spam on both sides.
5- Bunkering points is boring and not as fun as roaming, if your point isn’t being pushed you are literally just standing there, no one enjoys that, and it’s a problem. The mesmer portal offered a great solution where when someone secures a point they can put down a skill that take them back there so they can move out safely for a while on a CD. A lot more classes should have access to skills like that, it could even be a new skill everyone gets where you “commune” with a point you hold for 2 sec and it becomes your home point, then you can use a channeled 1 sec ability that takes you back there on a CD. Yes this would change a lot of strategies but so what, it would make the game more fun for everyone.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

How is Automated Response not fixed?

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Posted by: Julius.1094

Julius.1094

Trait is fine. Moving on.

Vidallis – 50 Shades of Pink – Engi/Warrior

Friendly Fire

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Posted by: Julius.1094

Julius.1094

Worse suggestion to ever to grace these forums. YOU WIN AN INTERNET COOKIE, but it’s stale and sad : (

Vidallis – 50 Shades of Pink – Engi/Warrior

Allow us to pick our 5/15/25 Traits.

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Posted by: Julius.1094

Julius.1094

That would change the entire game balance… I’m not saying it wouldn’t be fun I’m saying it would make the game even harder to balance and it’s a struggle as is. So i vote no.

Vidallis – 50 Shades of Pink – Engi/Warrior

mesmer balance and mantras

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Posted by: Julius.1094

Julius.1094

There are quite a few skill types that don’t work out unless traited. Ranger spirits would be the best example right now. If condis don’t get nerfed mesmers may need something, though I actually think mesmers are going to find a place again once teams start paying attention to how strong stun warriors are right now.

I’m not saying there can’t be no such things, I’m pointing out that some of the skill “gaps” other mesmer builds need can be fulfilled by something they already have access to thus making an easy balancing solution to make them more effective without the trait investment. But it’s not just about that, I think mantras should be redesigned also because traited or not they’re not at all fun to play with in their current iteration.

Vidallis – 50 Shades of Pink – Engi/Warrior

@Anet Your Plan for sPvp? Update #2OP+pics

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Posted by: Julius.1094

Julius.1094

[b]UPDATE #2
1st PIC. Four of the top 20’s vs 245’s and beyond

That first image with the leaderboards rankings is embarrassing. I don’t understand, the idea is to create balanced matches. If not enough rank 100 and higher are available to fill both teams then it should do a mix and match so the ranking distribution between the teams is even so matches are actually competitive and fun. The current system pigeonholes players into brackets depending on their initial matches and it takes a lot of matches for player skills to average out against wins and losses, winning your first 5 matches CAN totally just be luck, then if the system now groups you with all top ranked players against groups of all lower ranked players… of course you’ll keep winning. Who designed this?

And that pairing that with the imbalance in matches played? Not only is the decay awful and encouraging people not to play, but how is there no match weight for ranking. Meaning, players should have to play certain numbers of matches before they can be bumped up. A player who has played 100 matches should be higher up than one that has played 7 regardless because 7 matches isn’t enough for an accurate ranking. Obviously beyond a point it will no longer matter (over 100 probably is a good bench mark statistically) but someone playing 5 games and winning then not logging again and being top 20 is dumb as hell.

Vidallis – 50 Shades of Pink – Engi/Warrior

Why are people so upset about "AI"?

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Posted by: Julius.1094

Julius.1094

There are two HUGE problems with minions as they are that are detrimental to the game. Including ranger pet, clones/phantasms and spirits. The main one is visibility.

The nodes in this game are SMALL, one mesmer or one spirit ranger is OK, but once you stack two or three of those you very quickly get to the point where you just can’t see anything. And do tell me in what universe is not being able to see acceptable for skill pvp? It reduces skill because when you got a butt load of things on point all overlapping you got little choice but to just spam AOE. Pair that with asuras (which is what everyone plays) and targeting just sucks in this game. Not “hard” in the good sense of challenging, it’s bad, because you spend more time trying to click on a valid target than actually fighting when you add the stealth targeting reset to that… on jeez forgive me if playing wackamole with my mouse is not what I’m looking for as fun in pvp. So yeah, visibility and targeting, that’s the issue, this game has some of the worse I’ve ever seen in both categories.

Vidallis – 50 Shades of Pink – Engi/Warrior

mesmer balance and mantras

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Posted by: Julius.1094

Julius.1094

People are saying mesmers are not viable, well shatter mesmer is still strong as hell it just doesn’t have any decent condi removal options while still being a shatter build that has a worthwhile spike, so that’s pretty much all it needs for an spvp context. The other issue with the class is that there is this whole mantras mechanic that is supposed to offer an option (and even includes a good condi removal ability…) but the problem is mantras are awful, is not that they are UP, but that a) they need a lot of specific traits to be strong which means you can’t just throw one or two in with a build that isn’t a mantras build specifically which limits mesmers options a lot. b) it’s not fun, it’s probably the least fun mechanic in the game. No one wants to spend that much time running around while long channels that can be easily interrupted while opponents wail on you, it’s just the worse thing for Spvp very boring and clunky, it doesn’t matter how much you buff it.

By changing the mantra mechanic you could simultaneously make mantras builds actually fun to play/more viable AND open up mantras for non mantras builds so they can fill gaps for other mesmers builds, such as, personal condi removal.

Here is my suggestion to make mantras fun/unique, obviously it would require tuning numbers and CD’s:

-Mantras begin channeling with an instant toggle and while channeled they provide you with a passive bonus. The healing mantra gives you a weak passive regen, the condi removal one makes your crits remove a condi on a 10 sec ICD, the stability one makes stun durations on you 20% shorter and the daze one gives you a 10% chance on crit to daze for 1/2 sec on a 10 sec ICD. Once they’re channeled they turn into another ability that can be activated 2 or 3 times with trait, the healing one would have a cast time of 1/2 to activate, the condi removal would remove 2 conditions and also have a 1/2 sec cast time, the daze would only daze for 1/2 sec (meant to interrupt, not lock down) and remain instant cast, stability one would still give 2 sec stability and remain instant cast and the damage one would also remain instant cast but damage would be cut in half.

-Passives remain active if a charge is used as long as there is at least one left, once all 2 or 3 uses have been used the passive effect is disabled the mantra goes on CD. To compensate for the instant activation all the mantras would have a longer CD once activation charges have been used up, healing one would be 25 (and numbers would have to be adjusted for balance), condi one would be 30, daze one would be 60 and stability 75. All current mantra traits would work with that system except for the armor on channeling, which could be changed to “Each mantra provides 30 toughness while channeled” (maximum 120 with all channeled, does not apply while mantra is on CD) and the heal on mantra cast trait would have to be lowered quite a bit to be cut in half.

Obviously my tuning is an approximation, the key is about changing the mechanic to something actually fun and fast paced with a unique flavor and to many mantras useful to other builds when the mesmer isn’t traited for it (though obviously they’re better traited).

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Please look at Sigil of Paralyzation.

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Posted by: Julius.1094

Julius.1094

No clue what you’re talking about. It’s a + %15 duration and is working as such. It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun and that increased duration only matters if the target doesn’t break out of it and eats the entire duration (not often). Comparing that with other sigils like battle and leeching its power is quite balanced. No idea how that consists of “god mode” in your opinion, sounds to me like you aren’t running proper stun breakers or don’t know how to kite warriors, got owned a feel times and a made a post with made up numbers.

It makes it 4 seconds, not 3.45. I actually play a warrior.

So do I but I don’t use mace, I’ll take your word for it though. Pretty sure that’s not intended so it doesn’t need to be “nerfed” it needs to be fixed as it’s not working properly. But then again, neither are half of runes/sigils so don’t hold your breath.

I love these people like Julius that chime into these threads with such assertion and confidence in their post with just complete unfamiliarity with the subject matter. I see it all over these forums when it comes to discussion of class mechanics.

Within back to back posts:

Julius: “No clue what you are talking about.”
“…got owned a few times and made a post with made up numbers.”

One post later from Julius:

Julius: “I will take your word for it”

All the person had to do was just reiterate his first post pretty much and now Julius is a BELIEVER and on the bandwagon for sigil of paralyzation behaving in this manner!

Hey Julius, if you are so this easily swayed over from your earlier belief about how it works, I don’t think you had much confidence in what you saying was true. Right? Riiiiiight?

Therefore, maybe you shouldn’t post so matter-of-factly without actually taking the time to look into it and create confusion and white noise on these forums that actually delays bug fixes and proper balancing from happening already slower than it is.

…The reason I replied the way I did is because his post initially said it was too strong and needed to be nerfed which to me sounded like he was talking about the intended design properties of the sigil, with which I did and still would disagree with. On his reply he clarified what he meant to say is that it was bugged, once I understood he meant it was bugged and that he had confirmed that bug himself then I took his word for it and agreed, and he edited his post to clarify it was in regards to a bug not something being intentionally overpowered by design, then all was well, and something got cleared up which is good for the post and good for discussion.

Then some bored loser came, didn’t read the exchange closely and wrote a lame kitten rage essay about nothing and made a fool of himself.

Yawn. Nice snarky backpeddle. You are lying to yourself.

“It is a 15% duration and is working as such”-Julius
“It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun "-Julius

Those are your words and they are wrong. If the sigil actually increases the duration of skull crack’s stun into 4 seconds from 3 seconds (which it does unbeknownst to you until this thread), then the sigil is not actually +15% duration and the stun is not 3.45 seconds like YOU stated. So, you were wrong.

I don’t even need to go any deeper into this as the mere fact that the above words were yours completely invalidates any credibility or experience you had on the subject matter. Buh Bye.

Of course I was wrong, assuming this tests out, my recognition of that is rather clear on my initial reply to the OP, a conversation upon which you pointlessly butted in like some petulant attention seeking child. I am very familiar with warrior but indeed I wasn’t aware of the bug, as previously stated, and thus my analysis and numbers were based on the logic assumption it was working as intended based on the tooltip written by the game’s devs since i wasn’t clear the OP was even talking about a bug until he clarified it. My admission of error was right there when I replied to him saying that if he had tested it and confirmed it and I took his word for it I therefore agreed with his conclusion.

Seems to me your “point” that “people are cluttering up forums” by posting replies to topics they don’t understand when I was actually engaging the OP’s point is odd given while I was taking part in replying on topic and discussing all you have done is flame in the most ridiculous manner without adding anything of value to the actual topic. If you’re looking for clutter in the forums, you’re it.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Please look at Sigil of Paralyzation.

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Posted by: Julius.1094

Julius.1094

No clue what you’re talking about. It’s a + %15 duration and is working as such. It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun and that increased duration only matters if the target doesn’t break out of it and eats the entire duration (not often). Comparing that with other sigils like battle and leeching its power is quite balanced. No idea how that consists of “god mode” in your opinion, sounds to me like you aren’t running proper stun breakers or don’t know how to kite warriors, got owned a feel times and a made a post with made up numbers.

It makes it 4 seconds, not 3.45. I actually play a warrior.

So do I but I don’t use mace, I’ll take your word for it though. Pretty sure that’s not intended so it doesn’t need to be “nerfed” it needs to be fixed as it’s not working properly. But then again, neither are half of runes/sigils so don’t hold your breath.

I love these people like Julius that chime into these threads with such assertion and confidence in their post with just complete unfamiliarity with the subject matter. I see it all over these forums when it comes to discussion of class mechanics.

Within back to back posts:

Julius: “No clue what you are talking about.”
“…got owned a few times and made a post with made up numbers.”

One post later from Julius:

Julius: “I will take your word for it”

All the person had to do was just reiterate his first post pretty much and now Julius is a BELIEVER and on the bandwagon for sigil of paralyzation behaving in this manner!

Hey Julius, if you are so this easily swayed over from your earlier belief about how it works, I don’t think you had much confidence in what you saying was true. Right? Riiiiiight?

Therefore, maybe you shouldn’t post so matter-of-factly without actually taking the time to look into it and create confusion and white noise on these forums that actually delays bug fixes and proper balancing from happening already slower than it is.

…The reason I replied the way I did is because his post initially said it was too strong and needed to be nerfed which to me sounded like he was talking about the intended design properties of the sigil, with which I did and still would disagree with. On his reply he clarified what he meant to say is that it was bugged, once I understood he meant it was bugged and that he had confirmed that bug himself then I took his word for it and agreed, and he edited his post to clarify it was in regards to a bug not something being intentionally overpowered by design, then all was well, and something got cleared up which is good for the post and good for discussion.

Then some bored loser came, didn’t read the exchange closely and wrote a lame kitten rage essay about nothing and made a fool of himself.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Please look at Sigil of Paralyzation.

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Posted by: Julius.1094

Julius.1094

No clue what you’re talking about. It’s a + %15 duration and is working as such. It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun and that increased duration only matters if the target doesn’t break out of it and eats the entire duration (not often). Comparing that with other sigils like battle and leeching its power is quite balanced. No idea how that consists of “god mode” in your opinion, sounds to me like you aren’t running proper stun breakers or don’t know how to kite warriors, got owned a feel times and a made a post with made up numbers.

It makes it 4 seconds, not 3.45. I actually play a warrior.

So do I but I don’t use mace, I’ll take your word for it though. Pretty sure that’s not intended so it doesn’t need to be “nerfed” it needs to be fixed as it’s not working properly. But then again, neither are half of runes/sigils so don’t hold your breath.

Vidallis – 50 Shades of Pink – Engi/Warrior

Please look at Sigil of Paralyzation.

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Posted by: Julius.1094

Julius.1094

No clue what you’re talking about. It’s a + %15 duration and is working as such. It makes the 3 sec skull crack (which requires direct melee range to land and uses up a full adrenaline bar) into a 3.45 sec stun and that increased duration only matters if the target doesn’t break out of it and eats the entire duration (not often). Comparing that with other sigils like battle and leeching its power is quite balanced. No idea how that consists of “god mode” in your opinion, sounds to me like you aren’t running proper stun breakers or don’t know how to kite warriors, got owned a feel times and a made a post with made up numbers.

Vidallis – 50 Shades of Pink – Engi/Warrior

How to fix mesmers for PvP

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Posted by: Julius.1094

Julius.1094

Class is fine, it just needs more easily accessible condi removal, only reliable options are to either go mantras which many don’t want to or 30 points into inspiration. You just can’t play spvp without decent condi removal so that’s holding the professions back. That’s all there is to it, clones are fine as is.

Vidallis – 50 Shades of Pink – Engi/Warrior

Looking for more girls to play with

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Posted by: Julius.1094

Julius.1094

The prepubescent teen boys in this thread don’t know what sexist means. Stop using words you don’t really understand the meaning of, makes ya look silly. I wish there were more women in this pvp scene just because it would be nice to not play with just guys all the time, but I fully understand why there aren’t when so many aren’t developed enough to talk to women normally and respectfully. Just the sad truth.

Vidallis – 50 Shades of Pink – Engi/Warrior

New Meta no more Mesmers :(

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Posted by: Julius.1094

Julius.1094

No one (that knows what they’re talking about) is saying mesmer is weak. What people are accurately saying is that they are not viable as bunkers and very weak against heavy condi spam which is pretty common right now, so in a team scenario their usefulness is a bit lacking right now. With that said, against a team that isn’t heavy condi or in most 1v1 shatter mesmer is still very strong.

Vidallis – 50 Shades of Pink – Engi/Warrior

New Meta no more Mesmers :(

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Posted by: Julius.1094

Julius.1094

Let’s be fair, the meta has been around barely two weeks ish?

I have a sneaking suspicion people did this when having a conversation with their team:


Convo-——-
Mesmer: Guys let’s try a few different strategies since Burst is difficult for me right now. What if I played a far point bunker with Portal so I could easily get in an out of a fight as well as support team transitions? I could basically be unkillable, and if they did reserve 2+ people I could portal out.

Instant Gratification Guy 1: OR, or, HEAR ME OUT11!11!. Roll Necromancer. That way we can have two necromancers doing the exact same thing and bringing no new utility to the team fight.

Instant Gratification Guy 2: GENIUS!

Mesmer: But fellas we’ve only tried a couple new strats with a Mesmer, why are we abandoning it so quickly?

Instant Gratification Guy 3: Because we’re lazy and Necromancers are strong.


IMO: The meta is being dictated by people who don’t want to try, but rather would be a lemming and take easy street.

The nerf making distortion not count towards point capping/holding made mesmer bunkers pretty inviable, they’re very reliant on it to survive and two full distortions will get the point neutralized under you. Also mesmer while still good simply does not have proper condi removal, too few options in builds that aren’t strong enough.

Vidallis – 50 Shades of Pink – Engi/Warrior

Can we ban asura from the pax tournament?

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Posted by: Julius.1094

Julius.1094

Winning team of the EU Invititional:

Team Paradigm (sp?)
Teldo – Asura
Ranger – Asura
Ashene – Human
Xeph – Human
Other – Human

So basically what we have here are a bunch of never going to be competitive jacktards whining about something at a level they’ll never play.

Nothing like a good logical fallacy in the morning. The fact one great team won with just 2 asuras and 3 smallest sized humans does not mean asura’s don’t have an advantage, of course they do. If the argument was “only teams with all asuras” can win matches then the data you presented would be relevant, with the argument being they give a small advantage that no one claims precludes other races from winning matches, this is irrelevant.

Vidallis – 50 Shades of Pink – Engi/Warrior

Can we ban asura from the pax tournament?

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Posted by: Julius.1094

Julius.1094

There have been dozens of threads about asura harder to spot animation unbalancing pvp. That isn’t a matter of opinion, you just have to look at tournaments. That’s great that you’re addressing spell effects but the fact there so many responses to this thread and not one addressed this is absurd.

Are you denying asura animations are harder to spot for viewer and players? Are you denying that in a animation based response game that matters a good deal? Are you denying that in a game with so many cool races the fact most pvp players flock to one is detrimental to the fun of it? If you’re not denying those things then maybe say something about what the plans are to address this specific problem?

Vidallis – 50 Shades of Pink – Engi/Warrior

Dont forget to nerf bomb engi

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Posted by: Julius.1094

Julius.1094

I Lol’ed about this thread but mainly due to the ignorance of some engis here.

Henry and Legi give it up – The problem is that there are only 3 or 4 great engi’s we are complaining about: Teldo, Yandrak, Super and some other still decent ones (Koroshi, Traq, …). However engi’s in this thread are nowhere near the leaderboards. They dont know how upper tpvp look like and they will never master their class to the level of the above mentioned.
However its a huge design failure of Arenanet. CC became a huge factor since spike damage was tonned down. However most classes have just kitten CC builds or no access to serious CC (ranger). In contrast Engi outshines every other class when it comes to cc. The main problem is that engi’s are versatile beast. The combination of the three strongest combo fields (smoke, fire, water) + the huge amount of explosion finishers + perma swiftness/vigor + instant blind (which makes a stunbreaker somehow unnecessary) + Selfrezz + 1500+ toughness+ High amount of Burning and Poison on short cd. A well played Engi can override Burning with alot of kitten conditions and spiking him is not possible at the beginning of the fight due to Vigor+ Endurance recovery by elixir R (5 dodges+). In the meantime burning ticks like hell and after your condi remove he will reapply it with his flamethrower toolbelt skill :/.
The main problem for me is that the build is good in every situation. While Ranger was only good in 1vs1, this build is good in 1vs1, 2vs2, 5vs5 – There is no real disadvantage of bringing this kind of engi nowadays. Engi is seriously the new ele.

Actually I would start with removing the water combo field in order to reduce teamfight capability a little bit.

I hear insulting people you don’t know and pulling stuff out of your kitten , without making any sort of coherent argument in between, is a valid way to make a point.

This “super engi build” that was linked is just a build, with strengths and weaknesses. It’s mainly condi thus counterable by strong condi removal, most of the good abilities are close or medium range which means it can be kited by 1200 builds, there is one stun breaker and no stability so chain CC will own it, weakness or just timing your attacks well circumvents dodge spam, elixir R rez can be countered in various ways (blowout, cc him out of the area after cast, just LOSing and waiting for it to disappear, etc.) the build has a single 2 condi removal source so it can be oversaturated with condis after blowing turret. I mean if you think that build is good in EVERY situation and doesn’t have exploitable weakness, I don’t know what to say, sorry? Engis are a pretty balanced class right now, strong of course, but with plenty of weaknesses to exploit. Like all classes should be. Oh and yeah I’ve been on the leaderboards since they first came out and been in the top 100 when I don’t solo queue too much. As I’m sure is true for many people disagreeing with the thread… but do please flounder in your groundless sense of superiority and elitism over a computer game a little more. It’s not sad at all. There are many good players out there in this game, as it happens their skill is not contingent upon whether they are among the dozen or so you’ve heard about. Good day sir. I said good day.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Dont forget to nerf bomb engi

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Posted by: Julius.1094

Julius.1094

I LOL’d hard at this thread. Bomb engies? Other than smoke bomb which takes a second to go off and big bomb, which in most situations is pretty easy to avoid, bombs are pretty useless unless you’re playing someone dumb enough to just stand still on top of you. I mean seriously the kit has its uses by it is not OP by any stretch of imagination… I mean seriously?… you guys just crack me up on the stuff you complain about sometimes.

Balance has gone a long way in this game. Only 3 changes I’d make: Necro needs a small nerf the buff was overdone, but that’s not news. Warriors need better healing their sustain is still god awful and make a class that is otherwise pretty good bellow par. Condi removal needs a general rework just like stun breakers got, needs to be spread out more so more builds can access at least some of it, mesmers in particular really need better condi removal tools and passive condi removal needs to go away for something that requires thinking/timing. Do those 3 things and balance is pretty kitten close to awesome.

Vidallis – 50 Shades of Pink – Engi/Warrior

New map skill vs. Old map skill.

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Posted by: Julius.1094

Julius.1094

Clearly I do not understand so I am asking the community. A lot of people say the new maps (Temple, Spirit Watch, Sky Hammer) take no skill while the old maps (Foefire, Forest, Kyhlo) do. It seems to me thakittens pretty “skilled” to CC someone at the top buff on temple, at the orb to then cap it or delay the runner, and to CC people off the ledges on skyhammer. Seems like one would have to wait out their stability and dodge their CC in the meantime. However, skill for the old maps seems to be dropping aoe on point, dodging high damage abilities, and focusing fire so that the enemy cannot use his “skill” to survive because there is just too much damage. Seems to me both things are pretty viable and would require the same amount of “skill” to be successful at. Sadly, most say that the new maps require no “skill” and I don’t understand that. If one is “skilled” then why did they get knocked off the edge? Were they not good enough to dodge the enemy’s CC? Were they not good enough to stay alive while their enemy had stability? These seems like an example of the dead players lacking “skill” not the living players lacking “skill”. So where does the argument that maps like these require no “skill” come from?

Seems to me that you either win or lose fights depending on 2 things: skill or superior builds regardless of how its done.

People saying Skyhammer needs to be tuned because it makes knockbacks/fears too valuable and that cannon is too strong are correct. People saying it takes no skill got outplayed and are mad and can/should be ignored. The map is different and some people have a hard time with difference, old maps are considered “great” because everyone is used to them. Yes, the three new maps can use tweaking and they have been tweaked, but they are all fun and with minor adjustments can all be viable for tournaments. People QQ too much.

Vidallis – 50 Shades of Pink – Engi/Warrior

Why so much Skyhammer hate?

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Posted by: Julius.1094

Julius.1094

3 Professions(Necromancer, Ranger, Mesmer) completely lack the ability to Launch someone and the same 3 Professions also have a small amount of abilities availible that can Push someone, combined with these 3 Professions having less or the same amount of stability availible as the remaining 5 professions, they’re simply not of much use on a map where they’ll be knocked down repeatedly with no actual way of countering it. Due to the massive amounts of Launches / Pushes certain Professions such as Engineers and Warriors also have, these 3 professions have little use on this map.

But then again, I’ll just stand by my opinion that a map where you can oneshot another player simply through crowdcontrolling them is awful.

Necros have fear which is very effective at getting people off ledges, they also have a strong knock back with flesh golem. Ranger has a powerful knock back on a low CD with LB and a 2 sec AOE fear with wolf. Mesmers have an AOE pull on low CD with focus and a knock back on GS.

Do please make sure you know all the classes you’re commenting before doing so. Thanks.

Vidallis – 50 Shades of Pink – Engi/Warrior

Finally trying pvp and not enjoying it !

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Posted by: Julius.1094

Julius.1094

I’ve said before that those 8v8 hotjoins are the bane of growing this pvp community, new players don’t want to queue for rated tournaments, of course they don’t, you’re just learning how to play something for the first time. So they hot join, usually those 8v8s and yeah it’s a mess, no one cares about actually playing it’s just zerging, as soon as one side is getting farmed people start leaving which makes it worse… I mean it’s a TERRIBLE introduction to spvp but, where else are they going to go? It may be even worse if they queue up for a tournament with how the matchmaking is now and the risk of getting a premade, I mean if you’re a new player, queue up for the first tournament and go against a full or mostly full (3-4) premade of rank 30+ and get utterly farmed, what do you think are the chances that player will queue again?

Solution: custom maps should all be 5v5 players tops, 8v8 maps are just used for mindless glory farming, I don’t understand why they are in the game in the first place they hurt the community and confuse the hell out of new players because they don’t even resemble tournament settings.

Split the solo and team queue and the ladders for it. Improve the match making system. When players first arrive in the mist recommend that they solo queue to build their skill as opposed to custom maps, and the system will group them with other new players who are all also solo joiners. That’s a proper entry path to pvp.

Vidallis – 50 Shades of Pink – Engi/Warrior

Why so much Skyhammer hate?

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Posted by: Julius.1094

Julius.1094

What I was trying to gauge by asking the template question was whether or not folks are open to changing their build if it was more convenient for them or if it was a matter of them only wanting to play one build for eternity. I can see that it’s a mix of both, now.

The reason why the Cannon control room is small is because the cannon itself is powerful so we didn’t want to make it easier for players to dominate the cannon and continuously hammer those on the field with no consequence. With that in mind, do you still feel the space is too small? Also, with the small space in mind, do you still feel that the shots should be dodge-able?

Are you guys saying that you would prefer to have a less powerful cannon that is easier to defend?

Here is the simple fix:

I like the overall idea of the map, I do also think though it’s a fair point that throwing people off the ledge in that map may currently be just too easy and giving knockbacks just too much value. Yes teams make tweaks between maps because some things are more effective than others in different maps but, no map takes one mechanic and suddenly makes it way out there valuable to the extent this one does.

One of my teammates suggested the problem is really the disappearing blue plates and I think he is right. They’re fun but aren’t and probably can’t be made balanced. There are a lot of edges to throw people off as is in the map, more so than any other map by far. Adding the disappearing plates on top feels like overkill for knockbacks. Also, as players will soon find out scorpion wire can’t be countered as it can be cast from stealth and pull you through to a plate that just disappeared without you having a chance to counter. If someone can instant gib you without you have a chance to react that’s not good pvp.

IMO sounds simple but just turn off the plates from disappearing and have them just be decorative and this map will feel much more balanced while still having a lot of new unique elements like the jumping mechanics and the open ledges for knockbacks. If you do that you can leave the cannon area as is as it will be easier to defend, then to compensate I would make the cannon area 20% smaller and the damage 20% lower to make it a bit less powerful, but not much. Don’t make it dodge-able, the area of effect animation combined with dodge-able will make it too easy to avoid. You need just one or the other and I much prefer undodgeable than no area of effect animation. There is too much guessing on your dodge timing to avoid treb the rea of effect animation with no dodge is not always easy to avoid but is tangible and makes you pay attention. Guessing in pvp IMO is bad, reacting to something difficult to handle but clear is good and is a much better skill check.

And templates? Yes absolutely, they are desperately needed and would make tweaks between maps much more friendly. However, maps should encourage minor tweaks, like I said this map value knockbacks and pulls just tooo much it’s over the top. Templates won’t fix that.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Why so much Skyhammer hate?

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Posted by: Julius.1094

Julius.1094

@ OP: because it’s filled with cheese. The cannon is OP, and with a partly intelligent cheese build you can lock it down easily. The points are VERY easy for specific cheese builds to hold…solo. On top of that, you’ve got all the cheese blue glass spots that just further increase the cheese. Oh and the cannon AOE radius is HUGE…plus the time between shots is WAY WAY WAY too short.

tl;dr: Chuck E Cheese

Is there anything about spvp that isn’t cheese to you? lolz

Vidallis – 50 Shades of Pink – Engi/Warrior

Why so much Skyhammer hate?

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Posted by: Julius.1094

Julius.1094

I won a few actually because they constantly had 2-3 players guarding and firing cannon all game which made it very easy for me and the other roamer to keep control of outside nodes.

Numbers, not feelings.

Numbers from one player in regards to a “few matches” might as well be feelings given how unlikely they are to represent overall trends. The cannon can only fire at one spot at the time, and I’ve found that if i start moving right away and use a dodge, i got out of the area most of the time. If they’re heavily invested in holding cannon just spread out and ninja cap them using your greater on ground numbers and move out of the cannon. But yeah it’s a big advantage, so if the other team has it fight over it? I don’t see the problem.

The problem, for those too slow to pick it up last time I mentioned it, is that ‘stack stability and hug that kittening door harder’ is not tactical genius.

As far as numbers from one player, they’re better than numbers from none. I’ve seen the team who dominated at cannon lose once so far. I can’t imagine why that would be, the cannon is pretty bad right? 6s recharge on an unblockable undodgable 2s knockdown that does 10k damage and has a radius twice the size of a control point.

That’s cute how you only quoted half my post and left out the half where I said the claim counter knockbacks is just “hug that kittening door harder” is a very silly oversimplification of what is skillful positioning. I’m sorry someone outplayed you and knocked you out of the map a few times and hurt your feelings.

On and the cannon can’t be dodged because there is a ground animation for where it will hit and you can run out of it, if you can see that animation AND can dodge it on the spot good players will almost never get hit by it. I know I wouldn’t. Then why bother having it? It won’t be used.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Jon Peters Was Right? 5 Signet Sniper Warrior

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Posted by: Julius.1094

Julius.1094

Rifle Kill Shot doesn’t work in spvp. Only way to get it off is if the enemy is not looking at you, usually in team fights if you’re sneaky, in any 1v1s or 2v2s the long cast time and extremely obvious kneeling and aiming animation makes it VERY easy to dodge/block if you’re an experienced player. The few times I’ve gone up against rifle warriors in a situation where I can see them I found dodging it to be so easy it’s funny.

Also, the rifle auto attack sucks with zerker, the bleeds only tickle in a zerker’s build. Weapon needs to be redesigned so the autoattacks do higher dmg, cause invuln and lose the bleed. Meanwhile Kill Shot should do about 70% of it’s current damage but have the cast time shortened to 1 sec while the aiming animation should not involve kneeling but just aligning the sight to make dodging still quite doable but not silly easy. Until then if you want range go LB. And yeah about healing signet, it’s bad unless you got a lot of healing power, which no decent spvp warrior does, so it’s just another way of saying it’s bad for spvp period.

Oh ok, so you tried the build? And played it the way I recommended?

There is nothing in what you described I haven’t tried before, been playing the class since launch. Too many weaknesses in that set up, will only work in niche situations, will get eaten by condis, easy to dodge most of the damage unless you’re out of sight which isn’t always a possibility. Just not good enough for tourneys, advising you not to waste your time until they redesign the weapon, but that’s up to you.

Vidallis – 50 Shades of Pink – Engi/Warrior

Why so much Skyhammer hate?

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Posted by: Julius.1094

Julius.1094

I won a few actually because they constantly had 2-3 players guarding and firing cannon all game which made it very easy for me and the other roamer to keep control of outside nodes.

Numbers, not feelings.

Numbers from one player in regards to a “few matches” might as well be feelings given how unlikely they are to represent overall trends. The cannon can only fire at one spot at the time, there are three points, plus I’ve found that if i start moving right away and use a dodge, i got out of the area most of the time. You can easily cap an uncontested point between cannon CDs even if they’re spamming it there. If they’re heavily invested in holding cannon just spread out and ninja cap them using your greater on ground numbers and move out of the cannon. But yeah it’s an advantage, so fight over it, which is the point of pvp isn’t it? I don’t see the problem.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Why so much Skyhammer hate?

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Posted by: Julius.1094

Julius.1094

I like the new map for the most part, I think it’s a fun concept. There are a lot of ranged spots to stand on if you’re not a CC class, if you have to drop down it becomes about positioning yourself in relation to the enemy, which just means in relation to them so if you get knocked back it’s not into a hole, it doesn’t mean u have to stand still against a wall in one spot… that’s rather overdramatic.

The cannon is not that hard to avoid and works fine IMO. The map favors knockback more so than other skills, sure, just like teleports are better in khylo than in other maps. But players don’t get those knockbacks for free, if they’re picking up every knockback in the book and get out-positioned/have their knockbacks dodged their lack of other tools will get them killed rather swiftly. The map does lead to a pretty different play style but I like how challenging/different it is.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

The Problem with Condi Removal

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Posted by: Julius.1094

Julius.1094

I think it’s silly to believe that EVERY build should have some sort of condi removal. Certain builds should be countered by other builds, that’s the way things should be and that’s the way things will be because trying to change it is like trying to make every human being look and act the same and that just won’t work.

The reason why this is a team game is so that different teammates can make up for your weakness. The fact is there are very few AoE condition removal skills in this game and even if there was enough condi-removal, they would still have to be on long cooldowns whilst condis would still be on short cds.

The fact is, what we need is something to mitigate condi damage. And I’m pretty sure Anet understands that now.

There is a difference between soft countered and hard countered. Hard counters lower the skill cap and lead to silly compositions. With hard counter builds it’s less about player skill and more about having the comp that hard counters the other comp and that’s not good pvp it’s rock, papers, scissors. The ease of condi stacking in spvp atm just isn’t proportional to how difficult it is for most classes and builds to pick up condi removal, which makes some builds just not pick it up and thus get hard countered by it. There was a similar issue with CC so Anet made stun breakers easier to get for various builds, conditions need the same treatment and for the same reason. Did spreading out stun breakers and making them easier to add in to more builds make everyone “the same”? Nope.

Vidallis – 50 Shades of Pink – Engi/Warrior

Jon Peters Was Right? 5 Signet Sniper Warrior

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Posted by: Julius.1094

Julius.1094

Rifle Kill Shot doesn’t work in spvp. Only way to get it off is if the enemy is not looking at you, usually in team fights if you’re sneaky, in any 1v1s or 2v2s the long cast time and extremely obvious kneeling and aiming animation makes it VERY easy to dodge/block if you’re an experienced player. The few times I’ve gone up against rifle warriors in a situation where I can see them I found dodging it to be so easy it’s funny.

Also, the rifle auto attack sucks with zerker, the bleeds only tickle in a zerker’s build. Weapon needs to be redesigned so the autoattacks do higher dmg, cause invuln and lose the bleed. Meanwhile Kill Shot should do about 70% of it’s current damage but have the cast time shortened to 1 sec while the aiming animation should not involve kneeling but just aligning the sight to make dodging still quite doable but not silly easy. Until then if you want range go LB. And yeah about healing signet, it’s bad unless you got a lot of healing power, which no decent spvp warrior does, so it’s just another way of saying it’s bad for spvp period.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

The Problem with Condi Removal

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Posted by: Julius.1094

Julius.1094

Think about the issue in terms of team composition instead of individual 1v1s.

When 1v1 is too unbalanced it unbalances team play. When you know class A will counter class B by default, you can send A to push B without it being the risk to the team it should be. This game is designed within a framework where all classes have a certain degree of independence in countering and are each in their own way balanced and with many build options. The current anti condi structure is not lining up with either of those things and it’s limiting team comps as well just like individual builds.

Vidallis – 50 Shades of Pink – Engi/Warrior

The Problem with Condi Removal

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Posted by: Julius.1094

Julius.1094

@ C)
Does it not make sense to have condi removal in certain lines in order to make those lines appealing to begin with?

Yes it does, but that gets to the difference between “this line is the strongest against conditions” vs “this is the only line with condition counters”. With the first players make choices about how much they want to invest in condi counter. But on the second scenario players may feel like investing in that line is mandatory specially in a condi meta. Either that or they just accept condis will own them every time which just isn’t a good system either way. A lot of the condi removal traits also force players to use certain abilities, like with engies and elixirs, so if they don’t wan to run elixirs they have very few options.

Players shouldn’t be so restricted in their builds to be able to have some counter against conditions, but of course some builds will be stronger against it them others.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Done with solo queue - /cry

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Posted by: Julius.1094

Julius.1094

Great post. I’ve tried it a few times, but always ended up giving up on it and not doing it for a long time. I did it last week and had a similar experience of getting a lot of premades, or groups where 3 or 4 players queued together and clearly had voice, while my team was a rag tag crew of all solo and usually a couple of weirdly low ranked players in comparison to everyone else.

Went from the 100’s on boards to 500’s in one day, now that’s reasonably a good enough reason not to do it, those loop sided matches really aren’t a reflection of player’s individual skills. But boards are w/e, the real issue is that it’s not fun. I want to play with and against players of similar skill when I solo queue, that it should be rated differently is another (valid) point but the bottom line is that it’s just not fun being in those matches were you’re either stomping newbies or getting run over by a premade while watching your teammates do things you’ve learned not to do 6 months ago. First step is split queues and leaderboards, second step is improve the matchmaking system.

The concern with splitting the community seems odd to me because less and less people are queuing because of imbalance which is a much worse scenario. The question of “how many players” can solo queue together I also think it’s pretty easy, with a team of 5 it should be 2. Because 2 people that are used to playing together can’t carry a team of 5 and it’s hard to pug 3 people. Then for team queue you need 5. What if you have 3 or 4 players? Make friends. Use map chat, ask for people, get them on your voice chat. There SHOULD be more of that going on but there isn’t because in the current system if people have 3 or 4 they’re more likely to get lazy and just queue and get a random then making the effort to find someone, having those players have to actually find more to complete their team is a good thing not a bad one.

Vidallis – 50 Shades of Pink – Engi/Warrior

The Problem with Condi Removal

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Posted by: Julius.1094

Julius.1094

Conditions are a primary source of heavy damage and powerful CC for some builds, specially with necros becoming stronger not having condition removal in PvP is very risky and most players try to bring a decent amount of condi removal and for good reason. The current condi removal model however suffers from the same issues that stun breakers used to, it forces classes into certain builds, or it lives in abilities that are too narrow in use often leaving players with the choice of either being very good or very weak against conditions depending on traits and abilities, with little in between.

When players are correctly saying “I can’t be killed by condie classes 1v1” or “I can’t counter condi builds in my build”, there is something wrong with balance. Some builds should be stronger than others against condis depending on player investment in countering them, just like against everything else, but it shouldn’t be so rock, paper, scissors. All builds should have some active anti condi counters built in if used correctly and no builds should be able to just neutralize them.

Two examples:

Engineer Elixir C is an example of a poor condi removal. It’s strong against a high/multiple condi build but overkill against fewer/weaker condis and useless against anything that isn’t conditions. It only shines in a “I got tons of condis on me and I’m not stunned/feared/knockdown” situation. The cast time restricts it even more. The conversion of condis into buffs is also problematic as what should be a counter to a necro spam is in turn countered by corrupt boon. It’s way too situational.

Mesmer Null Field is an example of a good one, it’s also a field that can be comboed off which is always useful, it’s also a boon removal so it can also be used aggressively as well. It can be put under another player/s standing on point if you’re off on the side. But all of those uses may mean the mesmer won’t have it when he needs it most for condi removal. The ability is situational but applicable to multiple situations, it’s flexible and requires skill and awareness from the player to use it at the right time/the right way. It’s what condi removal abilities should be like. Thief Infiltrator’s Strike is another good example, where the thief gets to remove one condition but has to sacrifice both initiative and positioning to do so.

So condi removal abilities should be: active, multi-purpose and strategic in use.

I think these three things need to happen:

a) Passive condi removal should go away, it dumbs down the game, condition removal should be all about either skillful timing or built into multipurpose abilities where the player has to plan when to use it strategically depending on the situation.

b) They need to be more spread out. Most classes only have one or two abilities that remove conditions, thief is the only one with a weapon ability that does, and most classes have a really strong condi removal that is an all or nothing investment in condi removal. All classes should have built in weaker condition removals (not remove all/convert all) on at least 3-4 abilities and weapon abilities where they could be added into any build to provide some condi removal that’s easily obtained, but of limited effectiveness and usually at the cost of blowing CDs early or holding them back to time the removal well.

c) Condi removal traits should be more spread out between trait lines so classes can get to it in different ways, which is not giving them more condi removal overall since people can’t go down every trait line, but removing the “you need to go down THAT one trait line to get condi removal” (see ranger Wilderness Survival line for a prime example) and giving classes different multiple ways to remove condition depending on where they invest their traits.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Please nerf necro's

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Posted by: Julius.1094

Julius.1094

They overbuffed necros, true story. Not by a lot, but yes they did, added too much at once.
-From someone who actually knows what he is talking about

Vidallis – 50 Shades of Pink – Engi/Warrior

Good/Top Engineers Post Patch

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Posted by: Julius.1094

Julius.1094

Elixir R was cheap, personally I’m glad it’s nerfed I didn’t like it as a mechanic. I play rifle so changes to rifle were welcome, having new options for stun breakers are great, new traits mostly affect bunker engies but changes to acidic coating and scope traits could be useful to a dmg engi in the right build. Only real nerf is to shield but it came with new defensive traits and more stun breaker options so… small nerfs but overall the class is fine and remains balanced.

Vidallis – 50 Shades of Pink – Engi/Warrior

Why PvP Warrior will never be balanced

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Posted by: Julius.1094

Julius.1094

New stance idea for warrior.

Bend Over (Cooldown: 25 s)
Frenzy: 6 s: You take 25% more damage.

Lol…. you just won warrior forums.

Vidallis – 50 Shades of Pink – Engi/Warrior

Why PvP Warrior will never be balanced

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Posted by: Julius.1094

Julius.1094

This is what warriors needed from torment…

Remove useless Kick

Add:

Ball and Chain (Cooldown: 20)
Throw a massive chain at your target and pull them to you.
Damage: 292
3 Torment: 10 s (960 damage)
Combo Finisher: Physical Projectile
Range: 1,200

WIN, yes.

Vidallis – 50 Shades of Pink – Engi/Warrior

Why PvP Warrior will never be balanced

in PvP

Posted by: Julius.1094

Julius.1094

So I just participated in a tournament as a warrior against 3 warriors, 3 thieves, 2 engineers and a guardian and while the scores aren’t public yet, I can say that I’m proud to walk away with 6 wins, 2 losses and 1 draw. These duels were to the stomp to assure that everything about them was legitimate and stomp mechanics came into play. 3 of my wins were warriors, 2 thieves, and 1 engineer, and my draw against a bunker guardian. My losses were an engineer and a thief. You may think, “They must have sucked to lose to a warrior”, but honestly you weren’t there. You don’t know how the fights played out and can make every assumption you want.
My point is, warriors aren’t imbalanced and people need to see that. Get up off your kitten and stop playing full DPS where you’re squishy as hell, grab some healing power for your shout heals and start kicking some serious kitten . Warriors deal amazing condition damage. Use it. We deal amazing DPS. Stop using the most you can get and run some PVT trinkets. You say that we can’t give ourselves protection, stability, aegis, retal and those other boons that guardians get? Run 30 in tactics and grab some lyssa runes and enjoy your 20% uptime of every boon.
People need to learn to build their warriors to counter other classes, not build for the biggest numbers. It’s known as Build Wars 2 for a reason, yet people seem to think that one build will fit all. I can tell you that in this tournament that I participated in I swapped my build 3 times based on who I was fighting to counter what I thought they’d be running. Yes, builds are expensive, but you’re warriors. Run some CoF if you have no money, you’re in high demand.

I hope that somebody takes something out of this post because I’m far too tired to keep defending my class after proving its worth time and time again. It’s amazing how many people whisper me and tell me that I’m the first warrior to beat them. I can’t be the only one who’s smart enough to play the class effectively, can I? Please. I beg of you all. Look at what we’ve turned into as a community and the general attitude toward warriors in PvP/WPvP and go against the grain. Make your own builds.

That’s all I’ve got. Good night.

EDIT: If you haven’t noticed Torment yet, it’s probably because you haven’t noticed how lackluster of a condition it is. It does next to nothing, even when your condition damage is maxed.

wvw… lol, tks for your insight, not

Vidallis – 50 Shades of Pink – Engi/Warrior

Why not implement warrior heal change???

in PvP

Posted by: Julius.1094

Julius.1094

They need to do more then just -5 seconds on all the heals, that was just a lazy thing and it should of never been done.

So, then do nothing? Good fix.

Vidallis – 50 Shades of Pink – Engi/Warrior

Why not implement warrior heal change???

in PvP

Posted by: Julius.1094

Julius.1094

Perhaps the warrior’s sustainability problems go down to a more fundamental design level, and requires more than a simple recharge reduction on heal.

The healing options for warriors don’t fit the class’s playstyle. On one hand, warriors are encouraged to dive deep into an enemy team and fight it out. On the other hand, warriors are equipped with wet toilet paper for defensive/sustainability options to achieve such a feat. Ideally, the best kinds of heals would be ones that encourage aggressive gameplay. Percentage-based heals that scale off of the environment (more surrounding nearby opponents boosts the heal, lesser opponents means less heal) would fit nicely with the warrior class.

The problem won’t be solved by a 5 second recharge reduction on heal skills. I think ArenaNet realized this and pulled that out in order to work on the problem more thoroughly. Condition removal on adrenaline usage was a good start to this theme. Apply this philosophy of aggression = survivability on other areas of the warrior and we’re good to go.

That’s a good point and I agree, but the cd reduction would have helped a great deal and it’s best to put in something so the class is not underpowered while a better solution is worked out than to simply ignore the problem entirely until they have a great design breakthrough.

Vidallis – 50 Shades of Pink – Engi/Warrior

Why not implement warrior heal change???

in PvP

Posted by: Julius.1094

Julius.1094

Overall I like the warrior changes, damage nerf but better condi removal and more weapon and ability choices, balanced changes. But the thing i was most excited about from the “leaked” patch notes was the healing cd reduction. I was shocked that didn’t go through. YET again, the problem with warrior is that at equal skill you get out healed. The reliance on a large health pool for defense also means healing as a percentage of health is weaker, pairing that with long CD/weak healing is a bad combo. I’m not saying warriors are just “bad”, if you manage to not get focused or to kill opponents attacking you within the first minute or so of an engagement, you’re fine. But at equal skill level if a fight drags out eventually warriors just get out sustained by everything… It’s also why warrior bunkers aren’t viable (which i really wish they were), a guardian or ele can get back up when low if given a moment to breath, a warrior bunker if he gets low he is generally for shortly after.

That heal change along with the other changes you implemented would have put the class on level with others, it was THE change it needed. So why Anet? WHY??? did you think it was gonna make warrior OP? C’mon, it has no effect on the class damage (which is no higher than other roamers running zerker) it would just improve sustain (which warrior has the worse off any roamer). Sigh… so close yet so far.

Vidallis – 50 Shades of Pink – Engi/Warrior

Leaked Patch Notes

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Posted by: Julius.1094

Julius.1094

Sometimes.. leaks aren’t actually leaks. but more like a means to satisfy a need to gauge the reactions of a fanbase… to avoid debacles like the recent microsoft thing..

I’m guessing that’s what happend here…
I think the reception of the notes has been mostly positive…
except a few BM rangers QQing.

Oh yeah this stinks of an intentional leak to share patch notes without “sharing” patch notes. I don’t know why bother.

Vidallis – 50 Shades of Pink – Engi/Warrior