Showing Posts For Kharr.5746:

hammer is NOT op

in Warrior

Posted by: Kharr.5746

Kharr.5746

Noobs still gonna get facerolled. They just moves up UF (no big deal) and reduced 20% damage on 2 skills inst a big deal either as everyone claims it to be.

The QQ about warriors will continue till we become a freekill, actually spvp forum has a thread about condi war, what next? Axe 1 OP?

Axe 1 WAS OP, and it was nerfed a while ago. Now most of the damage is on the last hit of the combo. If you miss that hit, you do awful DPS. Before it was consistently high throughout the entire chain.

hammer is NOT op

in Warrior

Posted by: Kharr.5746

Kharr.5746

Warrior hammer has been consistently buffed for a few patches:
1) The aftercast delay was significantly lowered on several of the hammer skills, which now allows spamming of stuns/knockdowns. This was not possible before since each skill rooted you for for up to 0.75s after use and prevented other skills from being used. Reducing after cast increased DPS quite a bit.
2) Before buffs, hammer shock was only usable while stationary making it difficult to hit moving targets
3) Before buffs, staggering blow was only usable while stationary, making it very hard to hit moving targets.

With these very large buffs, the weapon moved from a tactical CC weapon to an aoe cc/stun-spam noob weapon. The fix to damage is definitely justified at this point. I personally would prefer the weapon skills to be reverted to their old state and for the damage to be kept where it currently is. I dislike how spammy the weapon has become. It used to take skill to use.

Consecutive wins

in PvP

Posted by: Kharr.5746

Kharr.5746

Once you reach your skill level appropriate MMR, you stop winning consecutively and instead start losing about 50% of the time (resulting in a constant rank rather than a fluctuating one). Thus, this suggestion makes no sense.

I want to know how this is still possible.

in PvP

Posted by: Kharr.5746

Kharr.5746

Are you sure that wasn’t someone on an alt account? A lot of players (myself included) have alt accounts to try out new builds in tPVP. If he was a complete newbie, you would have lost by significantly more. 500-300 is pretty normal for temple of the silent storm. It’s very easy to have the score snowball out of hand if one team gets stillness + 2 cap at the start. A good bunker on home and a thief to cap far or mid while the rest push stillness will usually do it…

Removing Ranks?

in PvP

Posted by: Kharr.5746

Kharr.5746

Suggestion: Hide ranks from the scoreboard, but freeze players at their rank and allow them to retain their current finishers (except for those who exploited skyhammer — their ranks/finishers should be reset). Keep the /rank command to reward long-term PvPers so they can show off their previous dedication and accomplishments.

PvPers who have legitimately played to earn their glory/rank should not be punished by the new changes. Rather, they should be rewarded for keeping the community alive. This was an approach taken by another MMO that shall not be named: Players were allowed to keep their rank and titles even though they served no purpose after the PVP rewards system was redesigned.

A-NET... and tell me that its balanced

in PvP

Posted by: Kharr.5746

Kharr.5746

If he broke combat, hp regen out of combat is very high – takes only about 5-10s to get back to up full. Banner just gives a normal regen boon, don’t let the tooltip fool you. Poison + condi pressure is the only “counter” to passive healing signet + regen builds like that since those warriors typically run settler’s/cleric’s amulet and have 3600 armor.

Is Glicko2 Rating Flawed Right Now?

in PvP

Posted by: Kharr.5746

Kharr.5746

To your second point: if team “A” swaps out against team “B” and wipes them, the only impact this would have is to marginally increase (if at all) the MMR of the professions that actually played the match, as opposed to the ones that queued for the match.

So basically, you’re saying for the team that was the victim of an exploit causing them to face opponents much better than them, don’t worry – they didn’t get much of an MMR gain?

You have to consider the public interest and well being at large when deciding the right standards.

I think this is a good point. There would have to be some sort of “lock” system to prevent exploitation once the match starts so that people can’t swap classes mid-game as they currently can. I was under the impression that classes/skills were locked in soloQ but saw a ranger swap to his warrior mid-match last night in soloQ (was he exploiting? — if he was, mod can contact me for more details)

Suggestion: This is a technical barrier, but if Anet can show the roster with all the classes on your team before the match starts for 60 seconds for soloQ (similar to how TeamQ works right now — if you queue solo, you can see your team’s roster in the tPVP menu), players can change their class to match their team’s composition better.

If someone swaps to a class that’s way above/below their matched MMR, they get booted back into queue and the match doesn’t start. After it starts, professions get locked.

This sort of approach will allow players that are equally skilled at multiple classes to swap between professions pre-match to balance their team’s composition while:
1) preventing players from exploiting the matchmaking system by swapping to a profession they are better with
2) preventing players from dragging their team down by swapping to a profession they are worse with

(edited by Kharr.5746)

Another hilarious solo q.

in PvP

Posted by: Kharr.5746

Kharr.5746

We lost. 350-500. My team was un-carryable other team had 3 players above 200 points.

Ty A-net for resetting me at bottom of LB!

Jin

350-500 on Legacy of the Foefire is a normal score given that the difference is just a lord kill (150 points). If you’ve watched any of the tournaments that have been broadcast, you’d know that even matches between the best teams on NA/EU end up with scores like that since one mistake on either team’s part can result in a 100+ point difference on that map.

When you get steamrolled 500-10, or 500-0, come back and post your sarcastic thread.

Downed state and knockback

in PvP

Posted by: Kharr.5746

Kharr.5746

I’m pretty sure this is a bug. I’ve never seen it happen in PVP but have seen similar things happen in PVE (CoF P1 boss knockback sometimes makes it so you can’t weapon swap the entire fight).

Is Glicko2 Rating Flawed Right Now?

in PvP

Posted by: Kharr.5746

Kharr.5746

There are a number of problems with assuming that there’s a magical solution to finding everyone’s perfect MMR in SoloQ:

1) Every player has variance in their ability depending on time of day/fatigue/health/how drunk they are.

2) Player skill and knowledge is constantly changing. The skill of inherently good, but new, players will go up each match as they learn new tricks from watching others/dying to them (e.g. terrain use/positioning on maps — you only have to see it once to know that you can provide pressure onto a point from certain areas better than others)

3) Players are not equally skilled at all professions, yet they sometimes swap what they play on-demand, or just for fun. Also, professions aren’t necessarily balanced. This adds even more noise.

Given these problems and the massive amount of day-to-day and match-to-match variance in player ability, the current system does an amazing job balancing the teams in SoloQ.

1) This is basically impossible to predict or deal with. If you’re constantly playing while in a state that your skill is significantly impaired, I’d say a lower MMR is proper.

2) The system is designed to allow MMR to raise or fall over time, just not as rapidly as when your deviation is high (i.e. new player or long periods of inactivity.)

3) I’ve pitched the idea internally of having two MMRs, one account bound and the other per profession. Does any one have an opinion on this?

If there were MMRs per profession, it might be easier to make balanced teams since this would eliminate some of the noise. I know I’m personally better with some professions than others simply because I have more time invested and muscle memory for my utility skills.

Is Glicko2 Rating Flawed Right Now?

in PvP

Posted by: Kharr.5746

Kharr.5746

There are a number of problems with assuming that there’s a magical solution to finding everyone’s perfect MMR in SoloQ:

1) Every player has variance in their ability depending on time of day/fatigue/health/how drunk they are.

2) Player skill and knowledge is constantly changing. The skill of inherently good, but new, players will go up each match as they learn new tricks from watching others/dying to them (e.g. terrain use/positioning on maps — you only have to see it once to know that you can provide pressure onto a point from certain areas better than others)

3) Players are not equally skilled at all professions, yet they sometimes swap what they play on-demand, or just for fun. Also, professions aren’t necessarily balanced. This adds even more noise.

Given these problems and the massive amount of day-to-day and match-to-match variance in player ability, the current system does an amazing job balancing the teams in SoloQ.

[Merged] Signet of Vampirism and related changes

in Necromancer

Posted by: Kharr.5746

Kharr.5746

Rumor is that we are getting a lifesteal signet with no burst heal on activation. Sounds pretty sorry unless the lifesteal base values are huge and we all know they wolnt be.

So… another Blood Fiend?

Actually, this would be a really cool change for vampire builds. If it is a true “life steal” signet, it will do damage armor-piercing damage on the opponent and heal you at the same time. This would compensate for the lower dps of vampire builds. It would also benefit from all the blood-line traits.

Blood fiend healing

in Necromancer

Posted by: Kharr.5746

Kharr.5746

The thing to remember about blood fiend/passive regen is that it scales best with high toughness (which is granted by our Death Magic tree).

Blood fiend benefits from:
1) Flesh of the master (50% more hp)
2) Death Nova (poison field on death)
3) Necromantic Corruption (boon removal on attack)
4) Vampiric Master (more passive healing/more damage)
5) Minion Master (20% cooldown reduction to 16s)

Also note that it has an active heal for ~ 4k @ level 80 (250hps active heal traited) and can tank/distract opponents from targeting you directly. Since necros have a lot of ways to get rid of conditions (Plague signet, Putrid Mark, Death Swarm, Well of Power), there definitely a number of builds that can take it over Consume Conditions.

Bloodfiend is one of those subpar heals untraited, and borderline OP when traited correctly. It’s a tough one to balance. Hopefully the new healing skills that are introduced on Dec 10 give more options.

Edit: I want to say that the biggest problem with bloodfiend is that it does not heal you while you are in DS, thus wasting your “passive healing” time. Life transfer should heal necros behind DS in my opinion, but I’m not sure if that’s balanced. I personally play a full berserker necro in the top 500 tPVP and have no problem staying alive by dancing in and out of DS so I feel like it might be a bit of an OP change.

(edited by Kharr.5746)

[Merged] Signet of Vampirism and related changes

in Necromancer

Posted by: Kharr.5746

Kharr.5746

Things necros have on healing skills:
1) Passive regen via Bloodfiend
2) Condition removal via Consume Conditions
3) Group healing via Well of Blood

Things that would make sense/are needed:
1) Some kind of life force <-> hp conversion and/or generation like the warriors’ Healing Surge. Imagine a heal that healed for more the higher your life force (LF) was; and if your LF was low, it would generate LF.

2) A heal that gives block/evade like the guardian heal. Currently necros are the only profession which cannot avoid damage through skills that grant evade/blocks. There are several cases in PVE dungeons and PVP where such a skill is needed to avoid getting instantly killed. It’s very strange that 1 out of the 8 professions does not have such a skill.

3) Heal that grants stability/vigor (we can already get protection with traits + wells and spectral wall). Again, necro is the only class without access to these life-saving boons (not counting elite transforms)

New Heal Speculation? #hype

in PvP

Posted by: Kharr.5746

Kharr.5746

Everyone is getting Healing Signet.

This. Anet refuses to backtrack on their balance decisions, and the only way to make healing signet balanced is to give it to everyone. Soon PVP will be full of unkillable players of every class!

Blood Fiend needs a buff.

in PvP

Posted by: Kharr.5746

Kharr.5746

Your warped logic is demonstrated by your comparison to Healing Signet. Healing Signet is largely considered to be overpowered and in need of a nerf. Super strong passive skills that don’t require players to interact do not belong in competitive PVP.

This game is already suffering from autopilot/passive abilities. Anet should be nerfing passive abilities rather than buffing them.

Sword/Longbow Condition Warriors

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Posted by: Kharr.5746

Kharr.5746

There’s a particular version of this setup that is quite OP, but I don’t see it used at all in the top 1k in team/soloQ so we’ll have to wait and see if it catches on after hammer gets nerfed a bit.

The general rule is, “it’s not OP if it’s not popular”

"True Balance"?

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Posted by: Kharr.5746

Kharr.5746

There is no such thing as “true balance.” Every time the devs balance something, the millions of players find a new thing to exploit. Unless the game was reduced to 1 class with 1 skill, true balance is not possible. That being said, what’s important is that the game is fun — “cheesy” builds that remove the fun need to be fixed.

Are leavers punished?

in PvP

Posted by: Kharr.5746

Kharr.5746

I’ve restarted playing pvp two weeks ago and i wanted to know if leavers in tournaments are getting punished in any way.

I’ve reached around rank 500 now and every time i play i lose at least 30min out of 2 hours of gaming time due to people leaving either mine or the enemy team making the whole match a farce. The reason i mention the rank is obvious. It’s not beginners that leave its people that know exactly how they mess with 9 other players.

Yes, they are being punished, they gain dishonor. With enough dishonor, they are prevented from joining tournament matches for a while. The problem is that they aren’t punished enough. Worst is that there are people who just afk at spawn to avoid dishonor.

Matchmaking

in PvP

Posted by: Kharr.5746

Kharr.5746

I’m personally finding the matchmaking to be okay aside from the random 4v5s (those were always a problem even with the old system). In the past 24 hours I’ve played about 15 matches and the majority of them were nail-bitingly close in final score (e.g. 494 vs 500 or “close” like 480 vs 500). These have all been matches in the top 1k.

It is possible that the problem is with folks near the entry point where a lot of new players are “trying it out for fun”. The entry MMR for a new player should start very low (maybe 25%?) That way they won’t feel intimidated and can have some time to learn how to tPVP as they make their way up the ladder.

Option to spectate tournament matches

in PvP

Posted by: Kharr.5746

Kharr.5746

I think it’d be cool to spectate matches like in GW1. At the same time, I know just how awful and laggy tPVP already is. With another 10+ people spectating the match, there would be more lag spikes. Until the awful lag is resolved, we won’t be seeing spectator mode in tPVP.

In terms of “leaking builds”, spectator mode would force the meta to evolve at a much faster pace. If a powerful build is easy to spectate and copy, it will become mainstream quickly and force players to develop counter-play builds or ANET to nerf it if there is no counter-play (cough hambow cough).

The only downside of spectator mode aside from potential lag spikes is cheating via private messaging. There should definitely be a 2-5 min delay in what is happening vs what can be seen by spectators. It’s easy to imagine a friend in spectator mode coaching the team on where to go/who to focus.

Edit: By private messaging, I mean things outside of the game like teamspeak/vent/gtalk/skype/etc. Without a delay, these could be used to communicate details about the opposing team from a spectator.

(edited by Kharr.5746)

Turrets are not like pets

in Engineer

Posted by: Kharr.5746

Kharr.5746

I totally agree with you that turrets are still undesirable for many reasons. The main roadblock to turrets being made viable is the elite (Supply Crate). Anet can’t buff turrets without making them OP as long as engis can have up to 4 extra turrets from the elite, for a total of 8 turrets. Until the elite gets reworked, we won’t be seeing many turret improvements — it has been a year since launch and all they’ve done is bugfix turret traits so far.

Equal Rewards for all Skill Levels Intended?

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Posted by: Kharr.5746

Kharr.5746

Anet has said it many times now: They are aware of this and are completely reworking sPVP rewards. It will take several patches to implement. Hold on to your tights until then.

Is Lyssa Balanced?

in PvP

Posted by: Kharr.5746

Kharr.5746

  • 5% chance on fire nova when hit
  • 3 second of burning on nearby foes on heal
  • group swiftness on heal
  • +5% damage when you have might
  • when you use a heal, you and your allies gain 5 second of regeration
  • when you use your elite skill, you lose all conditions and gain all buffs for 5 seconds

The above is a sampling of the 6th rune bonus from runesets. Lyssa is listed last.

Is this really balanced? I see a lot of players running with it, and when they pop that elite, Lyssa acts like a mini-version of Endure Pain + Berserker Stance.

The rune sets are balanced in terms of ALL their bonuses, not based on bonuses of a particular tier. E.g., Runes of Divinity give 2% crit damage and +10 to all stats at the 6th tier, which is super weak compared to other 6th tier bonuses. But, the entire rune set gives 12% crit damage and +60 to all stats, which is one of the strongest bonuses.

Lyssa is situational, requires folks to blow their elite, has counterplay (corrupt boon/boons stealing/boon stripping), and activates so late after the elite has been used that it’s possible to cancel it accidentally if you dodge or swap weapons after using it (You can’t do either of those for 0.5-1 seconds after using it).

The fact is that the only reason Lyssa is even viable right now is because of the condi/stun spam meta right now. For necros, it provides that needed access to stability to contend with hambow warriors.

Backstab

in PvP

Posted by: Kharr.5746

Kharr.5746

Classes that can do 9k-12k damage on a medium-low armor target in under 3 seconds:

1) Ranger (signet spec + GS; Maul has 100% chance to crit for 10-13k on opening strike; You can also do 10k with Path of Scars on axe from range if both hits land with the right spec)
2) Warrior (Killshot/eviscerate. My personal best is 12k with evis, but I’ve seen higher).
3) Elementalist (More complicated lightning flash + phoenix + fresh air combo – instant but harder to pull off).
4) Thief (backstab glass cannon)
5) Mesmer (shatter spec)
6) Engineer (power/HGH spec combo with grenade toolbelt skill + flame blast // jump shot + grenade toolbelt skill also works well)
7) Guardian w/ meditations + power build and GS/hammer (does a bit lower damage, about 10k aoe for mighty blow + whirling wrath combo + heals 4k if you toss in the now instant cast smite condition and judge’s intervention)

I didn’t have time to log onto my necro to see if necro can do it too, but berserker dagger + wells should be able to do it — though it’d be the least effective class at doing so.

Doesn't Sigil of Geomancy seem a little OP?

in PvP

Posted by: Kharr.5746

Kharr.5746

Sigil of Hydromancy can do upwards of 2K aoe damage with a berserker build, AND it does aoe chill on top. Sigil of Fire can hit much higher from range.. honestly, it’s nice that there are sigils to match each build.

[Analysis] Incoming nerf to hammer

in Warrior

Posted by: Kharr.5746

Kharr.5746

Hammer and UF were not considered OP until ANET started to buff hammer by making the 4 skill usable while moving, and reducing the aftercast time on the rest of the hammer skills to allow for easier chain stuns.

Their solution after buffing hammer to the point where it became OP? Nerf burst mastery, nerf UF, nerf sigil of paralyzation (effectively crippling MANY builds for warrior and different classes), and nerf hammer damage into oblivion.

A sane person would wonder why ANET would not simply revert some of the hammer changes so that hammer isn’t a mindless stun-lock spam weapon instead of nerfing non-hammer builds (e.g. axe + shield) with such blanket nerfs. It used to take some skill to get KDs due to the root + aftercast on the hammer skills. Unfortunately, ANET appears to work under the mentality of using buffs to make things “noob friendly” until something gets OP, and then over-nerfing the the entire class to “fix” it (just look at what happened to elementalists).

(edited by Kharr.5746)

Dec 10th balance preview.

in PvP

Posted by: Kharr.5746

Kharr.5746

I am sure this has been said 1000s of times before, and probably 100s in the other thread as well, but please fix the 25 point minor trait in the Necro Spite tree. It is arguably the worst and most useless minor trait in the game and yet it’s in the grandmaster tier!

Match making broken

in PvP

Posted by: Kharr.5746

Kharr.5746

What’s funny is that the problem is actually the opposite of what you claim. The current system groups people with similar rank together, so 1 team is often full of people in the top 500 and the other team is full of unranked people, which ends up being a completely unbalanced match that ends in scores like 500 vs 100.

Dec 10th balance preview.

in PvP

Posted by: Kharr.5746

Kharr.5746

Now they leave the hambow meta almost unchange while they completely kill the mace.

“Unchanged”:

For Hammer and Bow:
• Earthshaker. Reduced damage by 20%.
• Staggering Blow. Reduced damage by 23%.
• Combustive Shot – Increased pulse duration to 3s. Increased burn duration per pulse to 3s. Normalized damage per pulse. Updated pulses per tier to 2, 3,and 4 respectively for tier 1, tier 2, and tier 3.

“Completely killed”:
Mace:
• Skull Crack. Increased the cast time from 1/4s to 1/2s. Updated the animation and effects of this skill to be more clear.

:)

While nerfing hambow had to be done, why are you not splitting these skills between PVP and PVE? Hammer warriors were already unwanted in groups, and now you are crippling their damage potential. I’m sick of the whole “GS or GTFO” mentality in PVE. Please split these skills between PVE and PVP so that hammer doesn’t get completely overshadowed by greatsword in PVE (which it pretty much is currently).

(edited by Kharr.5746)

Conditions and critical hits

in PvP

Posted by: Kharr.5746

Kharr.5746

Buffing conditions would be an awful thing for PVP. Search the forum and see all of the posts asking for condition damage nerfs.

Edit: I just wanted to add that a lot of condition builds already benefit quite a bit from precision due to traits that grant bleed/burn on crit.

ANET nerf UF and be done with the qqs

in PvP

Posted by: Kharr.5746

Kharr.5746

Anyone who thinks UF needs a nerf obviously doesn’t understand how it works. UF is fine the way it is, since it only gives a temporary increase to crit while the target is stunned (doesn’t work on knockdown targets).

Hammer stun is only 2s with stage 3 adrenaline and is easy to dodge. It allows for 1-2 hammer attacks to hit with the bonus crit%. The bonus is completely negated by stun breakers and stability.

The real problem is the strong passive regen. For every second you spend knocked-down/stunned, the warrior regens 600-800 hp. Healsignet needs to be reworked to give a stronger active heal and a weaker passive heal. Maybe if the active heal was doubled and the passive heal was halved, all of this would be fixed since it wouldn’t allow warriors to stunlock-regen vs their target.

Engineer rifle

in PvP

Posted by: Kharr.5746

Kharr.5746

Trait for static discharge, grab rifle turret, battering ram and toolkit. Mash toolbelt skills for massive dps with rifle. It’s one of the popular builds aside from grenades….

just nerf heal sig to silence the whiners

in Warrior

Posted by: Kharr.5746

Kharr.5746

Just make it active.

I don’t know, swap hps between passive and active, or put passive hps on active and something else on passive.

There, done.

There are a lot of ways you can make warrior harder to play without nerfing him.

If the hps was moved to the active use and it was given a different passive effect, Anet could get very creative and introduce more interactive and fun mechanics to the class (like they did with Signet of Might). All of the other warrior signets, except healing signet, have some very cool mechanics.

just nerf heal sig to silence the whiners

in Warrior

Posted by: Kharr.5746

Kharr.5746

When signets were changed, Anet clearly stated that they wanted signets to have a powerful passive and active effect, and that they wanted players to have to choose between using the active or leaving the passive going.

Most signets now follow that design philosophy, except for healing signet. The healing signet active is very very weak and definitely needs a slight buff, while the passive needs a slight reduction.

It should not be a skill where warriors unbind their heal button to avoid accidentally using the active portion of the signet.

Why i can't level in sPvP

in PvP

Posted by: Kharr.5746

Kharr.5746

Hilarious signature you’ve got there: “Low quality trolling since launch”

Assuming this is not a troll post, everyone in sPVP is already level 80. It really doesn’t make sense to gain PVE levels through sPVP given that even if you could, you would have no waypoints on the PVE map, and no PVE equipment.

You can already speed through leveling alts via crafting / experience scrolls / champ event farming. It takes about 40 hours to get to level 80 if you simply do map completion.

How are you coping with the lag?

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Posted by: Kharr.5746

Kharr.5746

Minion/AI builds gain an extreme advantage when there’s lag since they are not affected. (Minions keep on attacking on the server side while you and others lag).

Or, you can just play during off-peak hours.

Would a Warbanner change be OP?

in PvP

Posted by: Kharr.5746

Kharr.5746

This problem is not restricted to warrior – the other classes with revive skills also have the same problem.

Being able to revive a player/several players at once is extremely powerful since it both denies the other team points from the kills, and brings people back into the fight without having to worry about getting punished by cleave damage.

The risk/coordination required to make optimal use of revive skills is the only reason they’re not viewed as being blatantly overpowered.

Did engis always suck in pvp?

in Engineer

Posted by: Kharr.5746

Kharr.5746

Hi guys, I recently turned engi main, and wanted to know why people think this class sucked and had low play % numbers.

This class freaking rocks, and is secretly OP imo. LOL

Loving this! I used to main mesmer, but this class has so many different answers to situations with kits and the like, it is just AWESOME.

And it also seems like I am not tied to a certain build to be effective. I LOVE THIS CLASS!!!

also? Perm swiftness/vigor is the BEST!

I’ve played engi as one of my PVP characters since launch… I don’t recall it ever “sucking.” Engis have been nerfed numerous times since release (nerfs to elixer R, elixer S, several grenade nerfs), and yet they are still an excellent PVP class.

Hammer/Longbow Warrior

in PvP

Posted by: Kharr.5746

Kharr.5746

If you think Hammer/LB is destroying soloQ, you haven’t seen the new build that has been floating around. The other build is so broken you’d be lucky to get the warrior to even 90% hp before you’re downed. Once it gets more popular, Anet will really have to rethink their approach to balancing warriors.

Edit: I did not mention the details of the other build on purpose. Don’t want it spreading too much.

Thoughts on professions base health

in PvP

Posted by: Kharr.5746

Kharr.5746

I’d mostly like to know why eles have such low health. Like, seriously, not even whining, I just wanna know.

Lowest base health, lowest base armor, no defensive mechanism aside from healing (the class’s low base armor makes doesn’t mesh well with healing, and investment in Healing Power is required for it to be effective, as well), and unremarkable base damage (most autoattacks have absymally low damage coefficients, as well).

It’s best to think of hp pools with respect to disengage skills, ability to heal, ability to apply boons like protection and vigor, and ability to cleanse conditions. Ele can do all of these. Until the string of nerfs to eles, they were near-unkillable death machines. They could use some love now, but until recently they were #1 in sPVP and WvW.

Mechanics that are too forgiving

in PvP

Posted by: Kharr.5746

Kharr.5746

Problem: Currently there are certain mechanics that are too forgiving and thus could be abused. By making changes we can get rid of these exploit-like tactics and create more skilful play.

Warrior:
Currently, burst skills only go on recharge if the attack connects. If a burst skill is evaded/blocked or misses through blind or you misjudged the range, your adrenaline stays full.

Which is stupid since it makes dodging pretty much ineffective since you can just pretty much spam Earthshaker/Skull Crack until either hits after stability is down and one of the factors that’s making warriors easy mode. You can pretty much stun a target every 5 seconds with Earth Shaker or Skull crack which ever hits and the opponent won’t be able to avoid it.

It also allows Hammer/Mace warriors to use Earthshaker as a mobility tool as long as they don’t hit anything and overall this mobility is even better than the ele’s.

Solutions: Make burst skills expend adrenaline regardless of success/ Make burst skills share a cooldown between weapon sets.

Thief:
Similar to above, a you can simply spam stealth and a Sneak Attack i.e. Backstab until it hits since you are not revealed if the attack misses or gets dodged or blocked.

Solution: Make the Revealed debuff apply regardless of whether an attack from stealth hits or not.

Mesmer:
Currently Shatter skills only go on recharge when they produce an effect, i.e. if you have no illusions up and are not taking Illusionary Persona, the shatter skill is recharged instantly bar global cooldown on shatter.

Solution: Make shatters go on full recharge. This will force mesmers to be more aware of their illusions as they go down.

I lol’d at the bold text there. Between the slow cast time and the aftercast, Earthshaker isn’t much (if at all) faster than running. Warrior mobility comes from Savage Leap, Rush, Whirlwind.

On that note, one bug I’d like to see fixed is that the range mobility skills is affected by swiftness/quickness. Quickness causes the range of these skills to be extra short and to often miss (especially Earthshaker) while swiftness allows them to reach far beyond their normal max range.

Rune of the Traveler

in PvP

Posted by: Kharr.5746

Kharr.5746

The 25% movement speed bonus is too good. I would personally love to have it in sPVP since I always run utility skills/traits that give runspeed bonus. It would mean that I could drop them for more offense/defense.

Unfortunately, that’s kind of the problem: The runes offer great stats and mobility and the option of swapping out runspeed skills which will greatly upset the balance. I wouldn’t be surprised if everyone started using these runes if they were made available.

FT base attack

in Engineer

Posted by: Kharr.5746

Kharr.5746

Ever try any of the on-crit sigils/traits with low ICDs + FT? 10x attack has some serious benefits, with the only real drawback being that retaliation hurts more.

Inc condition duration by 100%, confirmation?

in PvP

Posted by: Kharr.5746

Kharr.5746

It’s like another stability… :/ WHICH you cannot strip or steal…

Wrong. It does not prevent stun/daze/KD.

Want new sPvP players?

in PvP

Posted by: Kharr.5746

Kharr.5746

I’m not sure I have ever seen a premade trying to farm glory in a hotjoin. What would the point even be? You don’t need a team to farm hotjoins.

Team stacking is very common in hotjoin. I personally see it every day when I log in during peak hours.

You will often see all of the high-ranked players (glory rank > 30) swap to the same team to farm the new players (glory rank < 15). It’s not uncommon to see individual glory scores of 300+ in the stacked games (from farming the spawn point).

No punishment for A (f) k-ing while dead.

in PvP

Posted by: Kharr.5746

Kharr.5746

Punishment isn’t going to deter people who just joined to get their daily done.

Personally, I’d like to see tournament tickets make a return. That way it will be clear that hotjoin is for daily afkers.

Ranks don't matter

in PvP

Posted by: Kharr.5746

Kharr.5746

Solo Q. Look at ranks, pretty close i would say, no one was afk, so stop crying please, half of the threads here is just crying. L2P home skillets.

Given that most of them had 0 score, either the entire team was disconnected or they were afk. Yet you claim this is proof that rank doesn’t matter. Go troll somewhere else.

Culling features fine tuning

in Suggestions

Posted by: Kharr.5746

Kharr.5746

Here’s what you’ve done to Lion’s Arch. Again, player nameplates option set to off, only the nameplates of those who are invisible are being rendered from your new system.

This has effectively ruined my experience with the game.

Attachments:

Culling features fine tuning

in Suggestions

Posted by: Kharr.5746

Kharr.5746

I just wanted to add a screenshot so the devs can see what we’re talking about. As you can see, it’s actually not possible to even see the boss underneath all those nameplates!

Note that I have nameplates turned OFF, and these are only the nameplates of the invisible players that the new culling system forcefully renders!

Attachments: