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No Guardians, Thieves, or Warriors

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Posted by: Kicker.8203

Kicker.8203

7 Revs
4 Eles
4 Necro
3 Engi

they should be decapitated

By this I did not mean nerf to uselessness but they need more than a shaving since they are way out of line.

No Guardians, Thieves, or Warriors

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Posted by: Kicker.8203

Kicker.8203

7 Revs
4 Eles
4 Necro
3 Engi

they all have to be nerfed. It’s funny that these were the strongest ones last balance patch too. Instead of buffing the most op classes or -in a better case- shaving them, they should be decapitated. Like why did they triple the dmg on rev sword2 if it was the most broken class’s most broken weapon already? Why did they buff (@thief) d/p more than s/x if it was already way better? Acrobatics shaving when its rubbish? Engi shavings? Necro buffs??

No Guardians, Thieves, or Warriors

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Posted by: Kicker.8203

Kicker.8203

Was there a no profession stacking rule?

I think they have been limiting professions stacking to 2 since the 5 d/d ele comp a long time ago.

Incentive to get a high score

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Posted by: Kicker.8203

Kicker.8203

Add /resign or /giveup /forfeit

We need a nerf for thief

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Kicker.8203

Thief is not op just popular. Many weaponsets are just simply bad like sd, thus they should buff dmg on flanking strike and add blind to clowk and dagger at the very least

Changes to Amulets for Season 2

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Posted by: Kicker.8203

Kicker.8203

Also eles, thieves should get a hp increase to medium hp pool. That way they could choose an amulet without vitality. If thief gets op nerf staff and dagger

Changes to Amulets for Season 2

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Kicker.8203

To ppl saying amulets werent a problem only traits and skills: no they are all problems. Removing tanky amulets is a good start. Pls add more stat combos coz there is still not much to choose from

Concerns about Season 2

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Posted by: Kicker.8203

Kicker.8203

Also why not let people who have went through Amber already to simply skip that divison? You can’t even lose pips it’s just pure grind. Legendary players should probably start in sapphire and ruby also.

Need those divisions for the achievement and tournie badges. Skipping them would be more of the punishment, than reward.

Then grant the rewards too… all people who earned something deserve to have a bonus for placing high in the previous season.

With your mindset i feel the only thing that keeps you moving is the rewards. I don’t think that’s what pvp is about. People used to play pvp when all you could get is fun and being respected for being good at the game.

no reason to try hard anymore

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Posted by: Kicker.8203

Kicker.8203

Or you can not AFK and keep playing. It’s not too hard to get a comeback if people don’t start spitting dummies when they’re team falls behind.

You know it’s not 1v1, its 5v5. If any of your teammates goes afk when u are behind it’s impossible to win or even have fun. you always get outnumbered.

If they don’t reward scoring 400-500 instaed of 100-500 at least add a /resign command like in gw1.

Concerns about Season 2

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Posted by: Kicker.8203

Kicker.8203

People are already afking in unranked if they get behind in points. Imagine how many more ppl r gonna afk in ranked where they explicitly go in order to win. Personally I like to play the entirety of the match to at least have fun playing even if we lose(which is impossible if 1-2 teammates already afk), if arenanet thinks otherwise they should add a /resign command like in gw1.

The system that used to reward players for getting more points even if they lose was a great idea except most people had no clue it was a thing because it was only mentioned in a blogpost.

Also why not let people who have went through Amber already to simply skip that divison? You can’t even lose pips it’s just pure grind. Legendary players should probably start in sapphire and ruby also.

When you changed matchmaking to not take MMR into account was not the perfect solution. Yes, it made good players have an easier time climbing the ladder but at the price of matching ppl up with players out of their skill level. IMO matchmaking based on MMR should have been kept but higher MMR would cause you to gain more pips on a win or something. Neither bad players enjoy getting farmed by pros nor pros enjoy not getting a challenge. (the division skipping for achieved players would also fight this)

(edited by Kicker.8203)

sPvP needs its own business model

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Posted by: Kicker.8203

Kicker.8203

+1 they went over the line with elite dpecs. They are never an alternative but a must have

[video]MadVisions' S/D montages.

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Posted by: Kicker.8203

Kicker.8203

u use C&D really well and overall it was enjoyable except when you were up against that “Hidden Animations” person. That guys’s gameplay was unbearable.

Rifle in spvp considered scrubby/cheesy?

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Posted by: Kicker.8203

Kicker.8203

Yeah, I think so. I assume you were running a Gunflame build which, tbh, supports a really lazy style of play (not to say that’s your style), which basically has you destroying people on a point from distance but otherwise being near useless if pressured.

I wish Anet would make it so the rifle was more rewarding of good play and less of crap play.

It can be pressured easily, exactly. If people don’t focus him they deserve to die. To be viable you have to play it like a mesmer(excep you dont have teleports). You climb up to places and kite people around jumping puzzles which is not a lazy playstyle in my opinion.

Skullcrack to leap or Counterblow to Riposte

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Kicker.8203

about counterblow I agree. (mace 2) it stops blocking if you block anything even at range.
sword 5 keeps on blocking until you are in melee range.

PVP BEST Condi Build

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Kicker.8203

I’m against pure condi, I believe that Berserker is best with a hybrid approach.

I’ve been using this with Mercenary Ammy

What’s the point in using mercenary with this? you barely have any condis. I think it’s best with marauder but if u want to be more tanky then go Paladin’s.
Berserker runes aren’t that great imo.

PVP BEST Condi Build

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Kicker.8203

I’ve been experimenting with this:
http://gw2skills.net/editor/?vJAQRAsc5fnMdAlkitkCWhAElilrA7N0mabtK5gWXNAJAkASdA-TpRHABAcEAC4BAQ2JAQo9H+uMQwHEAA

Reasoning:
Shieldmaster is still worth it for the reflects and might. In addition counterblow only blocks 1 projectile from range unless traited with this.

Nightmare rune instead of Krait: These are pretty close but i dont like Krait coz bleeds are already lasting for a very long duration but all the others welcome the extra duration(poison,weakness,cripple,torment,confusion,burning). Fear is pretty good to help u land ur skills and distract your enemies.
Krait is also nice because f the cover conditions on elite usage, it has 10s higher cd than the elite skill though.

Torch became a lot better with the newly buffed king of fires because of the extra fire aura you can combo.

Dead or Alive: I like the extra sustain more than a little condi damage.

Generosity sigil: extra condi remove and random cover condi.

PSA - Brutal shot now removes immobilize

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Posted by: Kicker.8203

Kicker.8203

All rollbacks remove immob as spinning in place would be weird. Only a tooltip mistKe

Please Nerf D/P

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Posted by: Kicker.8203

Kicker.8203

D/D: In fight though there’s nothing more mobile than that set.

whaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaat?

Welcome to "Thief Wars 2 "

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Posted by: Kicker.8203

Kicker.8203

Welcome to D/P Wars 2 would be more true.

1 for 1 rally in pvp?

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Posted by: Kicker.8203

Kicker.8203

I don’t understand how:
nearest to the stomp,
most or least health while down,
or longest time spent while down,
couldn’t be criteria to justify the rallying order.

+1

I’d like a mixture of those.
Prioritize people who are in a range of 1200. Then choose the one who was down the longest or one of your other suggestions.

This would cut back on the number of people rallying on the other side of the map.

1 for 1 rally in pvp?

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Kicker.8203

Yeah it doesnt punish multiple people going down first if someone on the other team dies quicker.

Elementalist Sceptre still useless

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Kicker.8203

Very true, ive tried sceprter too and u can barely scratch ppl on full offensive build.

Please Nerf D/P

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Kicker.8203

Nerfing dp would be a good idea coz it would make sd and sp viable. And dp would still be good as well. D/d still wont be viable bcoz its utter crap. Thief will be still necessary to take for its mobility

[SUGGESTION] turn on RANKED offseasons.

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Posted by: Kicker.8203

Kicker.8203

+1
asuras and skyhammer are aids

suggestions for rifle balance

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Posted by: Kicker.8203

Kicker.8203

In tPvP, rifle primal burst makes the warrior come close to meta but still not there. If it gets nerfed you might as well delete the class.
In wvw the numbers get absurd on all skills.

(edited by Kicker.8203)

This balance patch is way better atm

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Posted by: Kicker.8203

Kicker.8203

Yes it is much better indeed. Amulet & quicknes changes are really good, plus there a few good changes here and there but I expected way more and better changes.

S/P is back (maybe)

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Kicker.8203

Try this:
http://gw2skills.net/editor/?vZAQNAsaVn0MBlOhFOBGmC8PhFYCzLMcGaDaJgAwuZuDeCbhA-TpBFABEcCAqZ/BAeAACcIAe4IAIeZAA

You shouldn’t tank condis but u still have 3 skills that remove them dash.
Rage sigil is only good if you utilize it: example: open with infil strike – weapon swap(out of combat) – shortbow 1 or 3, when u get the quickness swap back to sword and pistol whip
steal.

(edited by Kicker.8203)

Guarded Initiation

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Posted by: Kicker.8203

Kicker.8203

Have to give the point to Sir Vincent. This trait and the whole acro traitline is utter crap.

I’m glad they fixed sword auto aftercasts and bandit’s defense but I expected a “bit” more from this kind of patch that we get every 4 months.

Why did we get these kind of buffs?

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Kicker.8203

Thief doesn’t belong in group support and buffs. We’re straight up assassins, name an mmo where the assassin dolled out buffs like he’s a paladin/priest type.

That’s bullkitten. People didn’t ask for AoE heals on thief but some kind of support like granting endurance to nearby allies via traits or simply granting 150power/ferocity AoE or something which every other profession has one of. Vulnerability would be also nice for pve if it wasn’t capped at max all the time.

And there are also multiple traitline to choose from. Not all of them are about assassination.

Autoattack Damage Buff's Effect on PvP/WvW

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Kicker.8203

Sword did need the autoattack buff very badly, it’s still not optimal cause d/p is just stronger. Dagger autos got a bit overbuffed, true. That’s not the reason there are so many thieves tho: It is a really fun gamestyle that u can’t find on other classes; some people only want the sneaky archetype, some enjoy it for its mobility. Plus people are hyped because thieves are not useless in pvp anymore, time built up their desire for playing it. They used to deal 0 dmg while being very squishy.

New Matchmaking rules!

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Kicker.8203

Let teams sort themselves while also let people stick to 1 class if they want. I have 6k games but that doesn’t make me want to play scrapper instead of thief.

As I said on the other thread:
People should be able to choose which classes they are willing to reroll to before queuing. A note wold say: Adding more professions decreases your queue time.
You could still stick to just 1 profession or you can say “I can play either thief or druid or…” etc.

stuckbug /dance

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Kicker.8203

haha it will never be fixed just like mid-ai immob and dazes preventing dodges.(applies to all dodges: when try to dodge right when u are getting dazed the game ignores you pressed dodge.)

unranked mmr system is garbage

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Posted by: Kicker.8203

Kicker.8203

It sounds like you want profession-specific MMR? In order to do that, we would have to enforce a profession lock upon queuing. There is another thread advocating this idea with the benefit of removing profession stacking.

People should be able to choose which classes they can reroll to when queing. A note wold say: Adding more professions decreases your queue time.
You could still stick to just 1 profession or you can say “I can play either thief or druid” etc.

S/D tactical strike damege need buff

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Kicker.8203

Facestab damage would be fine,
and daze duration should be 2s in pvp nstead of 1.5s to match wvw and pve

Pulmonary Impact reveals you in stealth.

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Kicker.8203

Impaling Lotus (condi dodge) is way worse. It sho?uldn’t shoot out anything in stealth…

Update feedback.

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Kicker.8203

Well not to brag but I have 6k games and I’ve already made a thread about acro rework. I think the 3 initiative should be baseline and most current acro traits replaced by superspeed/evade/shadowstep traits so that it would help sword(if u dont add shadowsteps in there staff will always benefit more).

However, for the amount of effort arenanet seems to put into reworks, probably moving 3 initiative to acro is more realistic. Move trickery reduction trait to acro and make it remove 2 condis instead of 1. Despite the name “trick” i think its more fitting in acro as those are the skills an acrobat would have and acro has no skilltype associated with it anyway. While shadow arts has 2.

Thief is a good and skill-based class, but

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Kicker.8203

Well d/p has everything: damage, blinds, more blinds, daze, easy stealth, infinite gapcloses, an autoattack hitting more than heartseeker which also refills endurance, inflicts poison and weakness.
If only S/D could do half of those…

Guarded Initiation

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Posted by: Kicker.8203

Kicker.8203

They should have changed the tooltip instead but anyway acro is terrible either way

Guarded Initiation

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Kicker.8203

Oh so thats why i had more hp. I though they buffed all thieves at first then my hp went bk to normal.

1 for 1 rally in pvp?

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Kicker.8203

Should it happen, like in wvw?
Instead of 5 ppl only 1 can rally upon killing a foe.

1 for 1 rally in pvp?

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Kicker.8203

Instead of rallying 5 people on death, rally 1. They added it in wvw. What do you think, should they do it in pvp?
For pugteams i think it would be better because some people randomly manage to die even if most of the other team is lying on the ground. But not for just pugteams. Downed state people have been outplayed already and when they all rally from that point it is quite certain that they win.

Balance: everything that needs it(updated)

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Kicker.8203

To give you guys an idea, these are all things they should have done this patch or at least the important ones.

Acro: superspeed,might,regen,shadowstep

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Kicker.8203

This is pretty much what it should have been like. Maybe the numbers need nerfs or buffs but still. Maybe next patch ;P

Instant Reflexes not working?

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Kicker.8203

Hmm to me it seemed shorter than 2s as well…

Let's compare new Acro to Deadly Arts

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Kicker.8203

DA is offensive trait line while Acro is defensive trait line, that’s comparing a stiletto to a toothpick.

Well it’s like comparing a rotten carrot to the finest pineapple.

Acro does its job the worst while da is great.
But they are both plants because they both have offense and defense.

New broken AA dps

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Kicker.8203

With that being said, neither dagger nor staff needed any damage boost, but noone should ever complain about the sword fix, sword was literally unplayable pre-patch because of these terrible long aftercasts.

Well said. Heartseeker is only good for leap finsiher. when target is above 50% AA deals more dmg. between 50 and 25% AA is still better. below 25% they have little hp that AA finishes them off better even though HS would have a higher dps.

Let's compare new Acro to Deadly Arts

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Kicker.8203

This basically indicates ANet see acro as more of a pug queue trait line, with no business trying to compete with the other 5 for competitive play.

I don’t think they realized what they did.

Let's compare new Acro to Deadly Arts

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Kicker.8203

So Daredevil and Trickery are still pretty much obligatory which leaves us to get rid of Deadly Arts if we want Acro.

—Expedious Dodger vs Deadly Arts background art.
Expedious pretty much does nothing because you probably use Dash.
Tie. Wow that was indeed a Deadly Art. /facepalm
—Mug(adept) vs Upper Hand(grandmaster)
I’d rather take Mug because it adds burst damage and heals 2k every 20s.
Upper hand: heals 2600 in theory over 20s. This can prevent getting Regeneration from party member with possibly higher healing power as long as your crappy one is in effect.(<-not sure if it works this way) Stacks for a longer duration than you can actually take advantage of. Thief needs burst healing more than sustain healing. The
Initiative regain is nice but burst damage is more useful.
Mug wins.
—Exposed Weakness(minor) vs Swindler’s equilibrium(master) and Endless stamina(minor).
10% damage increase 95% of the time(on shortbow too) vs 5% dmg only on sword and minor steal recharge. Endless stamina: an extra dodge every 40s assuming perma vigor.
Exposed defenses wins.
—Instant Reflexes vs Panic strike.
Instant reflexes has too long of a CD
Panic Strike wins.
—Feline Grace(minor) vs Lotus Poison(minor)
An extra dodge every 20 s(or is it? Bountiful Theft and allies already grant vigor so it results in a lot of wasted vigor) vs Lotus posion every 10-20s(depending on whether u use dagger and honestly you should, and sb 4) you don’t have to dodge for 4s because your foe has weakness and you can DPS him.
Lotus Poison wins.

All Acrobatics traits rekt.

Deadly Arts still has:
—Serpent’s touch(minor): Reduce healing by 33% for 10s upon using steal and deal 670 dmg,
Slow down other resses in downed state.
—Improvisation(grandmaster): use stolen skills twice and refresh a bit less than 1 skill per steal on average. (every 20s)

Summary: if deadly Arts lets you only have 4 traits instead of 6 for some reason it is still better than acro.

(edited by Kicker.8203)

Dagger autohit is 30% more dps than sword's

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Posted by: Kicker.8203

Kicker.8203

Keep in mind these weapons have different AA secondary effects and the number of targets which influences the DPS substantially.

Sword has one of the better secondaries with Cripple and Weakness being applied. It also hits 3 targets instead of daggers 2.

Staff pops vulnerability, hits three targets, has a reflect component as well as a final Whirl finisher.

Lets also keep in mind both the Shortbow and Pistol AA are both abominations when it comes to DPS. Daggers might have higher single target AA DPS and give back a tiny bit of endurance as well as dropping a poison condi but on a DPS build I would rather have either staff or sword secondary effects. I would also prefer that extra target.

Yeah but cripple and weakness along with the highest dmg autoattack are at the end of the chain(which takes longer time to complete than dagger’s) and the chain resets whenever u use a different weapon skill. This is not a problem for dagger, in fact, you might even be happy that it’s been reset. And dagger autos also cause weakness because of the deadly arts minor.

Staff having a lower AA is fine. All the initiative spender deal a large chunk of damage. Vault deals more than Backstab so there is enough damage. On sword you deal really low damage anyway. Pistol whip deals good damage but it’s unreliable, much much better to spam shadow shot and dagger autos.

The 3 targets instead of 2 barely ever makes a difference. D/P was meta when it was hitting only 1 target.

Dagger autohit is 30% more dps than sword's

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Posted by: Kicker.8203

Kicker.8203

Or if dagger damage is balanced in comparison to other classes they should buff sword too. D/P would be still superior to S/D but it could be a first step…

Staff has plenty of damage on the initative spender so I don’t think it need more AA buffs.