You could play by yourself in unranked and be far less likely to meet premades and not have the frustration of losing pips.
Any competent team (which might be a problem for you if you just soloq) knows that a DH is among one of the priority targets you burst down first, because:
1. They lack sufficient sustain to survive a burst.
2. You want to avoid them dumping traps on a downed body and cleaving anybody who gets near, unless you’re a reaper.
A DH is only ever a problem for low skills players who aren’t yet used to paying close to attention to character cues and reacting accordingly.
It seems like the idea behind the league is for people to be pvping in teams rather than solo. At this point, pvping solo in leagues seems like such a bad idea. Why would you risk your pips on a coin toss of getting competent team mates?
If people want to solo queue they should be doing it in unranked, but i suppose people will respond that they want to progress in leagues so they want to play ranked and don’t want to go through the trouble of forming a team.
A dev posted on reddit that what happened to Helseth was not intended and they are looking into it.
Looks like someone is bitter about video games.
Nah, white knights just annoy me and my network is down at work. So nothing but forum watching for me atm.
Don’t get me wrong. I’m not defending them. I’m just explaining to you why they don’t like you.
I’m just dropping facts. Don’t hate. Appreciate.
Looks like someone is bitter about video games.
What terrible life you must have with those first world problems of yours.
You can definitely tell who doesn’t know how to play in this forum when they complain about DHs.
Although a DH did kill me on my rev earlier today. Maybe i should have made a thread about that.
The difference between the way that this forum responds to devs and the way that reddit responds to them helps me understand why they prefer answering questions over there rather than in this nest of harpies.
I haven’t really had a problem with it playing on a guild team. I try not to solo queue in ranked and if i feel the need to play pvp solo i just use unranked.
I would pay good money to be able to play pre-core specs GW2 again.
Ya i miss the threads calling for nerfs for burn guards and d/d cele eles.
Good times, good times.
The comment still makes no sense..
This party-wide penalty is to prevent someone from intentionally disconnecting and preventing a loss for their friends. However it doesn’t make sense if you win, so we are looking into making this only affect losses.
Why should my teammate intentionally disconnect to help the enemy team and in which situations did that happen?
It also happened to Chaithh I think.. he ‘luckily’ only lost one pip for a win.
That is answered in that very reply thread within the reddit.
A dev mentioned in reddit that what happened to Helseth wasn’t intended and they are looking into it.
https://www.reddit.com/r/Guildwars2/comments/3v7kto/helseth_just_won_a_game_500498_while_4v5_on_the/
This forum has too many angsty kids who seem to think yelling will get them what they, in their infinite wisdom, believe is right for the game.
But then again, when aren’t official game forums not full of cancer?
A rev complaining about a DH.
lol
The dazes are fine. Moving on.
Why would nerfing a class that isn’t even in the top 5 of a pvp league be reasonable?
I’d rather keep the daze honestly. For Pve they are great for breakbars and interrupts.
The issue probably isn’t that elite specs are stronger than the vanilla versions. The reason why most pro league teams are using them is probably because even if you only want the weapon, utilities, or traits, you still have to take the elite spec to get any of it. This is very different from all other specializations where utilities and weapons aren’t tied to them. Only elite specializations require you equip them if you want the weapon or utilities.
Aside from that, elite specs probably aren’t optimized for every situation. For example, on guard, taking DH is a no brainer for pure dps, but when it comes to condition damage or bunking, DH is not necessarily better.
Perhaps a solution, if we really want people to use elite specs less, is to untie weapons and utilities from elite specs once unlocked.
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NA meta:
https://forum-en.gw2archive.eu/forum/game/pvp/NA-Pro-League-Meta/first#post5795311
2 DHs were used, and only one was on a winning team.
Yea, must have been the rank points one. It was a funny situation. We just decided to zerg their lord non stop once we realized we couldn’t steamroll them.
They were very confused by our sudden change in tactics.
edit: 45m-1hr for pvp guild missions seems fair depending on type.
(edited by Kuya.6495)
My guild once landed in a situation where we had to throw our second match so it would end as quickly as possible so we could receive the personal score before the guild mission timed out.
Thankfully though, Anet didn’t respond to the overrreaction from the pvp forums regarding DragonHunter. So now, instead of worrying about whether DH might get nerfed, we should probably be asking ourselves whether any guard spec has a place in high level pvp play.
Link to meta results:
https://forum-en.gw2archive.eu/forum/game/pvp/EU-Pro-League-Meta/page/2#post5793629
Can we repost this stuff whenever one of those annoying anti-DH threads pop up?
I think getting knocked off the queue every time you zone or change waypoints in a map is a fair tradeoff for letting people queue outside of HotM. Don’t wana get kicked off queue? Then don’t WP. Don’t like it? Then stay in HotM.
Thread of pointless. People want it gutted, not balanced .
Exactly. We can only hope if anet does do nerfs, they do what they have done so far and done so incrementally.
The problem isn’t traps. It’s that DH can build for heavy damage while having an obscene amount of utility and survivability which doesn’t take much effort to use and has limited counter-play. If trap-spam DH died as fast as it killed people, it wouldn’t be more than an annoying glass cannon.
Things which need addressed:
- [Bug] Traps sometimes are invisible once they trigger.
- Wings of Resolve (F2) is an almost 4,000 heal (with 0 healing power) on a 30s cooldown (less with Virtues specialization). It’s almost as good as some heal slot skills. This value needs reduced significantly or the cooldown increased. Remember that Renewed Focus resets it. For reference, the core is 1625 on a 50s CD.
- Spear of Justice (F1) is 1200 range, 0.25s cast and almost instant flight (so not realistically avoidable) and unblockable. That was fine originally, but with the addition of the chain ability, you can use it to pull from 1200 range – usually into a pile of traps. That style of CC with little counter-play is terrible for the game. The general idea of a pull into traps is good.
- Shield of Courage blocks attacks from a very large angle, so it’s very difficult to hit them in melee.
- Pure of Sight grants an unconditional 7% damage bonus inside 600 range. Similar traits only grant a damage bonus conditionally. This was a knee-jerk reaction to the old version of 10% at over 600 yards, which didn’t fit as a minor trait.
- Boons on trap placement were overkill, especially with such long durations. Many didn’t need them.
- Heavy Light is terribly designed, giving DH too much CC against melee. Since it’s a proc, dodging attacks only delays it. It should be tied to a specific ability, something guardians have been saying since BWE1.
How about no?
Oh, it was a thief.
I’d like to suggest they just nerf the medi trap DH by putting a longer delay between setting the trap and activation so they don’t touch the non medi trap DH, but i’m not sure i want to see any DH spec nerfed.
Seriosuly..They make MUCH better trap rangers than ranger. It’s ridiculous. I literally could not kill them tonight on my own trap ranger…They have extremely powerful traps, including an ELITE trap that rangers don’t even have and then they have all the usual blocks and buffs a guardian brings.
It’s ridiculously op in pvp. Either buff the other classes or tone down the strength of their traps and lb.
Have you read the details of the DH skills (traps, traits, and bow)? It is kind of unbelievable. It is like taking a trapper ranger and then removing all the downside for taking traps and adding so many extra buffs, that most players wouldn’t even have had the nerve to ask for or imagine.
Apart from damage that can take even my ranger equipped with rabid and under protection from 100-0 before I get a chance to react, 2 of the traps are instant cast, one breaks stun (wtf right! trap ranger ‘s dream), and the traps apply the following: daze, stability, blind, swiftness, vulnerability, revealed, protection, fury, slow, aegis, cripple, might. The heal trap can also be “double cast” like normal traps, unlike the rangers heal trap (ranger version doesn’t trigger a heal if not used straight away), for massive burst healing.
But the traps being totally OP compared to ranger traps is just the beginning. They also get a 1200 range instant cast unblockable pull, a trait that auto procs knock back every 10 secs on any bow skill or auto attack, which also gives 6 SECONDS of STABILITY – ie 60% stability uptime, and the bow skills themselves are none too shabby.
That’s cool bro, but in order to get all those benefits you are propping up, you need to equip all 5 traps, which most DH don’t do, because the sustain is too low.
Try not to exaggerate to make your point next time.
PS: they can’t actually equip all the traps. They will either choose between the stunbreaker trap (the one with the aegis and stability) or the reveal trap (the one with the vulnerability). They can’t take both along with test of faith and procession of blades.
The pull isn’t instacast. The spear has a cast time. The pull is not unblockable, but the spear is.
Oh my, terribly sorry for such a huge exaggeration “bro”. Yes its true, DH has to choose between the stunbreak trap that gives aegis and stability and does lots of damage or one other trap that does damage and applies other effects. What a predicament!
The tooltip for spear says its unblockable, and it has a very clear cast animation easily discernible from up to 1200 distance with its .25 sec cast time that gives players ample time to time a dodge before getting pulled into the ring of near instant death.
Fragment of Faith deals barely any damage at all…
Instant cast, applies daze, stability, crippled, aegis, breaks stun, lasts 10 secs, and does 399 damage base. Not much damage at all would be Light’s Judgement which only does 50 damage, applies daze, revealed, 10 stacks vulnerable, swiftness.
Your definition of “lots of damage” is astounding and perhaps, very telling.
Seriosuly..They make MUCH better trap rangers than ranger. It’s ridiculous. I literally could not kill them tonight on my own trap ranger…They have extremely powerful traps, including an ELITE trap that rangers don’t even have and then they have all the usual blocks and buffs a guardian brings.
It’s ridiculously op in pvp. Either buff the other classes or tone down the strength of their traps and lb.
Have you read the details of the DH skills (traps, traits, and bow)? It is kind of unbelievable. It is like taking a trapper ranger and then removing all the downside for taking traps and adding so many extra buffs, that most players wouldn’t even have had the nerve to ask for or imagine.
Apart from damage that can take even my ranger equipped with rabid and under protection from 100-0 before I get a chance to react, 2 of the traps are instant cast, one breaks stun (wtf right! trap ranger ‘s dream), and the traps apply the following: daze, stability, blind, swiftness, vulnerability, revealed, protection, fury, slow, aegis, cripple, might. The heal trap can also be “double cast” like normal traps, unlike the rangers heal trap (ranger version doesn’t trigger a heal if not used straight away), for massive burst healing.
But the traps being totally OP compared to ranger traps is just the beginning. They also get a 1200 range instant cast unblockable pull, a trait that auto procs knock back every 10 secs on any bow skill or auto attack, which also gives 6 SECONDS of STABILITY – ie 60% stability uptime, and the bow skills themselves are none too shabby.
That’s cool bro, but in order to get all those benefits you are propping up, you need to equip all 5 traps, which most DH don’t do, because the sustain is too low.
Try not to exaggerate to make your point next time.
PS: they can’t actually equip all the traps. They will either choose between the stunbreaker trap (the one with the aegis and stability) or the reveal trap (the one with the vulnerability). They can’t take both along with test of faith and procession of blades.
The pull isn’t instacast. The spear has a cast time. The pull is not unblockable, but the spear is.
(edited by Kuya.6495)
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As the owner of the 100.000 DH-flame-thread you get a special present.
A-net will gift you a truckload of [Packet of salt] and you are allowed to do the balancing for one DH skill/trait for the next balance patch.Because we are currently in “DH-hate-week” you will get a addition gift.
We are proud to hand you a coupon for a one week cruise on the M.S. Cry me a river.
lol
what sort of counter play do the devs think there is for this trap?
1) Using minions to trigger traps
2) Pressure from range
3) Stability/stunbreak/dodge if you get jumped on
4) Proper team play and rotation so you don’t get caught out 1v1 against classes that counter yoursTest of Faith should definitely be unblockable when you walk through the swords… I don’t think anyone is arguing that point.
But there’s also an “initial damage” component that hits right when you drop the trap. The fact that that initial damage is unblockable makes it very powerful when you combine it with sword2 or judges intervention. So maybe a compromise would be to remove the initial damage altogether and buff the damage taken when you cross the swords to compensate?
Trust me, any buff to damage with traps is gonna be met with stiff opposition.
Now they’re making threads about daze too. Soon they’ll complain about our cripple traits and puncture shot.
Now we’re gonna complain about the daze too? kitten, might as well just delete the spec at this point.
Test of faith has an on trigger damage effect that is its initial damage plus the damage done when one crosses the blades.
I wonder if the reapers, scrappers, and revs are just sitting on the sidelines, being happy that DH is getting all the attention from the scrubs, or if they’re frightened of who will be next once the plebes ruin DH.
Let’s not even mention D/D cele ele which has fallen off the scrub-nerf-this radar after the new expansion hit. They must be ecstatic.
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You haven’t seen the epitome of OP if you haven’t seen a Herald played by a competent PvPer in higher tiers.
Your DH doesn’t stand much chance in 1v1
Its amazing to realize that DH aren’t even the most brokenly OP spec that came in HoT.
But they sure are complained about the most.
Procession of blades shouldn’t get a nerf. Its damage requires the target to stay in the trap during the whole duration of the animation. The only way this trap is viable is when coupled along with dragon’s maw that holds the target in place during procession of blade’s duration assuming the target doesn’t have stability.
People, again, seem to be confusing two different kinds of trap DH, probably due to a lack of knowledge.
A medi trap DH will likely not have his traps off CD since he uses those traps immediately along with judge’s intervention to aoe burst. For this, the medi trap DH has to use all utilities. The only instance in which you will be hit twice in a row by the same trap is if the DH had enough time to set his traps on point and enough time has passed for all traps to be off CD for him to use with judge’s intervention. This variant is the same old dps medi guard but with traps added to the rotation. This is a direct buff to medi guard since before medi guard’s burst came from shield of wrath and whirling wrath. Now they can use this, plus aoe burst ulitities. This gives medi guard something it lacked before: direct burst damage utilities, other than smite condition, that is. On the negative side though, it loses out on condi cleanses and heals.
A full trap DH, on the other hand, tries to have his traps off CD as much as possible so he can use them twice in a row if the initial burst didn’t kill you. But this variant can’t teleport to you since it doesn’t bring Judge’s intervention. They instead use traps defensively to keep you away from them while they snipe from range.
(edited by Kuya.6495)
Only given you tips, tiger. Can’t win your duels for you. I just hope you’re not doing duels in conquest.
I’ve actually found that as a DH, reapers, revs and scrappers give me trouble. A combo reapers often use to ruin my trap is death’s charge +infusing terror.
It doesn’t seem to matter that it’s an npc. People are complaining about that trap regardless of whether it’s strongold or conquest, even after it was given an ICD on the damage the blades can inflict. It all goes back to trap damage which a lot of players feel shouldn’t be so high. Not surprising given that we never had traps that inflict high damage before in the game, and players aren’t used to being so punished for triggering them.
Even on my druid running cleric full support, stone signet, stone spirit, I still find myself getting killed by a single DH while in celestial form spamming my heals. It’s outright ridiculous.
I don’t understand how people in the right mind can defend this guardian spec, even after the nerfs I can still be slapped across the room even if I did manage to counter their burst. What I find the most ridiculous though, is the fact that guardian does more damage with a bow than a ranger does.
I was bunkering on my druid earlier, and was able to hold off a reaper and mesmer pretty well, a guardian shows up, does 5x more damage than both of them combined killed me through celestial form, protection up and regen literally 0.1second after coming out of evade. No words for how brainless the spec is.
It’s actually a good thing to hear that a druid can be facerolled fast enough to stop them from keeping their team from dying at all during a match.
That’s how all traps currently work. The CD starts on trap setting, not trap activation. It allows a trap user to set up their trap immediately after it is triggered if enough time has passed. In other words, a trap user is rewarded for setting up their traps before hand and not by triggering them immediately after they are off cooldown, which is what most people in this forum are complaining about when it comes to DH using judge’s intervention to drop traps from 1,200 range.
Your complaint isn’t about trap mechanics, since DH traps work just like any other trap. Your complaint is really about trap damage on DH. The only way to satisfy your complaint would be to nerf DH trap damage specifically, which might kill the spec.
Also, the cast time doesn’t matter. A DH can simply use dragon’s maw at 1,200 range from you and Judge’s intervention. So it wouldn’t matter what the cast time was, since the DH will wait to JI until the trap is close to setting. Which is exactly what a guardian would do if hammer 2 still worked with JI.
Dragon’s maw and procession of blades already have cast times.
Test of faith and fragment of faith is instant, but the former was given an ICD on the blades and a duration decrease and the latter had its damage reduced.
(edited by Kuya.6495)