Ofc op complains, he plays a condi warrior, the most weakest build you can find. It can’t take any class 1v1.
Seems like a nerf to me.. anything with more that 1 cc can cc a lich without running boon removal… That’s pretty big if you time it right….
It refreshes every 3 seconds. So if you hit it right as the first pops up, then you have a 3s window to try to chain CC before another stability comes up. It will be significantly harder to actually chain CC Lich for longer durations when every 3s you have to burn a CC just to remove stability. This is a buff against any team that has a way to remove boons, since that stability would have been gone right away regardless, it is only a nerf against teams that have no boon removal (read: fantasy land).
You could easily get 4 seconds of cc in there though… I’d imagine it won’t break stun when the stab refreshes…
no it doesn’t i used rampage as one in pvp , against a Mug theif with chain daze , he got me at the start of Rao so i only had 3 stacks he removed them very quickly before the 3sec refresh interval and i got dazed for a good amount of time after the 3 sec refresh interval making my next 3 stability stacks not even worth taking because that 1sec daze after removing those 3 first cc’s made me a sitting duck unless i forced myself a LR or SoR , then kited for the extra 2secs to gain 3 stacks again.
how can they call it a rampage if i can’t even hold ground to build up Might during those 20secs.
yes they buffed Rao against boon rips but really hammered its effectiveness in building might .
The problem might be that thief is the class that can spam cc as long as they have initiative. It’s still still pretty hard to mainitain the daze on for whole elite duration since it costs quite a lot.
yes the point was when the new stability refreshes im still dazed for 1sec leaving me open to ALL continuing CC attacks unless i stunbreak "where stability should prevent it in the first place for a limited duration but now its stacks and they don’t last anywhere near as long as before "
it needs more stacks to tide over till the next lot of stability.
though the second duration calculates to the same amount as pre patch the added CC to remove stability stacks has reduced the upkeep time to the point Dazes/ect sneak through creating sitting ducks.
i may just have to live with this change but Rampage as one being shut down after 3 cc’s its just not right.
I do agree that some elites having only 1 stack while others 3 is a bit unfair. I get it when it comes to Lich, that is a powerful elite already, it shouldn’t have three stacks. On the other hand, prior to patch, the thief could just steal from you and you would have nothing. Now you at least get the stab reapplied. It’s probably not much but not every class has to much cc.
Seems like a nerf to me.. anything with more that 1 cc can cc a lich without running boon removal… That’s pretty big if you time it right….
It refreshes every 3 seconds. So if you hit it right as the first pops up, then you have a 3s window to try to chain CC before another stability comes up. It will be significantly harder to actually chain CC Lich for longer durations when every 3s you have to burn a CC just to remove stability. This is a buff against any team that has a way to remove boons, since that stability would have been gone right away regardless, it is only a nerf against teams that have no boon removal (read: fantasy land).
You could easily get 4 seconds of cc in there though… I’d imagine it won’t break stun when the stab refreshes…
no it doesn’t i used rampage as one in pvp , against a Mug theif with chain daze , he got me at the start of Rao so i only had 3 stacks he removed them very quickly before the 3sec refresh interval and i got dazed for a good amount of time after the 3 sec refresh interval making my next 3 stability stacks not even worth taking because that 1sec daze after removing those 3 first cc’s made me a sitting duck unless i forced myself a LR or SoR , then kited for the extra 2secs to gain 3 stacks again.
how can they call it a rampage if i can’t even hold ground to build up Might during those 20secs.
yes they buffed Rao against boon rips but really hammered its effectiveness in building might .
The problem might be that thief is the class that can spam cc as long as they have initiative. It’s still still pretty hard to mainitain the daze on for whole elite duration since it costs quite a lot.
@ Laraley:
+180 toughness off Dolyak is nothing compared to 8 seconds of protection, in terms of damage mitigation.
Furthermore, you aren’t understanding that Warrior’s cannot get away with running double stability utilities within this current meta “but now they may have to” to still do their job. 48s recharge on Dolyak, 40s recharge on Balanced for a total of 15 stacks of stability for 10 1/2 seconds or maybe longer depending on one’s own adjucation of their use and timing. Point being: Elementalist, even though Armor Of Earth is 60s cool-down, every spec ran on Elementalist uses Earth’s Embrace with is also a 60s cool-down and is an easy 2nd source of Armor Of Earth. Mind you, they can do this without sacrificing any selections for their good specs, which are already high meta. Not to mention that it is 20 cumulative stacks of stability on a light character that is already the dominant spec vs condi DPS and it is now also the dominant spec vs physical CC Bursting. Do the math.
@ Hachiman & xDudisx:
We’ll see how small that change is by the end of the week.
You obviously don’t know what a normal dd ele runs. Hardly any run earth embrace, that’s for staff eles which normally run two stabs and yet, they’re still worse than a dd ele.
You don’t get 8 sec protection, without anything you get 6 sec on 75 sec cooldown. Why should a skill with such a high cooldown have only 5 stacks?
Not even mentioning that it won’t be even happening often that you get stripped of all 5 stacks, it’s better to wait it out.
Everything in the patch is fantastic except for obvious problems in the new stability system, mainly concerning Celestial D/D Eles and Armor Of Earth.
Please read:
First I’d like to say that the idea behind intensity stacking for stability is a great idea and I support this change as I can see how this will lead to more in-depth dynamic for spvp team compositions and engagements. Secondly I’d like to abruptly and bluntly point out that the execution of this change has been done poorly in the aspect of how much or how little stability intensity has been granted to certain skills/classes. I’ll be honest with you, when I read that Armor Of Earth was granted 10 stacks of intensity as compared to Balanced Stance or Stand Your Ground only being granted 5 stacks of intensity, I wondered if it was an April Fool’s Joke. I do not mean this as an insult towards a-net but rather in all seriousness, I have to ask you to please “quickly” patch Armor Of Earth and lower it’s level of stability intensity stacking. If you do not, you will be allowing the Celestial D/D Ele to push even more builds out of viable meta than it already has.
Cele D/D Ele was already considered as an optimized point holder/peeler with good DPS and the ability to seal in stomps while being difficult to push off points. By granting it superior stability to even the heavies “due to it’s very frequent Armor Of Earth procs”, you are eliminating the entire purpose of heavies in spvp. You will see the disappearance of Shoutbows or any other Warrior spec for that matter. Even Guardians will become an endangered species. Do I really need to explain to the balance team why this is going to happen? Let’s hope not. Furthermore, it is ridiculous that Celestial D/D Ele was already the strongest spec in the game vs. condi DPS but now it also the most resilient vs. physical CC bursting?
There are other smaller problems with the allocations of stability intensity amongst the other classes but Armor Of Earth being granted 10 stacks is a gross error and I sincerely hope it gets patched as soon as possible.
Please tell me how armour of earth is superior to dolyak signet, I beg you. Seriously, should ele have 5 stacks on 75 sec cd while dolyak signet it 10 stacks on 60 sec cooldown AND has longer duration. These posts, wow.
Protection.
15second
Since when does Armour of Earth give you 15 seconds protection? Not even mentioning, you get a passive benefit from dolyak.
i was going to say 15 characters, so my post wouldn’t be too short to post but ok.
and it’s funny you compared the passive toughness to protection…i guess you just don’t know either of these two classes..
can’t really say the cooldown is lower AND you get passive toughness.
those are not both 2 separate benefits – they are 1 combined benefit, because they can never exist at the same time.
I get your point but at times you don’t need stability you benefit from the toughness, when you do, you know it’ll be off cooldown sooner than Armour of earth.
Everything in the patch is fantastic except for obvious problems in the new stability system, mainly concerning Celestial D/D Eles and Armor Of Earth.
Please read:
First I’d like to say that the idea behind intensity stacking for stability is a great idea and I support this change as I can see how this will lead to more in-depth dynamic for spvp team compositions and engagements. Secondly I’d like to abruptly and bluntly point out that the execution of this change has been done poorly in the aspect of how much or how little stability intensity has been granted to certain skills/classes. I’ll be honest with you, when I read that Armor Of Earth was granted 10 stacks of intensity as compared to Balanced Stance or Stand Your Ground only being granted 5 stacks of intensity, I wondered if it was an April Fool’s Joke. I do not mean this as an insult towards a-net but rather in all seriousness, I have to ask you to please “quickly” patch Armor Of Earth and lower it’s level of stability intensity stacking. If you do not, you will be allowing the Celestial D/D Ele to push even more builds out of viable meta than it already has.
Cele D/D Ele was already considered as an optimized point holder/peeler with good DPS and the ability to seal in stomps while being difficult to push off points. By granting it superior stability to even the heavies “due to it’s very frequent Armor Of Earth procs”, you are eliminating the entire purpose of heavies in spvp. You will see the disappearance of Shoutbows or any other Warrior spec for that matter. Even Guardians will become an endangered species. Do I really need to explain to the balance team why this is going to happen? Let’s hope not. Furthermore, it is ridiculous that Celestial D/D Ele was already the strongest spec in the game vs. condi DPS but now it also the most resilient vs. physical CC bursting?
There are other smaller problems with the allocations of stability intensity amongst the other classes but Armor Of Earth being granted 10 stacks is a gross error and I sincerely hope it gets patched as soon as possible.
Please tell me how armour of earth is superior to dolyak signet, I beg you. Seriously, should ele have 5 stacks on 75 sec cd while dolyak signet it 10 stacks on 60 sec cooldown AND has longer duration. These posts, wow.
Protection.
15second
Since when does Armour of Earth give you 15 seconds protection? Not even mentioning, you get a passive benefit from dolyak.
i was going to say 15 characters, so my post wouldn’t be too short to post but ok.
and it’s funny you compared the passive toughness to protection…i guess you just don’t know either of these two classes..
I didn’t compare passive toughness to protection, I simply states that Dolyak has another thing than just stability. Armour of earth already has higher cooldown and lower stab duration, I really don’t see what’s so unbalanced about this.
Everything in the patch is fantastic except for obvious problems in the new stability system, mainly concerning Celestial D/D Eles and Armor Of Earth.
Please read:
First I’d like to say that the idea behind intensity stacking for stability is a great idea and I support this change as I can see how this will lead to more in-depth dynamic for spvp team compositions and engagements. Secondly I’d like to abruptly and bluntly point out that the execution of this change has been done poorly in the aspect of how much or how little stability intensity has been granted to certain skills/classes. I’ll be honest with you, when I read that Armor Of Earth was granted 10 stacks of intensity as compared to Balanced Stance or Stand Your Ground only being granted 5 stacks of intensity, I wondered if it was an April Fool’s Joke. I do not mean this as an insult towards a-net but rather in all seriousness, I have to ask you to please “quickly” patch Armor Of Earth and lower it’s level of stability intensity stacking. If you do not, you will be allowing the Celestial D/D Ele to push even more builds out of viable meta than it already has.
Cele D/D Ele was already considered as an optimized point holder/peeler with good DPS and the ability to seal in stomps while being difficult to push off points. By granting it superior stability to even the heavies “due to it’s very frequent Armor Of Earth procs”, you are eliminating the entire purpose of heavies in spvp. You will see the disappearance of Shoutbows or any other Warrior spec for that matter. Even Guardians will become an endangered species. Do I really need to explain to the balance team why this is going to happen? Let’s hope not. Furthermore, it is ridiculous that Celestial D/D Ele was already the strongest spec in the game vs. condi DPS but now it also the most resilient vs. physical CC bursting?
There are other smaller problems with the allocations of stability intensity amongst the other classes but Armor Of Earth being granted 10 stacks is a gross error and I sincerely hope it gets patched as soon as possible.
Please tell me how armour of earth is superior to dolyak signet, I beg you. Seriously, should ele have 5 stacks on 75 sec cd while dolyak signet it 10 stacks on 60 sec cooldown AND has longer duration. These posts, wow.
Protection.
15second
Since when does Armour of Earth give you 15 seconds protection? Not even mentioning, you get a passive benefit from dolyak.
Everything in the patch is fantastic except for obvious problems in the new stability system, mainly concerning Celestial D/D Eles and Armor Of Earth.
Please read:
First I’d like to say that the idea behind intensity stacking for stability is a great idea and I support this change as I can see how this will lead to more in-depth dynamic for spvp team compositions and engagements. Secondly I’d like to abruptly and bluntly point out that the execution of this change has been done poorly in the aspect of how much or how little stability intensity has been granted to certain skills/classes. I’ll be honest with you, when I read that Armor Of Earth was granted 10 stacks of intensity as compared to Balanced Stance or Stand Your Ground only being granted 5 stacks of intensity, I wondered if it was an April Fool’s Joke. I do not mean this as an insult towards a-net but rather in all seriousness, I have to ask you to please “quickly” patch Armor Of Earth and lower it’s level of stability intensity stacking. If you do not, you will be allowing the Celestial D/D Ele to push even more builds out of viable meta than it already has.
Cele D/D Ele was already considered as an optimized point holder/peeler with good DPS and the ability to seal in stomps while being difficult to push off points. By granting it superior stability to even the heavies “due to it’s very frequent Armor Of Earth procs”, you are eliminating the entire purpose of heavies in spvp. You will see the disappearance of Shoutbows or any other Warrior spec for that matter. Even Guardians will become an endangered species. Do I really need to explain to the balance team why this is going to happen? Let’s hope not. Furthermore, it is ridiculous that Celestial D/D Ele was already the strongest spec in the game vs. condi DPS but now it also the most resilient vs. physical CC bursting?
There are other smaller problems with the allocations of stability intensity amongst the other classes but Armor Of Earth being granted 10 stacks is a gross error and I sincerely hope it gets patched as soon as possible.
Please tell me how armour of earth is superior to dolyak signet, I beg you. Seriously, should ele have 5 stacks on 75 sec cd while dolyak signet it 10 stacks on 60 sec cooldown AND has longer duration. These posts, wow.
They stated in one of the POI streams that they felt the stability allowed classes (specifically guardian) to just stack stability and run into groups without any fear of CC. Stability is pretty low on the boon strip hierarchy so this is allows for some additional counter play.
In wvw, possibly yeah. In pvp, the stability will run off before you get cced that many times, I think. Which means it’s better to wait it out than using 5 cc skills.
Tbh, it only really affects elites. With normal skills that has up to 10 seconds duration/5-10 stacks, you have quite a low chance of removing all stacks in the duration if you don’t have some boon hate or blow all your cooldowns. So, I assume they felt like buffing elites such as Lich, Plague andTornado somewhat. You no longer will be constantly cced, after the stability is stripped. It will reapply. With that, Lich and Plague should be a bit stronger. Won’t really affect tornado, because no one bothers to use it anyway.
I have only one worf for you: LOL.
Are you kidding me? Armour of earth is on 75sec cd/6sec stability, dolyak is on 60sec/8sec, balanced stance on 40sec/8sec. Shall we just take the only stability skill that ele has, would that be fair?
Why should eles even have stability? Their attunements and cantrips remove “fear”, and then they could just have an alternative stunbreaker, instead of giving them the ability of a guardian or a warrior?.. Just point second. Blink is already OP.
I don’t even know if you’re trolling or not. Yeah, stability is only for warriors and guardians, how can even any other class dare to ask to have some of it. Ele can cleanse fear, one form of many cc in the game. They don’t need to be able to be immune to stun, knockback, knockdown, daze, launch and pull for about 7 seconds on 60 seconds cooldown if traited. It’s really horrible how this class abuses a boon that doesn’t belong to them at all.
Are you kidding me? Armour of earth is on 75sec cd/6sec stability, dolyak is on 60sec/8sec, balanced stance on 40sec/8sec. Shall we just take the only stability skill that ele has, would that be fair?
I went to try only a few of them but so far the only one that didn’t work was at Keep when you try to port from below. Ledges on Kyhlo and Legacy seemed to work better.
In a team fight, a stripped transformation = death..
which is why no one use it, except the extremely tanky plague
Coordinating = land a CC spike to get the first CC land then use steal or shatter to remove the next stack.
Lich…i’m sorry, even the most elite and one and only lich team has stopped using it in any serious tourney.
if you really want to discus random soloq/hotjoin…because that’s the only place where lich is pretty viable…Shall we balance the game around a few teams appearing in tournies? If you got lich in normal ranked/unranked games, it’s much harder to coordinate. Ofc more people will use it after the buff. And they didn’t make it harder, they just made it impossible to keep the stab stripped.
You mean like we should totally balance a team game around some random soloq matches with close to no coordination let alone not the top skill level?…..
thank you and good day.
No, I’m saying the game should be balanced for all people, not for top 20.
In a team fight, a stripped transformation = death..
which is why no one use it, except the extremely tanky plague
Coordinating = land a CC spike to get the first CC land then use steal or shatter to remove the next stack.
Lich…i’m sorry, even the most elite and one and only lich team has stopped using it in any serious tourney.
if you really want to discus random soloq/hotjoin…because that’s the only place where lich is pretty viable…Shall we balance the game around a few teams appearing in tournies? If you got lich in normal ranked/unranked games, it’s much harder to coordinate. Ofc more people will use it after the buff. And they didn’t make it harder, they just made it impossible to keep the stab stripped.
You don’t negate conditions entirely when cleansing neither or negating all incoming damage with protection, it’s a simple(for some) counter play the player will still achieve something with his “elite” skill rather then wearing a free kill sign. Again filtering bad players from good ones.
I’m not saying that those elites should feel like a suicide button but I do think reapplying 3 sec of stab after 3 sec is too much.
In a team fight, a stripped transformation = death..
which is why no one use it, except the extremely tanky plague
Coordinating = land a CC spike to get the first CC land then use steal or shatter to remove the next stack.
Lich…i’m sorry, even the most elite and one and only lich team has stopped using it in any serious tourney.
if you really want to discus random soloq/hotjoin…because that’s the only place where lich is pretty viable…
Shall we balance the game around a few teams appearing in tournies? If you got lich in normal ranked/unranked games, it’s much harder to coordinate. Ofc more people will use it after the buff. And they didn’t make it harder, they just made it impossible to keep the stab stripped.
Can someone explain to me why they just made all stab elites basically unccable?
They didn’t felt like “worthy elites” so it takes more a group effort than solo play to set up a good offense #teamplay. I’m not going to hide that when I see a stab transformation I see it as come kill me sign…got to be honest. Also boon hate might be getting a buff…in other places.
It was already a team play. Not every class can strip or corrupt boons. Now they can do it as long as they have those skills off cooldown. This literally makes no sense. You strip the stab but he gets a new stack after three seconds. The only class that can somewhat continually strip boons is mesmer and he’ll run off cooldowns soon, too.
The concept here is, a long CD elite skills (which are all unviable in tPvP except plague) can no longer be hard countered by an ability that has 10-20 seconds cooldown depends on class.
but instead, now, even without boon strip, people can coordinate CC spikes to CC these skills, each CC remove one stack of stab, remember?
and you can still steal or shatter to apply simply CC after as well. also stability isnt stunbreak, so you don’t automatically stunbreak when you regain stab, just prevent following CC.
Those elites are not hard countered, the fact you get cced doesn’t mean you lose the hp and toughness bonus you get from them. Sure, make it harder to stip stability but if it’s gonna be reapplied continually that’s just dumb. Also, Plague is not the only viable stab elite, lich is, too. Teams usually don’t run mesmers and necros, so that means with one thief you can only rip it once for the elite duration, then you can just give up a point or hope for reflects. If they’re buffing them this much, they should also lower the damage lich does. If every time someone pops a lich you’ll have no way of countering it, it’s not ok either.
Coordinating won’t help you if he get’s another stack after three seconds. Tell me some skills that can rip stab over and over.
Yes porting through LOS is kind of silly, I mean nobody should be able to port through walls, but there are some sports where the vertical port is a key escape for a thief or Mesmer and removing the ability to take some vertical ports is just making it harder to play certain classes which is going to probably end up decreasing diversity which is again, a bad thing for the game. Now if there is compensation for that and the indirect nerf to boon strip/boon steal then it can all work out.
I completely agree with you, hence why I said only some ports should be fixed. Of course mesmer and thief depends on being able to get on higher ground/escape through vertical ports. People often say it should be equal for all dps classes but they tend to forget other dps classes have different ways of getting out/surviving. For example dps guard has tons of heals for a zerker, blocks and blinds. Ranger has an insane range, cc and stealth. What do have mesmer and thief left? Makes me sad.
Can someone explain to me why they just made all stab elites basically unccable?
They didn’t felt like “worthy elites” so it takes more a group effort than solo play to set up a good offense #teamplay. I’m not going to hide that when I see a stab transformation I see it as come kill me sign…got to be honest. Also boon hate might be getting a buff…in other places.
It was already a team play. Not every class can strip or corrupt boons. Now they can do it as long as they have those skills off cooldown. This literally makes no sense. You strip the stab but he gets a new stack after three seconds. The only class that can somewhat continually strip boons is mesmer and he’ll run off cooldowns soon, too.
Sort of. I think some ports needs to be fixed. What I mean is that you shouldn’t be able to port through LOS and immob someone, that’s just not ok. But removing all vertical ports? That’s a major buff to cele classes, rangers…
Still don’t understand the buff to the elites, it makes no sense. People were complaining about too long stabilities if they can’t strip them. Now they make them reapply after three sec? That is if these notes are correct, obviously.
Downstate skills are unbalanced, yeah. Downstate can change the flow of a fight, yeah. It’s not really killing pvp, though. It can lead to some interesting plays. I do think they should balance the skills a bit, though.
Saddest thing is if a person does more damage in downstate.
Can someone explain to me why they just made all stab elites basically unccable?
I have a few accounts and when I got my last one, I went straight to pvp. My first game was actually with people who normally appears in tournies. I have no clue how an account that had zero games could be matched with people who have done tons of pvp and I assume their mmr is pretty high. Now imagine that happens with people who have never played the game. The system doesn’t really seem too good.
Hi, I would say it is a fresh air S/D build.
Elementalist is the only class that can kill someone in 2sec (one shot) , if your foe is light of a glassy medium class.
That’s so not true.
10v10 is blobbing? 60 people is a blob lol. 10 v 10 is still considered a TINY fight in WvW standards. 10 man raid isn’t even viable.
Yeah, that’s possible in WvW standards. In pvp even teamfight of 8 people can be often messy and confusing becausethere are so many flashy things and animations in gw2. Engis are the worst, my fps always drop around engis. So I wouldn’t like anything bigger than 5v5, possibly 8v8 but it’s quite a lot.
On the other hand, I would like 2v2 arenas.
I can’t say I would be happily playing in 1v1 arenas, though. As said above there are so many hard counters in this game. Imagine being a mesmer and getting matched with an equally skilled thief. Or PU mesmers, turret engis…You could possibly avoid that if those builds weren’t allowed in 1v1 servers but I don’t think people would like that.
I’m from EU and played on NA for a few weeks. For most of the time on NA I had less lag than on EU. Fun times, miss them.
No, thank you.
What happens to custom arenas when transferring between NA and EU? When I transferred from EU to NA, the arena did, too. But yesterday I transferred back and my arena is gone. I forgot to add game time but it still had more than a week before being deleted. I kinda want it back…
How about no. Underwater skills are so unbalanced, thief can’t even use half of the skills.
Does someone know what hiba is doing? He deleted his twitch channel and I am not sure if he plays in NA
Yeah, He’s on NA, I’ve seen him couple of times.
But he does not play the Go4 Cup? It should be easy for him to find a team.
Give Oeggs + Hiba combo please
He does or did at least. Last time I’ve seen him he was on the team Literally Whatever.
Does someone know what hiba is doing? He deleted his twitch channel and I am not sure if he plays in NA
Yeah, He’s on NA, I’ve seen him couple of times.
And again somebody from my team confirmed that we could play without me knowing about it. This seems to be a theme. Sigh.
lol, not sure but I know by looking at brackets some games are like by’s, makes me think whoever is in charge of this just assumes teams are playing regardless of asking them, but who knows.
Also, another thing of note, some of those games don’t have a match score. That’s just pure laziness, that’s a basic no brainer thing to do, take a friggin screenshot.
See difference http://play.eslgaming.com/guildwars2/global/gw2/major/go4guildwars2-northamerica/cup-12/match/30965719/ SOMETHING PROVIDED — this is a non important match, nothing special here, no money on the line.
http://play.eslgaming.com/guildwars2/global/gw2/major/go4guildwars2-northamerica/cup-14/match/31018173/ NOTHING PROVIDED, NO MEDIA, NO SCREENSHOT, NOTHING, —btw this is the FINAL MATCH the BIG MONEY MATCH and nothing no media no nothing.Bids on Abjured, 100 gold. Any takers?
Those other teams just don’t learn after getting spanked week after week.
I don’t even watch this, but if Abjured does same thing or whatever week after week you’d think they’d learnt by now.
You’re completely right. All the teams should just not join any tournament the Abjured are in, what’s the point? Or we should just cancel them all and give the Abjured a year worth prizes. And when we’re at it we should just cancel pvp because they keep winning. Or how about…not. Why shouldn’t they try to get better? Why shouldn’t they try to beat them? You make no sense. The pvp community wants to increase the competition, not make it absolute zero.
As people pointed out you were wrong about the rest of your statements.
1. Crafting, Level tomes, Edge of the mists, PvP (tomes), Exploring/maps. If you’re gonna explore, I would go for Signet for Air for the movement speed boost, Lightning Hammer/Ice Bow, Lightning Flash and if you’re dying a lot Arcane Shield/mistform. You can also go for Glyph of Storms if you have lots mob to kill quickly.
2. I guess it’s staff, when I did maps on my ele I used s/d or d/f, though for faster cast times.
3. Yes, they look silly, the camera angles are horrible and jumping with them are pretty much pain, no good armour either. But that’s personal preference.
4. Well, playing on staff you’re gonna be in fire mostly. In pve there are not really many rotations only blasting fire and static fields, sometimes going in water for healing if needed. PvP is completely different.
5. Nothing specific really, learn to switch to s/d or s/f for might stacking before engange, get arcane wave to help you with that. For jumping puzzles probably not much, you could use Signet of Air but that’s about it.
Low toughness means you get less aggro (I think?)
That is usually not true. Aggro in gw2 works differently, mostly it’s the closest dealing damage targed, toughness plays either no role or has a smaller importance.
I actually spoke to “Mr Jones” who is probably the best engineer in gw2 currently. Many of you may not of heard of him but he lurks generally in the solo area of the game and is well known for wrecking top premades. I honestly have never played vs someone so good. I have seen him 1v2 the best players in the game and he actually beat me in a 1vs3 the other day and I am a decent player.
Anyway, I spoke to Mr Jones earlier tonight after I saw this thread and he said that he thinks engineer is just average as a class. Obviously he can dominate on it but nobody else can reach his level and I dont think they can nerf engineer just because of Mr Jones.
I will try to persuade him to do a bit of streaming to show how to play engineer at this elite level but generally he doesn’t stream very often.
Mr Jones also said that he destroyed OP’s premade in solo queue (he said he had a pve thief too) and that is why OP is QQing so hard about everything.
This further confirms this whole thread is a L2P issue.
I think you have too much free time, go do something productive.
LOL if you complain about IP and overcharged shot then this is a clear L2P issue I am afraid. Engineers have been nerfed over and over. In fact recently that might patch destroyed engineer. You literally dont see them anymore. They just suck now.
Hint: to stop IP then save your condi cleanse for it. Come on dude. Easy. Engineer is rly bad now.
According to one of the best engis in game (Chaith) not much changed for celestial Engineer… but clearly you know better.
lol dude engineer is bad. And slick shoes is really underpowered. Dont know what game you are playing but its obvious. Just port out or use stability vs slick shoes….come on
Im playing game where two the best classes are: Engineer and Elementalist. However I’m not really sure, what game are YOU playing.
lol dude ele isn’t that good.
Has lowest Hp in the game AND low armour. So if you know how to kill one it is very very easy.
Seriously….
Ok, this really shows you either have no clue or you’re trolling. Killing a dd ele is far from being very very easy.
lol slick shoes isn’t that good. This is a clear L2P issue I am afraid.
If OP would actually learn how to either avoid it or use stability/port out then it would be fine.
Also hilarious as OP plays a warrior which has a ton of HP and stability. So how is he moaning about this skill?
Honestly slick shoes is really NOT GOOD AT ALL. In general I think engineer got mega nerfed with the might patch. I didn’t think it would be the case, I thought the balance patch would do nothing.
But in fact it was an incredible balance patch and it really made engineer balanced. So OP clearly needs to L2P.
If anything engi needs some buffs now not nerfs. I think healing turret has way too short a cd. Would love for that to be reduced or make it instant cast.
Funny. When engis got touched the least out of the cele builds. I wanna know what you would say if you were playing dd ele. Unviable? There’s still need to be something done about IP and overcharged shot.
LOL if you complain about IP and overcharged shot then this is a clear L2P issue I am afraid. Engineers have been nerfed over and over. In fact recently that might patch destroyed engineer. You literally dont see them anymore. They just suck now.
Hint: to stop IP then save your condi cleanse for it. Come on dude. Easy. Engineer is rly bad now.
There is so much kitten in this post, I don’t even know if you’re not trolling. L2P issue? Yeah, IP is something you can dodge easily. It procs every 10 seconds, most condi removals have longer cd. Add an icon for it, lower the duration, or increase cooldown, I don’t really care, just do something. Overcharged shot should be changed the same way as Point Blank Shot was. Instant knockdown on such a low cooldown shouldn’t be…well, instant. Add a cast time, reduce the punishment for the egni and we’re fine. Not like they lack cc anyway.
Yes, I do see them still a lot.
No, they don’t suck.
No, they’re not bad.
Ele was nerfed harder and it wasn’t even a giant nerf. L2P issue you say? I might have bad news for you.
(edited by Laraley.7695)
lol slick shoes isn’t that good. This is a clear L2P issue I am afraid.
If OP would actually learn how to either avoid it or use stability/port out then it would be fine.
Also hilarious as OP plays a warrior which has a ton of HP and stability. So how is he moaning about this skill?
Honestly slick shoes is really NOT GOOD AT ALL. In general I think engineer got mega nerfed with the might patch. I didn’t think it would be the case, I thought the balance patch would do nothing.
But in fact it was an incredible balance patch and it really made engineer balanced. So OP clearly needs to L2P.
If anything engi needs some buffs now not nerfs. I think healing turret has way too short a cd. Would love for that to be reduced or make it instant cast.
Funny. When engis got touched the least out of the cele builds. I wanna know what you would say if you were playing dd ele. Unviable? There’s still need to be something done about IP and overcharged shot.
Really?
That’s what you really want from PvP?
Not, new maps?
Better ranking system?
Better achievement system?
Better tournaments?You want another balance patch?
Really?One thing I learned from balance patch, everyone is still angry afterwards. Never pleases no one, so its just a waste of time.
2v2 3v3?
Really?
You can do that in custom arenas. And nobody does that kitten.
If they did the balance changes properly, no one would be asking for another one.
And there are quite a lot people asking for 2v2 and 3v3 arenas, no one cares about custom arenas.
Premades have nothing to do with winning or losing.
Shows you have no clue what you’re talking about.
no it doesnt, premades can suck just as much as anyone else
I’m going to agree with Laraley…
One advantage is being able to determine your comp is a huge advantage over pugs…
Pugs can swap chars at beginning of the match currently without any punishment.
Because we all have 8 characters right?
I do.
He didn’t ask you, he pointed you that not everyone does and it’s a valid point. If we want people to be able to improve their skill level, they should play what THEY find most effective and what THEY want to play. They should not be forced to play different classes because matchmaking can’t deal with it.
Premades have nothing to do with winning or losing.
Shows you have no clue what you’re talking about.
no it doesnt, premades can suck just as much as anyone else
I’m going to agree with Laraley…
One advantage is being able to determine your comp is a huge advantage over pugs…
Pugs can swap chars at beginning of the match currently without any punishment.
I really do agree with you guys. The idea of this makes sense but you really need to look at how it works in reality. Most pugs won’t bother swapping classes even if you politely ask them. And honestly, I don’t even think they should. If they’re experienced with one class and only comfortable with that one, they shouldn’t be forced to play something else.
The concept of having individually better pugs vs worse premades doesn’t really work either. In theory there are many ways to deal with it, but then you’re in a game and it’s completely different. It’s enough to have a bad game when one of your pugs is just clueless, you don’t have the risk with premades, you don’t have to deal with bad comp, you don’t have to waste time typing in chat or hoping your pugs will have some map awareness. Those are things that doesn’t show in MMR but affect the match greatly.
Premades have nothing to do with winning or losing.
Shows you have no clue what you’re talking about.
no it doesnt, premades can suck just as much as anyone else
I agree with that but the important word is can. If you’re gonna have 5 premades vs 5 pugs on the same skill lvl, premades are gonna be in an advantage. And they always are. I’m not saying that they always win or it’s the reason why some people lose but saying it doesn’t effect anything, really means that person is clueless.
no they arent. the point of mmr is to take all of that into account. if the premade has the same mmr as the solos, then the solos should be individually better players than the premade, because they dont rely on additional verbal communication for map awareness.
A nice thought, in reality it doesn’t work like that.
Premades have nothing to do with winning or losing.
Shows you have no clue what you’re talking about.
no it doesnt, premades can suck just as much as anyone else
I agree with that but the important word is can. If you’re gonna have 5 premades vs 5 pugs on the same skill lvl, premades are gonna be in an advantage. And they always are. I’m not saying that they always win or it’s the reason why some people lose but saying it doesn’t effect anything, really means that person is clueless.
I knew making this sarcastic post was a really bad idea
Lol no. I should have written my reply was semi-serious, too. You’re right, it’s useless and if there wouldn’t be a way to cast this skill, it wouldn’t change much.
Premades have nothing to do with winning or losing.
Shows you have no clue what you’re talking about.
Bumping, if bumping is allowed.
Bumping isn’t allowed.
We should probably create a thread for people to post bad match instances instead of the various threads.
You can also just PM if you don’t want any data discussed to be public.
A matchmaking sub-forum would be really useful.
I’ve definitely seen an improvement in the matches over the last week or so, but there’s still those occasional ones where it’s completely one-sided, so it’d be good to post information on the match so you and other devs can see what went wrong.
I suspect part of the problem is low populations…
Anyway, yeah, if I get another bad match I’ll PM you with the time/data and whatnot.
Cheers!
I don’t get it. People have been saying that matchmaking got better but for me the last 4 days were probably the most horrible pvp experience I’ve had in this game. I was getting new people or people who didnt know what to do every single game till I just quit. I already PMed Justin a day ago and waiting for a reply but I had to stop doing pvp. I really wonder what went wrong with my games. I was switching between ranked/unranked and and for about 1 win I got 7 losses.
You can’t compare these two. In wvw if you have people over the map size, it means long waiting time. In pvp it means shorter waiting time.
I don’t think there should be a timer for the buffs. If a team completely ignores it and lose that way, it’s their fault, they shouldn’t be reminded. It’s the point of the map, you need to watch for the secondary objective, too.
If you get a new window with buffs and timers before the match…well, ok. Not like many people actually bother to read those. But at least it would be there.
I really think there should be something done about the people who keep going lord right when the game starts, now I get those every single match on LoF and I don’t know what to do anymore. If I ask them not to, they keep saying how good it is even though we struggle to keep nodes and usually leads to a loss. It could work but you could also force teams winning 500:0 to just wait it out.