ArenaNet refuses to add dueling. Joining an empty server is the only choice people who want to 1v1 have.
I’ve been waiting for this day for months. Finally, we’ve made it.
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I think the problem is Anet think ele is just slightly out of balance with the rest. When I think most people have the opinion that the ele is significantly OP and needed some fairly significant re-balancing. I still can’t work out if this patch buffed or nerfed the elementalist. I think its maybe the tiniest of nerfs??
So what does this mean? Well it means if you dont roll an ele then you have at least another month of playing against a class which basically is just an unfair advantage for your opponent. Its almost like a gear differential. I say an ele has full ascended gear whilst everyone else in in rares :P
I think the problem is that the developers know more than the players who in many cases are incapable of thinking logically, changing your gameplay “may” affect the way you see things…just maybe.
I stated many times before..if you were expecting the ele to be nerfed to the ground ..actually underneath the ground…you’d be sorry in the end, regardless of the nerfs Anet won’t make the profession completely unplayable just to please whiners on the forum .
Now go out there and enjoy the new content ^^
Nobody wants a class to be unusable. Everyone who thinks “logically” wants a class to not be disgustingly OP and god-tier for months.
WE E-SPORTS NOW
Bout time.
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Just wonder if it’ll be enough for Necro’s since I don’t touch that green stuff.
That’s offensive.
the pvp patch will always be next month.
As long as we have hope, we shall know despair.
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How do you outlast a Mesmer? A Thief?
You don’t.
They can both disengage at will to heal, and they can stealth. You might be able to kill a terribad Thief or Mesmer, but a good one should have no reason to lose against a Warrior.
DPS Eles, Thieves, Mesmers, Rangers… never should lose to a warrior 1v1. What else is left? Necros, engineers, guardians. Well, we can solo that support necro and maybe an engineer we catch roaming for some reason.
Oh boy!
All four of those I listed can just reset the fight versus a warrior. A good thief with a shortbow can literally kite a warrior indefinitely, even if he never kills him.
Anyone in this thread who says that warriors are anything but squishy have never played a warrior in anything except WvWvW or hotjoin.
Warrior’s burst skills are terrible. The best build for a warrior is a glass cannon 100B build. So for burst skills you have:
Arcing Slice (which is utterly useless)
And one of the sword, hammer, axe or mace burst abilities. The sword is a 4 second immobilize, the hammer is a 2 second aoe stun, the mace is a 2 second instant cast st stun, and axe is just a tiny leap that does 5k damage on crit.
The first three are useful for setting up a 100B. The last one is useful as a finisher. The problem with the first three is that using them reduces the damage of your 100B by about 20% due to traits. The problem with the last one is that it’s 300 range, which is barely enough to hit a moving target in melee range. If you’re chilled, cripplied, have quickness or something similar then it won’t hit a moving target. It’s also ridiculously easy to dodge since it’s like a 1 second animation.
I suppose useless is a harsh word. They’re worse than they should be for a profession mechanic (especially arcing slice…). Really the only weapon that relies on it is the longbow.
Honestly, 100B should be the burst ability of a greatsword. Arcing slice would actually make a good 2 ability.
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That’s sort of how WoW worked generally. If your class was underpowered at the launch, well reroll a new one or rip your hair out for two or three years. Things did change occasionally, but even slower than the rate ArenaNet does it.
edit: woops I didn’t read the last sentence XD
Maybe new players will come but the only reason people stayed is because there was no alternative to play atm. No one wants to go back to WoW, Rift, Tera, LoL. I love gw2 but i hate to say your PvP community is still alive because there is new game out atm.
That’s exactly the reason I still play. Not because GW2 is good, but because every other MMO is terrible. I would play something like WoW in a heart beat if they didn’t have their stupid grind to level cap and get the best possible gear and THEN you can have fun type gameplay. It’s mind boggling how much the playerbase supports it, I mean does anyone remember the drama around removing rating 2200 gear?
I agree that there should be some point incentive to defending nodes. Even in WoW there was always the “never be the last person to leave a node” rule. It’s EXTREMELY rare to see someone in sPvP standing on a node by themselves or even calling out incomings. Everyone just runs in a large circle capping points and chasing stragglers. 90% of the time teams are just getting free points from side nodes because everyone’s zerging mid and no one bothers to go and cap the undefended nodes.
No one stands on a point to defend, because when you call out an inc…no one shows up.
So true… and btw there -is- incentive to defend your points, each kill you get while standing on your own point you get an additional 10 glory/exp or w/e it is. I was bunkering on my turret engi a few days ago and was butchering the mindless masses with 2 of my friends, never seen so much glory from a game than when i camped out in graveyard with my 2 friends on skype xD
That doesn’t work, because 1 person can’t hope to fight a zerg of 5-8.
Warrior
Vigorous Shouts: This trait has been fixed to properly affect allies within a range of up to 600.
Updated shouts to display the out-of-range indicator if your target is out of range.
Last Stand: Added a cooldown to the trait’s description.
Impale: This ability’s cooldown has been reduced to 15 seconds.
Pin Down: This ability now applies bleeding to targets that it hits.
Players wielding Banner of Defense, Discipline, Strength, and Tactics will now strike up to three targets with their Stab ability.
Smoldering Arrow: This ability is now a full projectile finisher.
Burst Skills: Damage tooltips now properly reflect equipped weapon damage.
Vengeance: Controlling a turret while using this ability will no longer prevent camera reset on death.
I give up.
Is there any official word on whether or not this will be a thing?
I cant believe somebody is complaining about this lol.
can you name something that hasn’t been complained about/questioned?
The lack of viability for Shake it off.
Don’t kill him inside the healing circle, or knock him out of it when he dies. Oh, but this is the sPvP forum. Let’s just nerf it instead.
3. Warrior Greatblade skills are overpowered. Greatsword Swing and Greatsword Slash give vulnerability. In this case, Hammer swing and bash should give weakness
That 1% extra damage is so OP.
I usually do more than 1 sword strike -_-’…
Assuming you have 100% uptime on a target, and only use the 1 combo, you’ll stack a maximum of 8 vulnerability on a target.
OP as kitten.
I don’t know about you, but I tend to do more than autoattack in PvP.
They should probably just implement some sort of team system like in WoW. That would make MMR easier.
This is EXCELLENT!! Match this with Evan’s Death Breakdown fix earlier today and it is just a phenomenal day!
The only thing that would make it better is if they announced 2v2 arena. But that’s a bit optimistic…
A massive step in the right direction finally.
It took you 2 hours to fix the bug?
Didn’t it take like 2 or 3 months to localize that fluff sPvP blog?
Engineer
Elixir S: This skill is now correctly makes the caster smaller and applies blind for 1.5s, as originally intended. There is now a random chance for the elixir to backfire and make the engineer twice as large and confuse him for 9 seconds.
Grenade Barrage: This skill’s damage has been increased by 37%, and the number of grenades has been reduced to 3. Grenades now apply poison for 4 seconds.Warrior
Bull’s Charge: This skill is now a projectile combo finisher.
Eviscerate: This skill’s damage has been reduced by 30%, and now applies a random condition for 3 seconds.
Kill Shot: This skill has been removed, and replaced with a new skill, Head Shot.
Head Shot: This skill fires a powerful shot to the opponent’s head, causing them to run with fright. Applies fear for 1s, which increases by 1s for each level of Adrenaline. The activation time has now been correctly increased to 8 seconds, as was originally intended.Necro
Ghastly Claws: This skill’s damage has been increased by 13% and updated to indicate the correct life force gained.Mesmer
Portal: This skill’s tooltip has been corrected to show the true recharge rate of 92 seconds.Ranger
Protect Me: Pets will now correctly absorb all damage against the Ranger and store it inside their bodies as potential energy. Once a total damage equal to 40% of the Ranger’s hit points has been absorbed, the pet will open its mouth and mightily roar at the enemy target, releasing the stored energy as a blinding blue beam which hits all enemies near the beam and the target for 200% of the absorbed damage, plus a bonus damage equal to 50% of the Ranger’s combined power, precision, and toughness if the target is suffering from a condition, as originally intended.Guardian
Empower: This skill no longer stacks might, but instead applies quickness for 10 seconds for each pulse. There is now a 5% chance for the Guardian to be teleported to a random capture point for each pulse.Thief
Thieves no longer passively gain initiative. Initiative can now only be gained while stealthed. Stealth can now correctly be toggled on or off using F2.Elementalist
Elementalist’s have been changed to a heavy class and can now use greatswords and wear heavy armor, as originally intended. In addition, Elementalists now have the “Gold’s Gym” attunement which grants them access to all Warrior skills and utilities.You forgot one.
Warrior
Frenzy: This skill no longer allows the warrior to only take 50% more damage, rather you lose 50% of your base health as intended.
Warrior
“Shake It Off!”: This skill has been increased to a cooldown of 30 second, up from 25 seconds.
Shake It Off: This skill no longer cures a condition, as we originally intended.
Good job guys, let’s go home now.
Engineer
Elixir S: This skill is now correctly makes the caster smaller and applies blind for 1.5s, as originally intended. There is now a random chance for the elixir to backfire and make the engineer twice as large and confuse him for 9 seconds.
Grenade Barrage: This skill’s damage has been increased by 37%, and the number of grenades has been reduced to 3. Grenades now apply poison for 4 seconds.Warrior
Bull’s Charge: This skill is now a projectile combo finisher.
Eviscerate: This skill’s damage has been reduced by 30%, and now applies a random condition for 3 seconds.
Kill Shot: This skill has been removed, and replaced with a new skill, Head Shot.
Head Shot: This skill fires a powerful shot to the opponent’s head, causing them to run with fright. Applies fear for 1s, which increases by 1s for each level of Adrenaline. The activation time has now been correctly increased to 8 seconds, as was originally intended.Necro
Ghastly Claws: This skill’s damage has been increased by 13% and updated to indicate the correct life force gained.Mesmer
Portal: This skill’s tooltip has been corrected to show the true recharge rate of 92 seconds.Ranger
Protect Me: Pets will now correctly absorb all damage against the Ranger and store it inside their bodies as potential energy. Once a total damage equal to 40% of the Ranger’s hit points has been absorbed, the pet will open its mouth and mightily roar at the enemy target, releasing the stored energy as a blinding blue beam which hits all enemies near the beam and the target for 200% of the absorbed damage, plus a bonus damage equal to 50% of the Ranger’s combined power, precision, and toughness if the target is suffering from a condition, as originally intended.Guardian
Empower: This skill no longer stacks might, but instead applies quickness for 10 seconds for each pulse. There is now a 5% chance for the Guardian to be teleported to a random capture point for each pulse.Thief
Thieves no longer passively gain initiative. Initiative can now only be gained while stealthed. Stealth can now correctly be toggled on or off using F2.Elementalist
Elementalist’s have been changed to a heavy class and can now use greatswords and wear heavy armor, as originally intended. In addition, Elementalists now have the “Gold’s Gym” attunement which grants them access to all Warrior skills and utilities.You forgot one.
Warrior
Frenzy: This skill no longer allows the warrior to only take 50% more damage, rather you lose 50% of your base health as intended.
Warrior
“Shake It Off!”: This skill has been increased to a cooldown of 30 second, up from 25 seconds.
3. Warrior Greatblade skills are overpowered. Greatsword Swing and Greatsword Slash give vulnerability. In this case, Hammer swing and bash should give weakness
That 1% extra damage is so OP.
dont worry, private servers are coming soon, and people will be very willing to spend their money on a standard feature that should have been here in the first place
in the mean time, if you join a server with 4 or less people, just leave as you most likely joined into a dueling group
I’d agree with you wholeheartedly if the game wasn’t F2P. In the spirit of being fair, I won’t fault Anet for asking me to pay money for a private server when they don’t ask me for 15 bucks a month just to log in.
Regardless of that fact though, I agree dueling should have been included at launch, and not available just via private servers.
Really? GW2 is F2P? So why did I spend $60 on this box?
What’s with all the ele hate? Its OP thieves that ruins pvp for everyone. Oh I get it, thieves have trouble killing d/d eles, yeh lets nerf em.
There’s more to the world than hotjoin.
Mostly thieves.
If someone is being an idiot, add them to ignore. Simple.
There is only one way to best builds – pick a class you like the most, thing about what you want to do with that class, make a build, improve and practice. In time you’ll have a build which works perfectly for you.
I was once like you, so optimistic.
Team fights are (at least for me) the most entertaining PvP type. 1v1 almost always boils down to who has the better counter comp/OP build. Team fights (what you want to call “zerging”) generally mask the weaknesses of particular builds and it becomes a game of skill and coordination.
The problem with team fights in this game is that there’s basically zero depth to the combat and no coordination required.
Just compare something like a WoW rogue to a thief.
So what does a rogue have as openers and stealth abilities?
Cheap Shot for a short stun
Garrote for a DoT and silence
Ambush for a high damage hit
Sap which is a long duration cc on an out of combat target, does not remove stealth
Distract which basically forces a player to turn in one direction, limited use in deathmatch
And now we have combo builders, which require energy and build combo points.
Sinister Strike, Backstab, and Mutilate are the big ones. There’s also more specific ones, like gouge which is another type of cc, or Shiv which poisons the target with your current poison and removes certain buffs.
Then we have combo finishers, like Rupture (DoT), Eviscerate (physical damage hit) Envenom (kind of complicated, basically does armor penetrating damage and makes your subsequent poison more likely to hit), Kidney Shot (6 second stun), Deadly Throw (ranged cripple), Recuperate (HoT), Expose Armor (does the equivalent of applying vulnerability) and Slice and Dice (makes attack speed shorter).
And then there’s just basic cooldown abilities, Vanish (goes into stealth), Blind (long duration cc), Smoke Bomb (ranged attacks can’t go inside, or go outside the area), Evasion (dodge crap), Cloak of Shadows (remove magic debuffs, immune to magic), Kick (interrupt), Sprint (move 70% faster), Shadowstep (teleport to target), Shadow dance (can use stealth abilities out of stealth), Dismantle (disarm), Fan of Knives (point blank AoE), Tricks of the Trade (used for 15% damage buff to ally), Redirect (all combo points on one enemy are swapped to another), and a whole bunch more talent spec specific and MoP abilities they’ve added.
But the point is there’s so much more to do. What do you do on thief? You use the shortbow, use cluster bomb occasionally, swap to dagger, do the backstab combo, and get out.
Look at a really basic rogue sequence for rogue/mage: blind A + shadow dance and burst B+ sprint + sap on A after blind and shadow step back to B. (It takes 8 seconds to get out of combat, blind lasts 8 seconds, so if you time it perfectly then the sap can go off before the other person uses an ability)
That’s already more complicated and requires more micromanagement than anything in GW2.
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Based on player performance and rate of success.
1 – Most hated profession
2 – Professions that kill me with no fail
3 – Professions I normally get killed by
4 – Professions I can beat…sometimes
5 – My profession1.) Ele
2.) Mesmer
3.) Ranger
3.) Thief
3.) Guardian
4.) Engi
4.) Necro
5.) WarriorI was gonna make a post but this guy did it for me. I agree with this entirely. Good post sir.
There! changed for both of you^^
I’m going to guess you play an Ele.
It’s my favorite light armor set. Find one you like instead.
The utility changes could only change PvP. They do have the ability to have different versions of each ability, and they did it plenty of times in GW1.
Anyways, the point was just to address a few issues. I wouldn’t stop there, since things like hammer and sword focused builds don’t really work. But those sort of go beyond the scope of this thread. Granted, a lot of my post did… but that was just rambling.
Team MyRevenge went to Smite I think, along with Curse they hold $1000 team tournaments every weekend.
That’s right, every weekend…… For a game in Open Beta. When was the last time there was a cash prize tournament in GW2?
I’ll wait.
When smite goes live it is going to blow this game out of the water. They already have ranked solo and team que, unranked arena, conquest, domination and 1v1 and sponsors, tournaments and the Esports infrastructure to back it all up.
Smite is a MOBA. GW2 is an MMO. Smite will have about the same effect LoL had on WoW.
Banners could be immediate, short term, large impacting buffs instead of what they are now. Think like, one banner increases party damage and crit chance by 30% for 15 seconds, or a large AoE heal, or something that increases vitality and toughness by 50% for some time, etc.
Shouts I think could use a rework as well. Fear Me should have a much lower cooldown (like 30 or 40 seconds), On My Mark could last longer or have the same duration but more vulnerability and maybe a longer cooldown, and Shake It Off could remove all conditions, but have a longer cooldown. Shake It Off especially needs a buff; one condition every 25 seconds? Oh kittening boy.
This would actually make shouts and banners relevant in PvP especially for supportive builds, and make warriors more than just bad thieves. Increased cooldowns on shouts wouldn’t really matter since healing shout builds are terrible anyway.
Some more suggestions for PvP:
Bull’s Rush could knock down all enemies in its path up to the target. This would eliminate a lot of the collision issues with it.
Stomp could actually be useful somehow. Maybe lower the cooldown by quite a bit, or increase the knockdown duration, or add a cripple, or something. Kick as well could have a cripple component to it.
Endure Pain could remove conditions, or the cooldown lowered to make it much more viable.
I’d love to see more viable builds that include Berserker Stance and Signet of Fury, but that’s not an issue with utilities. A solution to this would just be to make the adrenaline abilities actually useful. Remove the BWE nerfs from Eviscerate especially, and make Arcing Slice (GS burst) relevant.
I’d love to see for the greatsword something like, move Arcing Slice to the number two where hundred blades is, and make hundred blades the new burst ability. At stage one, you move at 10% speed, at stage two you move at 30% speed, and at stage three you move at 60% speed. Also make rush work more like RtL with how it interacts with cripple and chill.
I realize all of these are buffs. Warriors are literally the most underpowered thing in sPvP right now. They have one viable build, they’re terrible in 1v1s, they have basically no depths, their skills are incredibly easy to predict and avoid, and on top of all they’re basically lower burst thieves without stealth. Other than 100Bing downed players, they have no purpose.
Oh and a thought I was playing around with that might be interesting: make stances one of the warrior profession skills like adrenaline. But make them how they were in Alpha where they were basically toggled buffs. It would require some renaming of things, but that’s irrelevant. So we could have something like Defensive Stance, Berserker Stance, and Balanced Stance.
Defensive Stance: Reduced condition duration (on self), and increased toughness (maybe 25%?)
Balanced Stance: Increased endurance regeneration, and reduced cooldowns (covers offensive and defensive)
Berserker Stance: Increased precision (or critical damage?), and increased adrenaline gain (1.5 strikes instead of 1 per hit)
An interesting concept I think. Perhaps add some sort of downed side that’s unique for each. Defensive Stance adds some sort of weapon damage reduction that increases exponentially, Berserker Stance adds exponentially increasing damage taken, and for Balanced Stance I can’t think of anything. Maybe something like movement speed reduction, or cast time increased? I don’t know. But all of these debuffs would be gradually removed for 10 seconds after the stance is left. So in other words, you can’t swap to a stance and swap back to remove the debuff. You either have to stay in a different stance and take that debuff until the previous one goes away, or not enter a stance.
It’s a bit more interesting than WoW’s version, which is just 10% damage reduction, 10% damage increase, etc. It also adds some much needed depth.
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I’m just baffled to how high up the ranks rangers are. I’ve never been a fanboy of fotm builds, I always try and find something that suits me and apparently I’m so far off it’s laughable. Every kitten class I run into in sPvP must be running around in batman, superman or even Chuck Norris mode, compared to w3 this isn’t even close to fun with the build I run around in. Wonders how it’s so much more effective in w3 but not in spvp?
Because you’re fighting PvE players with terrible gear in WvWvW.
keeping 8v8 hotjoin will be a colossal MISTAKE. at least make it 5v5, if not taking it out altogether.
No it has to be 8 vs 8 because 5vs 5 just becomes 5 vs 3 or 4 vs 2 too often.
And 8v8s become 8v3 or 7v2 all too often. How does adding more people fix the problem?
I wonder if GW2 is just some huge social experiment to see how much bullkitten and promises a gamer can take.
Give cape backpieces as a reward.
Let us use them in PvE
who wouldn’t love a cape?
The biggest small issue with GW2: lack of capes.
Warriors are immune to conditions and gain x4 base toughness.
I would enjoy that greatly.
I agree with nerva. You can’t have so many people on such a small map with so few points. It works for Arathi Basin, it doesn’t work for Foefire.
It’s impossible to actually get any sort of balanced fight. It’s just a zerg picking off straggler at a time. Conquest is just such a ridiculously bad mode for unorganized PvP.
Another change I’d make is improving the points for neutralizing, adding points for defending a node (a lot more points), and if you contribute at least 1 second to capturing a node after it is neutralized and you leave the node then you’ll still receive full point credit.
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As another example, engineers have a low skill floor, but a high skill ceiling. The two aren’t dependent on each other.
Interesting you say that. I did not think people considered engi easy to pick up initially.
I didn’t imply that…
If something is a high skill floor, then it doesn’t take much skill to play at a competent level. Assuming we can quantify skill, then at the same skill level something that has a low skill floor will perform worse.
The best example I can give is frost mages from WoW. High skill floor, but high skill cap. Anyone and their grandmother can play a frost mage well, but it’s really difficult to play it to the absolute best it can be.
Engineer is probably a bad example since the meta is probably shifted by now, though.
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So “When It’s Ready” is ArenaNet’s version of Soon™? XD
edit: dear god the trademark symbol on these forums is hardly worthy to even be called a pixel.
As another example, engineers have a low skill floor, but a high skill ceiling. The two aren’t dependent on each other.
It was fairly overpowered. Compare it to other profession’s equivalents. Admittedly, it would actually make a shout useful for once if it was added back in.
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The ironic thing is that we’d be a lot more viable if we just had our skills un-bugged and the BWE nerfs undone.
We were made weaker back when other professions were underdeveloped, now that they are as good as we used to be, we should simply be un-castrated.
Fixing Warrior is probably the easiest task compared to say fixing Necro or Engi, just un-nerf Evis/Brawn and fix Rush/Bull’s charge.The actually value of heavy armor versus light armor is 15% damage reduction…well it rounds up to 15%.
It’s 13.68% from light to heavy.
RIP Triple Axe Warrior. You were fun.
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We just need some actual benefits for playing. Unlike some people, I don’t feel that grinding 5+ hours a day in mindless spvp is worth what it brings to the table. Not to mention the pvp system in general is just a complete kittenfest of grind and repetition.
How is it anything close to a grind? You create a character, do the 5 minutes tutorial, and go to the Mists. Bam, you can walk into hotjoin and compete equally with everyone else.
It takes a stupidly high amount of hours to rank up once you get r40+….
Because arbitrary and meaningless ranking constitutes a grind guys. That’s like saying Starcraft 2 is a grindfest because you have to spend hours getting decals.
We just need some actual benefits for playing. Unlike some people, I don’t feel that grinding 5+ hours a day in mindless spvp is worth what it brings to the table. Not to mention the pvp system in general is just a complete kittenfest of grind and repetition.
How is it anything close to a grind? You create a character, do the 5 minutes tutorial, and go to the Mists. Bam, you can walk into hotjoin and compete equally with everyone else.
They released incomplete PvP, and have yet to fix it. We’re only just now getting basic MMR. Even ignoring the complete lack of necessary features, the class balance is just disgusting. Even WoW at its worst is more balanced and has a better meta than this. Oh, and there’s basically no such thing as coordination beyond “SPIKE THE WARRIOR” in group fights.
Whoever is in charge of PvP development needs to take off the training wheels already.
This will be a good precedent for how not to handle PvP in any future MMOs.
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my experience as playing as a mesmer in paid/free tpvp and spvp in general…
nothing is that OP, depends largely on the player and his build/skill and the teamwork of the team.
never once did i think: “man that class should be nerfed” or “my class is so bad against X”
these tier lists are completely unnecessary, will do more damage than good… my 2 cents
cheers
Well for sure, since you are a mesmer, no other class will feel OP compared to you! :P
I main a mesmer, and if i didnt have alot of games under my belt on thief, warrior and engy i can tell you right now i would think trap rangers are the most OP thing ever. They simply destroy shatter mesmers.
Don’t they destroy pretty much anyone 1v1?
