Showing Posts For LionChain.7694:

Your Top 5 Suggestions to ANET sPvP

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Posted by: LionChain.7694

LionChain.7694

1. Remove class stacking..only one of each class on a team…I don’t care about longer queue times…I just don’t want to fight three necros or three heal bunker tempests anymore.

2. Solo queuers should only be teamed against other solo queuers…not against pre-mades. Again, I don’t care about longer queue times, as long as I don’t get facerolled by a full pre-made with comms.

3. Nerf conditions…especially confusion and burning, they are so ridiculous.

4. Increase the size of all points on all maps to the size of the Graveyard node on Legacy…some points are so small and enclosed that it gives classes like reapers a HUGE advantage b/c they have so many unblockable AOEs.

5. Remove all amulets where healing power is the main stat. I don’t mind healing power being a secondary stat, but as a main stat, it’s too much.

6. Add a 1v1 game mode where best 2/3 duels wins.

7. Just quality of life stuff for the lobby…add crafting stations and mystic forge (w/ attendant).

8. For preferences, maybe instead of just allowing players to choose between conquest and stronghold, add options for which MAPS they want to play (Legacy, Battle, Temple, etc.). So in unranked, if people don’t want to play something like, say, Skyhammer, they can deselect it and they won’t have to worry about playing that map. It may also be a good way for Anet pvp devs to track which maps are popular and which are unpopular based on which are played more frequently; this will allow them to rework maps that are more unpopular than others.

9. For pips, rework lose streak/win streak….so for win streak, only on every THIRD win, you get extra pips (instead of on the third win and onwards), but for each third win, you get more and more extra pips, so on your third win, you get two pips, then fourth and fifth wins you get one pip, but on a sixth win, you get THREE pips, then one pip for 7th and 8th win, then FOUR pips on ninth win………..for lose streaks, as soon as you get your win, you should get half as many extra pips as you lost, so for ppl who are on a really big loss streak, like 10 losses or something, they get five extra pips plus the pip they win from when they break their loss streak.

10. Allow players to lose pips and tiers in all divisions.

11. Put in more rewards that can be bought with shards.

12. Allow legendary backpacks to be dyeable (quality of life stuff).

13. Map specific things….bring back Courtyard as its own death match game mode that can be played for ranked or unranked, add more varieties of stronghold and death match maps, each with their own mechanics….Khylo, reduce damage of trebs by 50% and increase time it takes to rotate the treb, allow for only ONE repair of treb for the whole match so people can’t just constantly repair it and have to decide strategically when to repair/use it…Legacy, make lords and guards smarter/tougher and make gates tougher….Temple, put in like one or two jump pads, b/c if you’re not a thief or mesmer, you are at a big disadvantage mobility-wise b/c of the way the map is multi-layered and if you are at bottom buff or midpoint and you’re not a thief/mesmer, it takes a long time for you to run back to home point or far point….again, for Temple, make it so that in order to interrupt someone from channeling the buff, they have to CC you successfully instead of just attacking you……Forest, make beasts tougher/smarter.

14. Class specific fixes…rework DH traps (and really, all traps) so that they don’t go on cooldown until they’re triggered so people can’t just doublespam traps, once a trap is put down, it should chain into a second skill that allows players to despawn the trap, and if they do this, it goes on like a 4-second cooldown so they can put the trap down somewhere else, but if the trap is triggered, then it goes on the full cooldown….continuum shift for mesmers should not work on elite skills, nerf portal distance and moa duration.

15. Rework elite specs so that core specialization builds are viable again.

16. Unlocking mists champions, runes and sigils costs SHARDS instead of gold.

(edited by LionChain.7694)

Win loss win loss

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Posted by: LionChain.7694

LionChain.7694

pay for wins? idk lol

Ruby division makes people hate PvP

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Posted by: LionChain.7694

LionChain.7694

You know what would be great? Adding 1v1 best 2/3 game mode. That way, if people get stuck in tiers/divisions, they can’t blame anyone but themselves, and there would be no more problems of being stuck with bad teammates or solo queuing and getting teamed against a friggin full pre-made.

lose pips and tiers in all divisions

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Posted by: LionChain.7694

LionChain.7694

i swear, the level of intelligence in ruby is lower than that of amber. plz make it so ppl can lose pips/tiers in all divisions, including amber, emerald and sapphire so their idiocy doesnt pollute higher divisions.

Nerf PU

in Mesmer

Posted by: LionChain.7694

LionChain.7694

Fay, have you ever fought a mantra PU burst mesmer in WvW roaming before? It is pretty cheese b/c PU is OP.

Your top 5 priorities for WvW-Overhaul

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Posted by: LionChain.7694

LionChain.7694

I think we should have golem rush week but all the time…that’s my suggestion to improve WvW…teehee… XD

Put caps on boons

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Posted by: LionChain.7694

LionChain.7694

lol, stand, i was about to say that…resistance is weak? wut game r u playing, dusty? and 25 stacks of stab blown by ONE dh trap? lmao seriously, do u play wvw? with perma 25 stacks of stab and boonshare mes’s, you can pretty much faceroll any cc…and b/c u seem to need clarification, when i say that i am fighting zergs, i mean when i am fighting zergs with my own group.

Nerf PU

in Mesmer

Posted by: LionChain.7694

LionChain.7694

Why do you think I’m talking about PvP? I’m talking about for WvW.

Nerf PU

in Mesmer

Posted by: LionChain.7694

LionChain.7694

Please nerf PU. 50% increase to stealth duration is OP, considering with my stealth skills, including double Mass Invis via Continuum Shift, I can stealth for almost 30 seconds straight. Please remove the increase to stealth duration and instead change it so that the boons you get while in stealth last longer, and maybe you get two boons per second of stealth instead of just one. But please get rid of the increase to stealth duration.

Put caps on boons

in WvW

Posted by: LionChain.7694

LionChain.7694

Anet, please nerf boons by putting caps on duration and intensity stacking, especially Resistance. It’s getting to the point of being ridiculous when I fight a zerg and because of boonshare mesmers, they have 25 stacks stability, 2 minutes of resistance, 1.5 minutes of retaliation, etc, etc…they pretty much have every boon permanently. Please nerf this.

Conditions and healing power

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Posted by: LionChain.7694

LionChain.7694

Anet, please nerf conditions and healing power…they have been ridiculously OP for so long, especially confusion and burning, and it’s getting super boring always fighting heal tanks or condi tanks in PvP.

Remove Airship and Chillingfog from SMC

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Posted by: LionChain.7694

LionChain.7694

Yes, please get rid of those. Also, please get rid of ALL banners. I don’t care that they’ve been ‘nerfed.’ Please get rid of them.

1v1 Mode

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Posted by: LionChain.7694

LionChain.7694

Anet,

Could you please add 1v1 game mode to PvP?

For 1v1, make a map that is just round and flat, and make it about 2 times bigger than the Graveyard point in Foefire. Best 2/3 or 3/5 wins the matchup.

Skyhammer Design Discussion

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Posted by: LionChain.7694

LionChain.7694

I would like Skyhammer to be removed completely. Also, please bring back Courtyard map but as its own PvP game mode, Death Match (and maybe add a couple new different Death Match maps). So you’d have a choice of playing that, Conquest or Stronghold. I really liked Courtyard and don’t know why it was removed. It was the purest form of PvP…no lords, no gates, no skyhammers, no nodes, no nothing…just players killing players and whichever team killed the most players won.

Gun Flame damage

in Warrior

Posted by: LionChain.7694

LionChain.7694

Please nerf Gunflame damage…it’s getting pretty ridiculous now…I think wars need to be reworked and improved…but giving them a spammable skill with a very short CD that just one-shots everyone is just…just plain silly and feels like a cheap, lazy way to ‘improve’ wars.

Scrappers needs NERF.

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Posted by: LionChain.7694

LionChain.7694

The five things I’d like to see nerfed on scrapper are Sneak Gyro, Self-Regulating Defenses, Healing Turret, Slick Shoes and Adaptive Armor.

1. Increase CD on Sneak Gyro to 60 seconds..40 sec CD is still too short. However, please work on gyros so they follow scrappers better when they have swiftness/movement speed buff.

2. Change Self-Regulating Defenses trait to give scrapper the same stealth effect as ‘Toss Elixir S’ instead of making them invulnerable. Double Elixir S is just too OP, especially considering how long it lasts and the short CD on it.

3. Increase CD on Healing Turret to 30 sec…not only is it a very powerful heal and condi clear, but it is an AOE heal with a large radius…in competitive play, this is OP because it is on such a short CD and it can pretty much reset the fight for the scrapper’s team.

4. Slick Shoes should knock down a person ONCE for 1.5 sec, then only cripple the person if they walk through it again. It’s OP that this thing just keeps you knocked down and/or strips your stability right off…AND it’s unblockable AND it’s only on a 45 sec CD.

5. Adaptive Armor should give only 30 toughness per stack…300 increased armor is OP and allows scrappers to go for very bursty builds and yet still be super sustainable. Condition damage reduced should be changed from 20% to 10%.

Movement Speed Buff for DH

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Posted by: LionChain.7694

LionChain.7694

How is wanting a movement speed buff ‘wanting it all?’ Especially when we’re the only class without a movement speed buff option in our traits at all while everyone else has options for 25%-33% movement speed buffs in their TRAITS (I feel the need to emphasize…I’m not talking about signets, but traits)? DH is not a range class…it comes with a ranged weapon, but that doesn’t mean it’s a ‘ranged class’ as in it primarily deals its damage through ranged attacks. It’s still a melee heavy class as in it deals a huge part of its damage within melee range using melee weapons. But for the sake of argument, let’s say you’re right and it’s a ‘ranged class.’ Why does that mean it doesn’t need a 25% movement speed buff? Did you know that chronos have a 25% movement speed buff AND a Blink even though it’s a ranged class? Did you know druids have a trait for 33% movement speed buff even though it’s ranged class? Did you know eles get a 25% movement speed buff AND a Lightning Flash even though it’s a ranged class? So you see, your argument of saying DH doesn’t need a movement speed buff because it’s ‘ranged’ isn’t really valid.

A leap and a pull don’t really mean anything when people can move faster than you AND have teleports like Blink, Lightning Flash and Shadowstep and can outkite you because you are as slow as a turtle IN COMBAT and can’t disengage because all the other classes are faster than you (keep in mind just how slow you are in combat without a movement speed buff of any kind).

The reason why wars can have speed boost on melee weapon is because their weapon swap is on a FIVE SECOND cooldown, and with Signet of Rage, they have swiftness for almost 30 seconds so even with ranged weapons, they can still move fast. Even if they didn’t have Signet, they’d have their movement speed buff back in 5 seconds, whereas DH has the regular 9-second weapon swap CD. And the difference between war and DH leaps/movement skills is this…DH has two leaps that when used together, helps you travel 1400 total range…the GS 3 leap is on a 15 second CD and the virtue leap 2 is on a 26 sec cd (traited). War has two movement skills on their GS that helps them travel 1650 range, and their skills have a 10 sec CD and a 20 sec CD (untraited). So in one minute, wars can use their movement skills to travel 6300 range whereas DH’s can travel 4000 range. Quite a difference.

As for that pull, the DH pull is on a 34 sec CD (traited) and brings the enemy to you, sure, but it doesn’t help you move faster…so they can still stun break/port away from you and you’re back to square one. So, unless you’re suggesting that DH’s also get a 5-sec weapon swap and a lower cd on their leaps/pull, then I think just a flat, non-conditional 25% movement speed buff as a GM minor trait would suffice.

Vet creature slayer daily....SMH

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Posted by: LionChain.7694

LionChain.7694

Cerby…since you don’t seem to understand what I’m saying, let me clarify so you’re not misguided by your whole ‘if you don’t like it then don’t do it’ argument. I’m a WvW player…I do WvW dailies. Sometimes, one of the four WvW dailies is something like keep capturer, which can sometimes take a long time to get (depending on your server activity, if anyone is actually interested in trying to take a keep), even in EOTM as people are going tryhard there lately. Also, sometimes, I just don’t have a lot of time to play on that particular day, so I have to go for the WvW dailies that are quickest/easiest. So sometimes, I end up having to do vet creature slayer to finish my dailies, although even that requires me to have to either run around looking for the vet creautres on the BL’s or spawn camp one of the vet creatures, either option taking me like 15-20 minutes sometimes because other people have killed all the vet creatures. So yes, sometimes I do have to do vet creature slayer.

Now, understand, the reason I’m saying to get rid of this achievement is because unlike the other WvW achievements, killing vet creature isn’t part of normal WvW play. There’s no reason to ever kill the vet creature except for when it’s a daily. Yeah, I really don’t like having PvE in WvW and I think it should be one of the things fixed with WvW, and yes that’s part of the reason why I would like vet creature slayer daily gotten rid of. But the bigger reason is because as I said, killing a vet creature isn’t part of normal WvW play because it has no impact whatsoever on your matchup…doesn’t help you win, doesn’t help your enemy win, it does nothing. I would rather see this replaced with a daily based on normal, everyday WvW gameplay, like taking/neutralizing a mercenary camp or killing mercenaries (if Anet is persistent on keeping PvE in WvW), destroying/helping to build/using siege…something that I normally do while playing WvW anyway.

Do you understand now, Cerby? But if you still don’t get it and you like doing PvE, maybe you’re the one who doesn’t belong in WvW and should go back to playing your PvE instead of annoying people on forums.

Vet creature slayer daily....SMH

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Posted by: LionChain.7694

LionChain.7694

Defender is a pain for you? What server are you on? Play WvW and you usually end up defending at least one thing…doesn’t even matter if you ultimately save it, just that you hold it for like a couple minutes…a lot of times, the enemy trebs something from far away, so I just repair a wall and leave it, and a couple minutes later, I get the achieve.

And to clarify for the final time, I don’t like doing PvE in WvW, and would rather do away with vet creature altogether. BUT if it is going to remain, then at least when I kill it, make it do something useful, like give me a small buff for a short time, like +25 to stats or something for 5-10 min..or give my server like a small amount of points toward PPT (that could be another daily…help your server get x amount of ppt for your server). In that case, wouldn’t be ‘more PvE’ in WvW because it is already in WvW…and whatever reward you got from killing vet creature, because it’s so easy to kill, the reward would have to be very small, and if the reward is small and doesn’t do anything to weaken objectives (like core event), people wouldn’t always be trying to kill it and you wouldn’t have to always worry about it…so no, it wouldn’t be more PvE.

Vet creature slayer daily....SMH

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Posted by: LionChain.7694

LionChain.7694

Jana, you can replace them with daily siege user, or daily siege builder or destroyer/clearer, you can break up the daily defender to make them more specific like daily keep defender or tower defender, you can do daily rezzes…and when I said ‘either that or make them relevant to wvw,’ I mean if Anet is insistent on keeping daily vet creature slayer and vet creatures in WvW…if they’re not going to get rid of that PvE nonsense, then at least make them useful….like core event…even though I don’t care for core event either as it is also PvE nonsense, but at least it’s useful because it opens paper gates on objectives.

Vet creature slayer daily....SMH

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Posted by: LionChain.7694

LionChain.7694

lol…What even is this?……Seriously…….this has been a WvW daily achieve for a while now, but really, this is such a blatant way to sneak a little PvE crap into WvW lmao……killing a vet creature doesn’t even have anything to do with normal WvW play…it doesn’t help me capture a camp, it doesn’t help me defend a tower….IT DOESN’T DO ANYTHING ROTFLMAO….it doesn’t do anything for you, your guild or your server when you kill a vet creature….can we please get rid of this WvW daily and can we please get rid of those vet creatures in WvW? It’s so stupid. Please replace this daily with something else.

Either that or find a way to make vet creatures and killing them relevant to WvW.

Why are Proof of Heroics soulbound??

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Posted by: LionChain.7694

LionChain.7694

Loos,

1. I’m posting here because Proofs is a WvW item you get from playing WvW.

2. I really don’t see the problem for using Proofs you get while playing one class to get Hero Points for another class, if that’s what you choose to do. I really don’t understand why that’s an issue. If you’re worried that it exploits specialization achievements somehow, you shouldn’t…the ‘rewards’ you get from those achieves aren’t anything special…a little AP and a crappy-looking exotic. If you’re worried that it exploits unlocking elite specializations, don’t worry. It is far faster and more efficient to just get a small group on LFG and do a hero point run in the HoT maps rather than trying to use proofs to get the HoT hero points; if anything, it’ll take you much longer to unlock elite specs soley by trying to get Proofs to unlock them. If you’re worried that it somehow exploits MC, don’t worry; again, it’s faster and easier to get the hero points in Central Tyria just by getting them directly, so trying to get hero points by getting Proofs is actually going to take you longer.

3. The reason why I want Proofs to be a wallet currency that’s usable account-wide is because I’m mainly a WvW player, and it’s nice to get superior siege from the Proofs vendor; usually after a rally, I have enough Proofs for four or five pieces of superior siege (unless I buy superior trebs, which are 12 proofs). What’s not nice is when I have one or two Proofs on each of my toons, and instead of being able to pool them together to get a couple pieces of superior siege, they just sit in my toons’ inventories taking up a slot.

Movement Speed Buff for DH

in Guardian

Posted by: LionChain.7694

LionChain.7694

I don’t even understand how you think you’re argument is valid. You don’t think DH’s need a movement speed buff now because maybe we’ll get it or something better sometime in the future? lmao! What?! XD

Movement Speed Buff for DH

in Guardian

Posted by: LionChain.7694

LionChain.7694

You seem to misunderstand, or are intentionally ignorant of the concept that I’m asking for 25% movement speed buff added to DH because it is a current, existing elite spec and it is the newest spec and therefore better suited for introducing a new trait as DH is still a continuously evolving/malleable spec (compared to other specs which have been pretty consistent/settled for a while now). I’m not asking for maybe a 25% movement speed buff perhaps somewhere down the line, or maybe something better, God knows when, on some unknown future elite spec.

On Boons and their Counterparts/Corruptions

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Posted by: LionChain.7694

LionChain.7694

Just bumping this once to try to get feedback/thoughts.

Reve hammer too stronk!!

in Revenant

Posted by: LionChain.7694

LionChain.7694

Yeah, CoR bugs out by almost any terrain change…also it’s pretty iffy on stairs…and unlike Rapid Fire, it can’t hit people that are up on a ledge/wall. Also, as for animation…I don’t know what your graphics settings are or what kind of computer you have, but CoR is a very, very obvious animation…the rev slams the hammer down and then a giant black/red rupture of energy moves along the ground toward you…and because CoR cascades, you have enough time to see it and dodge it…I don’t know…maybe you’re talking about in like blob vs blob situations where you can’t see when a rev uses CoR? But, to be fair, if that’s the case, in a blob v blob, it’s hard to see almost anything that anyone is doing b/c there are so many people.

Movement Speed Buff for DH

in Guardian

Posted by: LionChain.7694

LionChain.7694

Dragonhunter doesn’t need a 25% buff to movement speed that allows them to move faster in and out of combat in a game with a very action-orientated play style? They don’t need 25% movement buff when fighting other classes with perma swiftness or a trait that gives them 25% movement buff? Yes, Dragonhunters need a trait in their elite spec line that gives them a 25% buff to movement speed. Please, Anet…please…

Staff, axe, mace and shield...functionality

in Revenant

Posted by: LionChain.7694

LionChain.7694

Anet, could you please rework the functionality of the axe 5 skill (Temporal Rift), the staff 5 skill (Surge of the Mists), and the mace 2 skill (Searing Fissure), so that if I have a target selected, the attacks move in the direction of the target without me having to readjust my camera/direction my toon is facing? For the shield 5 skill (Crystal Hibernation…and the trait that gives player Crystal Hybernation), can you please allow us to move while we block? I’m not asking for any buffs to damage or heal or whatever…I would personally just really like it if the way these skills worked was…well…reworked slightly.

I don't HATE the desert borderlands, but...

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Posted by: LionChain.7694

LionChain.7694

Okay, sometimes I hate the new borderlands, but let me explain. When I run in the desert BL’s, and I see how multi-layered it is, I think to myself, ‘These BL’s were designed to have gliding in them.’ But as mentioned in a Guild Chat episode I watched before, Anet had difficulties implementing gliding into WvW due to exploit reasons and due to the fact that they didn’t want f2p players to be left out and feel like they HAVE to buy the expansion in order to keep up with the xpac players, and also due to the fact that they had other issues to work in in WvW. I undersand that. I truly do.

But, here’s the thing, Anet. You built a new set of borderlands that clearly appears to have gliding in mind, but because there is no gliding, moving around these borderlands is extremely, extremely tedious and frustrating. Finding fights in these desert BL’s is extremely, extremely tedious and frustrating.

So please, Anet, until you figure out how to implement gliding in WvW (if and/or when you get to it), can you at LEAST please redesign the desert BL’s so that they’re not so multilayered? That is, if you’re dead set on not reverting back to alpine BL’s. If you’re willing to revert back to alpine BL’s, that’d be cool, too. Just whatever you decide to do, please just give us a non-multilayered set of BL’s that’s not tedious and annoying to move around in. You know…until you figure out how to implement gliding.

As a side note, if and/or when you DO decide to implement gliding in WvW, may I suggest you make it a WvW ability line separate from the PvE gliding mastery? That way, the WvW players can play their favorite game mode to get gliding instead of having to do PvE, which a lot of WvW players do not enjoy doing (not all, but a lot).

Guild Hall Arena request

in WvW

Posted by: LionChain.7694

LionChain.7694

ArenaNet, can you please make guild hall arenas the same size as OS arena (minus the stairs)? Our guild wants to do GvG’s, but our tier/time zone has almost no guilds on the other servers to GvG with because most of them quit the game for one reason or another.

We’d like to GvG with guilds from other servers in other tiers, but the guild hall arena (which would be the only way to do this) is not large enough. Please…please…make guild hall arenas larger.

Sometimes I really don’t want to have to do PPT to get fights from the other servers…it involves a lot of boring PvE stuff, and even when we do get fights, it’s usually like a blob or the other servers just run into the objective we’re attacking and all they do is shoot at us with siege.

It’s really disheartening when in WvW, it’s difficult to consistently find good fights because it’s so easy for people to just run in giant map queues and just shoot at the other servers with siege from towers/keeps/smc, or to just simply siege creep them.

Also, another reason it’s hard to find good fights is because even if we run into an enemy group of roughly even numbers, they’re usually a pug group, not a guild group, which is a very different animal to fight (especially since a lot of times pug groups don’t even run coms or don’t talk on mics, so it’s like…whatever…just one push them because they’re often not coordinated and the tag is not a fight cmd and/or even on a frontline build).

And pugs don’t just affect the enemy groups either. Often when we run as a guild group without a tag, pugs still stick with us and follow us because they see a group of 15 running together and realize ‘hey this is a zerg.’ And because these pugs that follow us are usually not in our TS, they usually just end up being rallybots and making fights more difficult for us because they can’t hear what we’re trying to do.

Please…give us larger guild hall arenas so we can skip past the PPT, the sieging towers, the fighting under siege fire, the puggles…so we can skip past all that and just get down to getting good, fun 15v15 GvG’s with any fight guild from any server, not just the tier we’re in.

PS, Before we tried doing like a 8v8 in our guild hall arena, and even then, the arena felt too claustrophobic.

Why are Proof of Heroics soulbound??

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Posted by: LionChain.7694

LionChain.7694

Anet, could you please do me a favor and make Proofs of Heroics a currency that goes in your wallet that any character can use instead of making them soulbound items that take up an inventory slot? Please? Pretty please with an omnomberry on top?

Movement Speed Buff for DH

in Guardian

Posted by: LionChain.7694

LionChain.7694

For the people who are saying ‘just use traveler runes,’ the issue isn’t about whether or not you can use traveler runes. And I’m not talking about signets, either.

My issue is that all other classes (except heralds, but I covered that in OP), whether it’s war/zerker, thief/dd, ranger/druid, engi/scrapper, mesmer/chrono, ele/tempest or necro/reaper, they all have trait options for movement speed buffs of either 25% or 33%. DH also needs a reliable trait option in DH line for 25% movement speed buff so I can choose whatever runes I want to run for DH and not sacrifice movement speed.

This is the same issue I had with mesmers and trav runes before HoT was released and the chronomancer elite spec freed mesmer players from the tyranny of the trav rune.

As a side note, Warangel, I personally wouldn’t like the 25% movement speed buff to be tied to having Aegis or not, because that would mean that when in combat, my movement speed would be dramatically reduced because for anyone who plays DH, you know Aegis gets used pretty quickly. And then there would be the whole issue of once combat is over, you’re slow until Aegis refreshes on you or until Courage recharges on you AND THEN refreshes Aegis, either or. Also, there’s the issue of running around in WvW or PvE and then getting hit by that one stupid NPC (you know it happens) and then your aegis is gone and you’re waiting for it to refresh, so you’d be slow as heck until then. So yeah, I’d rather just have a GM minor trait in the DH line that gives a solid, reliable 25% movement speed buff to DH’s.

Mastery points, ugh [Merged]

in Guild Wars 2 Discussion

Posted by: LionChain.7694

LionChain.7694

You know, it’s funny…I once made a post a while ago talking about this exact type of thing, and I ended up with like a dozen responses from people basically telling me to suck it up and just do the mini games and do the content that I don’t like doing, and people saying things like, ‘oh what, you want mastery points to just be thrown around like candy’ or ‘just do the minigames, it’s not like theyre hard anyway, all of them are super easy’…. T.T …..anyway, yeah, for me, I hate the minigames in HoT and I’m not really interested enough in the Living Story achievements (the entertainment quality of it nor the rewards) to repeat all those episodes a bunch of different times just to get ONE mastery point for completing each Act in the HoT story. I like the OP’s suggestion of giving a mastery point per achieve (maybe a couple extra ones for the harder achieves), so that way, each player can max out their masteries by going for achieves/playing content that they actually enjoy and are good at. Because let’s face it, not everybody is great at everything in this game.

I actually had an idea for gaining mastery points that was inspired by how you can get hero points by doing WvW. What if when you complete the Magus Falls reward track in PvP, the last chest you get at the end gives you the option to receive a central tyrian or HoT mastery point? And yes, the reward track would still be repeatable.

On Boons and their Counterparts/Corruptions

in Guild Wars 2 Discussion

Posted by: LionChain.7694

LionChain.7694

EDITS: Made some edits to suggestions for Resistance/Submission.

Here are my suggestions on reworking boons (some slight, some not so slight) and their counterparts. Sorry in advance for the big wall of text. ^.^

Aegis, when corrupted should not be turned into burning. I suggest a new condition called Helpless or Defenseless where the next attack on you is unblockable. So with this new condition, if someone puts Helpless/Defenseless on you, even if you’re blocking, the next attack against you will be unblockable. With this new condition, skills that have unblockable effects may have to be revised so as not to unbalance blocking skills and make them useless. This new condition, like Aegis, will only stack duration. If a target has Helpless/Defenseless on them while they also have Aegis, then the next attack on them will not be blocked, but also their stack of Aegis will not be used because nothing was blocked, so it’ll still block the next attack.

Fury should be made to be more like it’s counterpart, Blind. So that instead of providing 20% critical chance for X seconds, it’ll give your next attack 100% chance to crit.

Weakness should be split into two different conditions…Weakness, which will reduce power and condition damage by 30 per stack, and Fatigue, a new condition which will serve as a counterpart to Vigor instead of Bleeding when corrupted. Fatigue will cause 50% reduction to endurance regeneration.

Protection should be reworked so that it’s 25% reduction to direct damage AND condition damage, whereas Vulnerability should be reworked so that it only stacks duration and increases direct damage and condition damage taken by a target by 25%. Both Protection and Vulnerability should be worked so that they have shorter durations when applied than other boons and condis. With this change, skills that apply Vulnerability may have to be re-examed so that they apply a shorter duration of Vulnerability or don’t apply Vulnerability at all.

Regeneration should be buffed so that not only does it regenerate health, but it also increases the potency of heals by 33%. Regeneration should also be able to stack intensity like poison (keep in mind that the amount of healing done by each stack of regeneration will need to be nerfed to balance the intensity stacking of Regeneration).

Resistance needs to be nerfed/reworked so that instead of players just being totally immune to the effects of all conditions on them, it instead reduces the duration of conditions on you by 33%. So whereas Protection deals with condition damage, this boon would help deal with minus condition duration. Also this boon would be stackable with other sources of minus condition duration, including runes, food, traits, etc. So, in PvE and WvW, with the right combination of minus condition duration sources, you can get -100% condition duration, especially toward movement-impeding conditions, for good chunks of time. But you’ll have to work for it, which is how I think it should be. Resistance as it is right now is too OP as people are stacking MINUTES of Resistance before a zerg fight or GvG so they are basically immune to the effects of ALL condis for a few minutes; this basically makes immobilized, crippled and chilled worthless in GvG’s and zerg fights. I know this suggested change to Resistance is basically me saying to trash the original concept of the boon, but having total immunity to the effects of all condis for long periods of time is just too much.

Its counterpart, instead of Chilled, could be a new condition called something like Submission, which increases the duration of conditions by 33%. This will also be stackable with other increased condition duration sources.

Chilled needs to be nerfed so that it ONLY increases cooldown time by 33%.

Its counterpart, Alacrity, needs to be turned into a boon that is turned into Chilled when corrupted.

Retaliation needs to be reworded so that when you’re attacked with Retaliation on, then the attacker is damaged by X amount per attack, where X is based on how much power you have. Retaliation should also be reworked so that it works with conditions as well as direct damage, and each tick of each damaging condition deals damage to the person who applied them; if someone puts 5 sec of Bleeding on you and 6 sec of Burning on you while you have Retaliation, each tick of Bleeding AND Burning will cause Retaliation to do damage to the person who placed those conditions on you. I feel like this could be a good way to help power builds have more counterplay/more of an edge against condi builds, since condi builds are usually very sustainy against direct damage. Also, Retaliation should be able to stack intensity like its counterpart, Confusion. With these new changes, the damage calculation for Retaliation may need to be reworked.

I feel like the damage for Confusion needs to be nerfed, since currently it’s very easy, especially for condi thieves and chronomancers, to stack a lot of confusion very quickly. These days, you can end up with 20-30 stacks of confusion on you before you can bat an eye, and end up doing 7.5k dmg to yourself per skill use (not counting damage over time) for like 8 seconds. I also feel like Confusion should only do damage when the player is using an offensive skill. Skills that are both offensive and defensive in nature will not cause Confusion to do damage to you. On a side note, I also feel like the damage for Burning is long overdue for a nerf since the damage for it is so high and the intensity can be stacked so quickly, that the damage per tick is just crazy OP.

Quickness and Slow, I think are fine at the moment.

Stability…ok…this is kind of an experimental idea, but I thought that Stability could be reworked so that each stack of stab gives you 0.5-0.75 seconds of immunity to cc’s when stripped. So let’s say you run into a Line of Warding, but there are three other lines right after that. If you have 5 stacks of Stability, that first stack of Stab will be stripped by the first Line of Warding, but that stripped stack will have given you 0.5-0.75 sec immunity to cc’s. So if you can run through the next few lines within that 0.5-0.75 sec time, you won’t be cc’ed by them and you won’t lose additional stacks of stab to those subsequent lines. However, if you run through a cc AFTER that period of time, then it’ll strip another stack of stability off of you and it’ll give you the same 0.5-0.75 sec immunity to cc effect. I feel like this will help Stability last a little longer and be more effective in the game, especially since cc’s got really buffed after HoT release but Stability didn’t receive any buffs to try to help counterplay that. I feel like this will be a happy medium between intensity stacking stability and duration stacking stability, so that you don’t just end up with a pirate ship meta but you also don’t end up with a hammer train meta (sorry, talking in WvW terms here). I feel like this change, though, will still be applicable in the other game modes as well.

I think Fear is a suitable counterpart for Stability and don’t really have any notes on it.

Swiftness and Crippled…I think Crippled needs to be nerfed to 33% reduction in movement speed since its counterpart, Swiftness gives a 33% increase to movement speed. 50%, in my opinion, is a little bit much.

I think Vigor is fine as is. As mentioned before, Vigor should have a new condition as its counterpart called Fatigue, which will basically have the opposite effect of Vigor…reducing endurance regeneration by 50%. Essentially, I recommend splitting Weakness’s two effects into two different conditions.

(edited by LionChain.7694)

Contesting WP's

in WvW

Posted by: LionChain.7694

LionChain.7694

Straegen, yeah, but if waypoint only contests at the event of a breach, then players who are defending can just constantly respawn at the waypointed objective being sieged, whereas players who are sieging have to run back if they die, so this creates too much of an advantage for defending players. Also, if the waypoint stays contested until a breach is closed, it creates too big of an exploit for the sieging players, especially at objectives like SMC where it’s super easy to keep a wall/gate down at all times.

It’s better to make it so that waypoints are contested only if a wall/gate is damaged to 90%, because it gives defending players like 5-10 sec to waypoint into an objective to defend it before the waypoint closes off. After a waypoint is contested, it should last the current amount of time that contesting a waypoint lasts for, after which the sieging players have to either get another wall/gate down to 90%, or hit a wall/gate that is already at/below 90% in order to contest the waypoint again.

I’m not saying that people still won’t troll by constantly contesting waypoints, but it’ll definitely make it more work for them.

Contesting WP's

in WvW

Posted by: LionChain.7694

LionChain.7694

Anet, can you please make it so that a WAYPOINT is only contested if a wall/gate is at 90%? Keep in mind, I’m not asking to change the fact that there are swords on an objective to show when it’s being attacked or potentially being attacked. But it’s getting pretty silly that just one person can contest a waypoint for seriously like hours just by hitting the gate a few times or fighting some NPC’s. Again, please change it so that WAYPOINTS on objectives are only contested if a wall/gate is at 90%…not if someone hits it a few times or just because some NPC’s die/get into combat.

I understand the tactic of denying an enemy a waypoint to make them have to run longer to objectives, but it’s no longer even being used as a tactic. People are just constantly contesting others’ keeps just to troll other servers. If you’re legitimately trying to contest a waypoint to slow down an enemy, then it should require a small degree of effort and teamwork…it shouldn’t just require one thief to go to watergate and hit the gate and NPC’s a few times.

Energy Sigil nerf to Vigor

in PvP

Posted by: LionChain.7694

LionChain.7694

Celine…I dropped that sigil like a ton o’ bricks and opted for life-stealing/damage sigils. Thanks, Anet, for making energy sigils worthless. Just another classic example of how Anet either buffs something really hard or nerfs it to hell….they have absolutely no in-between setting.

Just a small request

in WvW

Posted by: LionChain.7694

LionChain.7694

So every time someone captures something, claims something or something becomes upgraded, a big, obnoxious notification flashes right in the middle of my godkitten ed motherkittening screen. Do you know how annoying it is when I’m in the middle of a fight and this stupid kittening notification pops up and obstructs my view for like 5 seconds?! And the best part is that Anet doesn’t even give you a kittening option to turn it off or move it to the side! Anet, for the love of God, please give me a way to turn off these annoying kittening notifications. I don’t need to know that someone took some kittening camp I couldn’t give two kittens about when I’m fighting roamers. A message in the chat box is more than kittening enough. I don’t need a godkitten ed neon sign across the middle of my screen!

Developers know right??????

in PvP

Posted by: LionChain.7694

LionChain.7694

Daunt…I don’t need you to teach me about thief, because it seems to me like through your elitist remarks, you really must not be that good on thief to be crying this hard. That or you’re seriously just trolling for more unnecessary buffs. If your complaint was about the functionality of a skill/trait or a bug or something, fine. But your whole gripe about thief is basically that you want it to be a scrapper/DH. You want more blocks, you want higher health, you want more condi clears, you want MORE DAMAGE…I mean, you basically want all the weaknesses of the thief to be gone but you say nothing about what you’d be willing to give up in return, so I’m assuming you want all the strengths of the thief as well, so you want to have some super Hulked out thief-scrapper hybrid or something. Oh, wait, you also want to be like mesmers and eles so you can boon share and group condi clear…omg…you sure you also don’t want 1500 range attacks like ranger and pets too? And maybe thieves should get some kind of thief shroud as well. lmao…im done with this thread…wut a joke XD

Developers know right??????

in PvP

Posted by: LionChain.7694

LionChain.7694

Ok these points I don’t not agree with. I mained thief since day 1 and got to legendary in season 1 so I know what I’m talking about. My guess is you’ve never played thief in your life before and everything u said all but confirms that.

So wait…you’re saying you agree with me but you’re insinuating that I don’t know what I’m talking about? lol okay buddy

The point of the match is to win. If all your doing is harassing ur not winning. The reason you get all those condis is because why you try to Hank a low hp in a middle of a fight, ur gonna get spammed with condis not even meant for you.

Yeah, if literally ALL you’re doing is harassing….and not backcapping, and not ganking low-hp targets, and not working secondary objectives, and not doing any of the other things I mentioned is thief job.

Rev and engi, two classes you will always see, have reveal but mostly engi.

Okay, lemme stop you there. First of all, rev reveal is a joke. The rev would LITERALLY have to be on top of you for their reveal to reveal you….that’s how ridiculously small the radius on their reveal is. Engi detection pulse is on a 20-sec cd with 6-sec of reveal with 600 radius, so stay 600 radius away, then stealth up, wait if you feel like he’s going to reveal, otherwise, attack…and if he does reveal, then pull out, wait for reveal to be gone if you’re being pressured, but if you’re not being pressured and your team has advantage in fight, then keep up the attack pressure.

Again, I know u don’t play thief because u said thief is decent 1v1? Yeah not even gonna argue with u on that one. Running away is not sustain because u basically let them win and control the game. Why? Because u ran away, should be self explanatory. And I’m just gonna stop there. What ur listing only works in low level play. and this debate is pointless because it has already been established that thief is garbage tier.

You keep saying how bad thief is, but you said it yourself…you played thief to legendary in season 1…so, I’m having trouble reconciling your two statements…that you said thief is low-level/garbage tier, and that you played it to legendary tier? So which is it? Legendary tier or garbage tier?

And I’m going to stop arguing with you, too. So far, you’ve presented nothing but terrible hypotheticals to back up your claim that thief is ‘bad.’ And you keep making these super over-generalized, false statements that thief can’t do anything or kill anything EVER, which is just ridiculously untrue. And you keep saying thief is garbage tier, yet you claim you played it to legendary tier.

It’s pretty clear to me that all you’re really doing is trying to over-exaggerate and dramatize how ‘bad’ thief is because like others before you, you hope that some unsuspecting Anet dev who knows nothing about thief will read your posts and think that thieves are actually ‘totally bad’ and need to become super tanky, but at the same time, you don’t want to give up any of your mobility or stealth or damage, right?

You know what? Let’s do it. Just give thieves a full minute of invulnerability, 10k dmg auto attack (without crit) and give them 20k health and base 2900 armor. And why stop at 3 dodges? Let’s give ‘em six! Heck! Let’s totally break this game once and for all!

Developers know right??????

in PvP

Posted by: LionChain.7694

LionChain.7694

Read my previous post about how to make Thief viable. What you say is all correct but the thing is, do you think a thief can harass say a Rev? Nope.

I feel like you’re confusing harass with kill or counter. Yeah, thieves can harass revs so that it takes longer for them to get to point, or to focus on fight, or to make them use up energy/cooldowns.

Can they pull of reliable burst sure but guess what, all that is mitigated when protection is thrown around like candy.

Not really a thief-specific issue though…protection affects all power-based builds…have you tried True-Shotting someone with high protection uptime? You will notice a huge difference in damage.

Another issue, most classes have crazy sustain. You say thief has good sustain? If you call running away from a fight then you are dead wrong sure, that is not sustain.

Yes it is. Just because it’s not the classic form of sustain like an invuln or shield block or a secondary heal doesn’t mean it’s not sustain. I’ve seen thieves fighting at clocktower in khylo and sustaining through teamfights by zipping all over that darn clock tower…up, down, sideways, on the ledge, in the lil tunnel below it, up on the roof, etc….they disengage, regroup and either pick a new target or they work on a diff’t objective. And unlike other classes, they can just as quickly re-engage as they can disengage.

So say your at home cap, engi comes and u need to kill him or else you lose cuz score is 470-440 in ur favor and home cap is all ya got. Your teammates are too busy or dead to try and help. What u gonna do? Run away? Thief doesn’t have to be a point holder but it SHOULD be the best 1v1 class.

Why should it be best at 1v1? You can’t just settle for being pretty great or pretty awesome at 1v1’s? Yeah, you’re not going to win all your fights, but you’re still going to do pretty well in a lot of them…just like anyone. Also, this is a highly hypothetical situation and you’re describing a situation that is more of a team skill issue than a thief issue. If it’s your one point and your team needs it to win, what is the rest of your alive team busy doing? o.0 Either they’re fighting on a point against a bunker and are not even close to killing the bunker/decapping (in which case that’s a team skill/intelligence issue, not a thief issue), or your team is about to get a kill and cap a diff’t point, in which case, your job is to slow down decap as much as possible (not prevent it) and disengage if possible by the time a diff’t point is capped, or maybe by that time one of your teammates will have respawned and come to help you, and you can disengage then. I mean, if we’re going to be talking hypotheticals here…

Stealth is useless when reveal is everywhere.

Where is this reveal you speak of? You mean when you try to sustain on a point? Which we’ve already covered is not a thief job? Or is there some magical reveal fairy that’s constantly bugging you with its reveal magic whenever you try to stealth anywhere?

And escapist absolution is so unreliable. Say you have 6 condis on you and your at low health already so u Shadowstep away. Well guess what u dead cuz nothing to dodge.

If you have 6 condis on you, you did a horrible job at dodging/stealthing up. Also, if you’re low health and you have 6 condis on you (I’m assuming you mean damaging condis, and I’m assuming in this hypothetical that you’re out of condi clears), and you’re out of condi clears, you’re screwed no matter what class you’re on.

And u say thief job is to focus decamping far? Well what good is that when team keeps losing mid fight and as soon as you decap you leave they cap rinse and repeat and you lose cuz u can’t 1v1 anything to Atleast try and get that cap.

Again, sounds like you’re describing a hypothetical situation in which team skill is more the issue than the thief class. And thief can’t 1v1 anything? I have a friend who mains thief and he 1v1s and ganks plenty of people. I mean, it’s just plain silly and ludicrous the way you make it sound like no thief can ever kill anything else EVER.

You say thief job to roam well what u roaming for when all ur teammates dead and nothing to +1. High level play, everyone knows as soon as one team is getting crushed at mid, they send 1 back home to watch for decaps. And no one runs SR anymore anyway. So yeah thief sucks.

Again, you’re describing a situation in which this hypothetical team you’re on is having issues, not the thief as a class. If you’re team is constantly dying really quickly, then no matter what class/build you’re on, there’s going to be very little you can do.

And you’re not running SR? Why not? SR is great. And if you know someone is going to send someone to far point to check if you’re decapping it or not, then use that knowledge/intuition. Go work on a secondary objective, try to find a floating player to kill, harass the on-point holder and force him to use cooldowns so that by the time your teammate comes, it’s easier for them to kill that player and decap…go assist on home point by harassing enemy players if it’s being contested/pushed and you have a teammate trying to defend it…there are a bunch of things you can go try before your team respawns/regroups and if one thing doesn’t go your way, disengage and try another.

The only times thieves are ‘bad’ is if you have like two or three on your team….but that’s not really a class issue, it’s because if you’re going to have a thief, you only need one…and not because they’re bad, but because your team-size is FIVE PEOPLE and you need other roles/classes/builds.

(edited by LionChain.7694)

Developers know right??????

in PvP

Posted by: LionChain.7694

LionChain.7694

I feel like this belongs in thief forums. That being said, yeah, some of what you say is true…especially the part about not being able to sustain/fight on point…but, correct me if I’m wrong, isn’t that the opposite of the point of a thief? In PvP, I was taught the thief’s job is to harass far point, decap unguarded points, work on secondary objectives (gate/lord in foefire, beasts in forest, destroy enemy treb in khylo, etc.), pick off/slow down players trying to run to points, and if there is a team fight, then to work around the edge of the fight and pick on enemy players that are low/trying to disengage or trying to range from off-point.

This is why thieves are so mobile/stealthy…their job is basically roaming/havoc…not to fight/sustain on a point. If you want to be an on-point fighter/sustainer, then I suggest playing another class that is more suited to this job, like ele or scrapper or druid…something like that. But thieves were purposefully built the way they were, because they have very specific jobs that they excel at over other classes.

As for thieves having crap dps/burst, I just can’t agree there…I’ve seen a lot of thieves do some crazy damage numbers…thieves have pretty high single-target dmg, and with pistol 5 daze, steal, bas venom…they have some pretty good single-target cc.

Also thieves having crap condi clear, I also don’t agree there…they can cleanse a condition with every attack they evade, they have 3 evades plus signet of agility which cleanses conditions and refills endurance, they have sword 2 condi clear, they have condi clear on stealth…thieves have a solid amount of options for condi clear. Of course, a lot of thieves can simply avoid a lot of condis in the first place by dodging them.

Also, thieves having crap sustain…that’s something I disagree with also, but I should elaborate. If you play thief right, you have so many disengages that if the fight/situation isn’t going in your favor, you can quickly get away…far away, very quickly…regroup and choose a new course of action (going for a diff’t point, a diff’t target player, secondary map objectve, etc.). If you INSIST on playing thief as an on-point holder/fighter (which, that is not thief’s job), then yeah, you’re probably going to have a hard time especially against something like DH or Tempest or Druid because they are far better at on-point fighting/holding than thief/DD. But, I mean, any player is going to have a hard time if they try to play their class/build opposite of how it’s meant to be played.

I get that you want more sustain and other stuff for thieves, but I’m sorry, that’s the intended weakness of thieves to balance out their super high mobility and stealth uptime and single-target dmg. Every class/build has upsides and downsides…granted, maybe some have more pros than cons and that’s where the whole ‘OP’ thing comes into play…but if you want thief to be more sustain/on-point fighter, then that means they’re going to have to give up some of their stealth/mobility/single target dps to balance it out…maybe give up shortbow 5 and some of their leaps, maybe give up Shadow Refuge…basically, you’d be asking for the class to be pretty much reinvented.

Class Stacking in PvP

in PvP

Posted by: LionChain.7694

LionChain.7694

Dark, you know, I feel like that’ll be a good incentive for all them necro players to maybe give other classes a try. ;-)

Foefire map vs other maps

in PvP

Posted by: LionChain.7694

LionChain.7694

I’m sorry, but I don’t agree with this. Foefire is one of my favorite maps solo-queueing and I don’t really have any particular problems with it. If I lose, it’s not the map’s fault in any way, whether it’s foefire, khylo or what have you. It’s usually because my team (myself included) just can’t pull together and we’re all trying to do individual things and not working together, not rotating well, getting bogged down, bickering, etc. Or lately, it’s also been due to class stacking that’s been a contributing factor for many solo queuers when they lose a match, but I won’t go into that in this thread.

If the other team has a better comp or a comp that counters yours, that’s an advantage that they’ll have no matter what map they’re on.

As for Foefire being flat-terrain, that’s also incorrect. Quarry, Graveyard and Waterfall all have terrain features that you can use to kite/LOS around. The only thing separating Foefire from other maps is that the mid-point is larger, but Graveyard still has a bunch of features you can use to avoid ranged damaged or kite around people.

I feel like you’re mistaking the other team having good map control as zerging. I don’t know, maybe you actually are saying that most of the teams you’ve fought on Foefire just all run to one point all together, in which case, why do you not simply rotate around them and cap the other two points that are totally empty?

But for Foefire, and for any map, you want to strive for good map control (meaning you want to have good STRATEGY…yes, there is strategy in foefire)…planning which enemy player to focus first, calling target and either going for a cc-chain stomp or luring enemy team into rezzing so you can cc/bomb them and generate more downs, gaining two nodes (usually home and mid) and then positioning yourselves so that if either node becomes contested, you can quickly respond to either of them (but not having your whole team go respond to one person)…getting ready to have someone decap the third node if it seems like you’re about to lose mid or home (rotation)…keeping a man-advantage over the team by only stomping enemy players if they’re keeping you from capping a point or if there’s a possibility of a rez nearby (otherwise just letting them bleed out off-point)…keeping an eye on your teammates’ health/location and minimap so you can see where you are most needed…poking far node to distract/pull away enemy players from the two points you control but not overcommitting to it…keeping an eye on secondary objectives unique to that map (this is especially important in temple).

If you do these things, it’ll certainly feel like to the enemy team like they’re being ‘zerged,’ but really, what you’re doing is denying the enemy team the ability to regroup as well as severely limiting their options, so it’s hard for them to focus on any objective.

But then again, I don’t know…maybe Foefire is just an unlucky map for you.

Solo Queueing against premades

in PvP

Posted by: LionChain.7694

LionChain.7694

So, before the league season started, Anet said that if you’re solo-queueing, you will no longer have to worry about facing a premade while you’re on a team of all pugs.

Technically, Anet has kept that promise…I haven’t fought a premade team while on a team of ALL PUGS. However, what Anet has failed to realize is that sometimes, people don’t queue in five-man premades. Sometimes, people queue in duos, or trios, or teams of 4. So, how does this affect solo queuers?

Well, it means that like 90% of the time, you’ll still end up fighting full premades or teams of 3-man/2-man premades, or 4-man +1 pug premades…why? Because the matchmaking system has decided that instead of teaming you up with/against other solo queuers, it’s instead going to team you up with a 4-man team or put you on a team with a pair of duo-queuers. So, yes…technically, you’re not on a team of pugs…if anything, YOU’RE the pug….but the fact remains that you’re still a solo queuer and you’re still fighting against a full premade or almost full premade team.

Honestly, Anet, can you please fix this issue so that solo queuers don’t have to fight premade teams and get steamrolled by them?

Druids - wtf

in PvP

Posted by: LionChain.7694

LionChain.7694

Yeah, it’s tougher to chain cc heal-tank druids and tempests when you’re solo queueing and/or don’t have voice comms. If you’re on a team with comms, then it’s considerably easier to call out the healer, and coordinate/chain cc’s and bombs on that person so it’s harder for them to heal back up. Otherwise, yeah….I feel ya man…I’ve solo queued a bunch and run into more than one team with that one heal-tank that will just never die. Personally, I think healing power amulets should be done away with all together in PvP…I don’t mind if healing power is used as a minor attribute in amulets (and it should never be combined with toughness imo), but I don’t think it should be the main stat.

So how about those necros

in PvP

Posted by: LionChain.7694

LionChain.7694

Wing, I feel your pain, man. Same issue. Yes, I avoid the marks and signets, but I have 2 dodges, guys. And keep in mind energy sigil’s been nerfed to crap so no extra dodges for me. So yeah, I dodge/cleanse the first volley of marks, but then here comes a second volley of marks/corruption from another necro…okay, I’m out of dodges, but I can use my remaining cleanses. Oh, wait, here comes a third volley of marks…but nevermind, I’ll just block….oh wait, they’re all unblockable…oh, and here comes the corruptions…and now I’m dead on the ground. What’s that, you say? I should just get out of the way? Oh, right, most points on most maps are pretty enclosed spaces with limited avenues of escape…also I’m chilled/crippled for eternity…also if I get out of the way the point I have becomes decapped…also if I try to run I’ll be killed anyway by condis…oh, well lmao.

To be honest, it’s not even the necro class itself that’s the problem (although they are currently pretty strong at the moment…them and scrappers). The problem is that teams are able to class stack 3-4 necros or 3-4 tempest, etc. I really wish Anet would fix this so that whether you’re queueing with others or solo queueing, each team doesn’t get more than one of the same class. And if a premade tries to queue with more than one of the same class, they should be kept from queueing until someone changes or drops from the team.

Class Stacking in PvP

in PvP

Posted by: LionChain.7694

LionChain.7694

Anet, can you guys please take a break from making glider skins and make it so that people can’t stack classes in ranked or unranked PvP? I’m tired of solo queueing or queueing as group and running into four necros or four eles, etc. Please update PvP so that each team can’t have more than one of the same class, please.

Movement Speed Buff for DH

in Guardian

Posted by: LionChain.7694

LionChain.7694

Can we please get a 25% movement buff trait in the DH line? Just a suggestion, but you could merge Defender’s Dogma into Hunter’s Fortification so that blocking removes conditions and causes Justice to reach its maximum charge. Then you could move Pure of Sight into the Master Minor Trait slot as it is (personally, it feels more like a Master-level Minor Trait anyway), and then create a Grandmaster Minor Trait that gives DH 25% movement speed buff and reduction to cripple, chill and immobilize. Every other class has traits that give them some kind of permanent movement speed buff (25% to 33%…except for Heralds, but they get perma-swiftness from just popping their facet on). Can DH’s finally get one too, please?

PvP builds in WvW?

in WvW

Posted by: LionChain.7694

LionChain.7694

Dadefyl, how has Anet not hired you yet?