Showing Posts For Lopez.7369:

Delete skyhammer

in PvP

Posted by: Lopez.7369

Lopez.7369

It’s genuinely concerning they think Skyhammer can be worthy of solo queue while Capricorn isn’t. Neither should be on the rotation, but Capricorn is easily more deserving.

The illusion of syncing

in PvP

Posted by: Lopez.7369

Lopez.7369

As a high-rated player, I think sync queueing is completely overblown.

Liadri was not tested with a necromancer

in Necromancer

Posted by: Lopez.7369

Lopez.7369

It’s absolutely possible, but it’s pretty obvious they didn’t try it with a necromancer once. It’s way harder than it is for any other class.

(edited by Lopez.7369)

afk/leaving report with pvp temp ban needed

in PvP

Posted by: Lopez.7369

Lopez.7369

They do deduct matchmaking rating from people who do that.

SoloQ leaderboard is invalid

in PvP

Posted by: Lopez.7369

Lopez.7369

Look there are problems but if you lose alot then you are probably bad.

Yup.

Tormentmancer ?

in Necromancer

Posted by: Lopez.7369

Lopez.7369

Nope. /15characters

Achievement tab crashing game

in Guild Wars 2 Discussion

Posted by: Lopez.7369

Lopez.7369

When I try to open my achievement tab, it crashes my game. Please fix.

"Rant of the week - Animations"

in PvP

Posted by: Lopez.7369

Lopez.7369

Enemy cast bars are going to be in eventually. I can almost guarantee it. They solve way too many problems.

sPvP Class Tier List: - Updated 6/30

in PvP

Posted by: Lopez.7369

Lopez.7369

Near the skill cap and in high level tourneys:

Tier S
Spirit rangers

Tier A
Engis
Guardians
Necros
Warriors
Thieves
Eles

Tier B
Mesmers

I don’t think the meta has properly shifted away from necros because people finally got a taste of condis via an easy to play class. Engineers are a decent bit better than necromancers but require FAR more skill to play. People have latched on to necros because they were incredibly overpowered a couple weeks back and they have a lot of synergy with spirit rangers despite filling the same role an engineer does. However, a large majority of players will continue to play necros because it’s a more effective option for them. It’s also far tankier with plague form, protection and large amounts of condi clear. Necros are also pretty effective against spirit rangers with their CC and condi clear/control.

Alas, spirit rangers will continue to dominate the meta and reign supreme until we see some changes. They’re stupid easy to play, their elite is simply broken in its efficacy and their on-point physical DPS from storm spirit is insane considering they’re actually a condi class… Did I mention AoE burns, AoE blinds and AoE protections for the entire team? Or their insane amounts of condi damage? Or their unique spot as dodge king? Or their insane amounts of condi clear? These will continue to dictate the meta until something is changed. Their efficacy given their difficulty to play is simply laughable and makes a mockery of the entire PAX tourney.

A large number of classes have an increased or decreased rating based on how effective they are against necros and rangers because of their prevalence. A good example of this would be how mesmers have been dropped from being a necessity
to being a liability. When their role as a support/physical dps takes too much support to make their own support effective then they simply lost their viability.

It’s also worth mentioning that it seems like a lot of this game in high level play has become about comp over skill more so than any other period in its recent history. This worries me greatly for this game’s longevity and fun factor and points to a problem that’s too complicated to accurately pin-point. Many people would say it’s simply because this is a “condi” meta, but I believe it goes a bit deeper than that. Just because a lot of the blatantly overpowered classes have recently been condition classes does not necessarily mean that the problem of comp > skill has to do with condis.

FINALLY, if any class that requires any modicum of skill sees another nerf (engis, d/p thieves) then I will lose all hope in this games balance team. We have seen two incredibly easy to play and incredibly overpowered classes recently; the game’s reliance on skill is at an all-time low and it’s depressing to see in action.

As a necromancer, I agree with all of this, although I’d put thieves above warriors in a tier ranking.

Too much damage ?

in PvP

Posted by: Lopez.7369

Lopez.7369

It’s a lot better than it was at launch, but it’s definitely not enough.

Thoughts about "Condition Damage" in sPvP

in PvP

Posted by: Lopez.7369

Lopez.7369

Taking 5,000 damage from torment in 4 seconds is pretty impressive. That requires nine stacks of torment, which is three times what a necromancer can cast. Amazing!

Thoughts about "Condition Damage" in sPvP

in PvP

Posted by: Lopez.7369

Lopez.7369

The people who made those Death Shroud videos when the patch came out were also getting two-shotted in tournaments because they couldn’t realistically get more than 30 percent life force.

Just some food for thought.

Thoughts on Warrior OP-ness

in PvP

Posted by: Lopez.7369

Lopez.7369

I wanted to give them some time, but I’m coming around to the idea that warriors still have a tiny ways to go. This thread is coming too early.

New Meta no more Mesmers :(

in PvP

Posted by: Lopez.7369

Lopez.7369

Personally, I feel like Mesmers are still viable.

The problem is people get to cushy playing a certain playstyle. When it’s disrupted, they would rather cry foul and switch classes than sit down and work it out.

IDK, instant gratification is strong in this community.

Yup.

To prove this, just think of how many mesmers refused to change to even Null Field when necromancers first got buffed. Every single high-rated player knew necromancers and conditions were overpowered, yet so many mesmers still refused to equip even one condition removal. Mind boggling.

Thoughts about "Condition Damage" in sPvP

in PvP

Posted by: Lopez.7369

Lopez.7369

i’ve watched people play necro at the “highest ratings” and no it’s not what they do. it goes like this:

a) lay down every staff skill
b) enter DS hit #5 (? can’t remember) and #3, maybe the life drain one if you’re under pressure
c) hit every scepter skill
d) fin

I don’t think you quite understand what’s happening in those situations. A necromancer obviously doesn’t want to sit on his cooldowns and not use them for an extended period of time. That’s dumb as any class. But there’s definitely a few things that smart necromancers time after seeing defensive cooldowns go off. Otherwise, they’re contributing much less to team and one-on-one fights.

(edited by Lopez.7369)

Thoughts about "Condition Damage" in sPvP

in PvP

Posted by: Lopez.7369

Lopez.7369

Actually, everyone does what you described at the highest ratings.

Thoughts about "Condition Damage" in sPvP

in PvP

Posted by: Lopez.7369

Lopez.7369

I’m not talking just about one-on-one fights, and what you described is the worst warrior play possible.

Thoughts about "Condition Damage" in sPvP

in PvP

Posted by: Lopez.7369

Lopez.7369

Warriors are actually becoming the big counter to necromancers. Their big inhibition is whether they can live through other classes and deal damage at the same time.

Thoughts about "Condition Damage" in sPvP

in PvP

Posted by: Lopez.7369

Lopez.7369

That example is way outdated. I’m talking about the current metagame.

You actually kind of proved my point that most people seem to be behind the current metagame.

And in the current meta game (from playing with people in the top 500 and r40-50) the team comp is as stated above.

I’m not surprised you think that. We’ll see in a couple weeks. I think the upcoming PAX matches will make a lot of people rethink their misconceptions.

Thoughts about "Condition Damage" in sPvP

in PvP

Posted by: Lopez.7369

Lopez.7369

That example is way outdated. I’m talking about the current metagame.

You actually kind of proved my point that most people seem to be behind the current metagame.

The metagame is always going to favor some builds and classes. That’s the metagame. The goal is to give each class at least one viable build, and that’s actually happened.

(edited by Lopez.7369)

Thoughts about "Condition Damage" in sPvP

in PvP

Posted by: Lopez.7369

Lopez.7369

No top team runs more than one necromancer because that would debilitate overall mobility.

I don’t know why it’s worth pointing out that most teams run necromancers, considering most teams also run thief, guardian, ranger and engineer. Why don’t those classes get singled out? Why aren’t we paying attention to the fact that none of those other classes are built around doing lots of condition damage? (Some of them do condition damage, but that’s not why they’re in the team.)

The real meta, at least at the highest levels, is balance. Teams typically run bunker, bruiser, condition, burst, and one of the other archetypes depending on the team’s strategy and playstyle. No one is ramming a bunch of condition builds into a team.

But that doesn’t seem to be clear to many low-level players, who are instead solo queueing as necromancers en masse even after the class has been nerfed. My suspicion is they’re behind the times, which means we should be seeing more sword/dagger thieves and spirit rangers at low ratings in a week or so.

(edited by Lopez.7369)

Quad que?

in PvP

Posted by: Lopez.7369

Lopez.7369

They might allow soloers to still do group queues, but I doubt anyone will actually do that. So yes, quad-queueing is effectively ruined.

After the patch, the de facto options will likely be solo queue, full-team queue, or no queueing.

Quad que?

in PvP

Posted by: Lopez.7369

Lopez.7369

Bringing someone from solo queue would defeat the entire purpose of solo queue.

Partial teams?

in PvP

Posted by: Lopez.7369

Lopez.7369

This is my biggest concern. I normally queue with one or two people. I think the patch will actually be a downgrade for me.

I understand I’m in the extreme minority, though.

Thoughts about "Condition Damage" in sPvP

in PvP

Posted by: Lopez.7369

Lopez.7369

It’s actually annoying that so many low-level players still think the meta is about conditions and necromancers. It leads to way too many people solo queueing as necromancer and contributing nothing of value.

Feedback on the recent Necromancer changes

in PvP

Posted by: Lopez.7369

Lopez.7369

Or, more likely, they asked for player data to confirm their own.

Feedback on the recent Necromancer changes

in PvP

Posted by: Lopez.7369

Lopez.7369

They really shouldn’t touch necromancers any further until we see how the warrior metagame settles.

Tournament Organization improvments

in PvP

Posted by: Lopez.7369

Lopez.7369

The broken English makes this drama even better.

Blind/Retaliation/Stealth.

in PvP

Posted by: Lopez.7369

Lopez.7369

Retaliation needs a 0.5-second inner cooldown.

Somebody bring theGIJesus back

in PvP

Posted by: Lopez.7369

Lopez.7369

I want to like the current shoutcasters, but I agree they’re kind of bad. I get no extra information from their talking. All I get is random groaning, high-pitched yells and overreactions to revives and spikes, which anyone can easily detect by looking at party frames.

Finally! Drama Between Top Teams.

in PvP

Posted by: Lopez.7369

Lopez.7369

World of Ming for Guild Wars 2 would be amazing.

CoE and Necros

in Necromancer

Posted by: Lopez.7369

Lopez.7369

You’re over-dodging. Position yourself and run out of some of the AOEs instead of dodging, and you should be fine.

I do COE as a condition necromancer, and I never have a problem.

Feedback on the recent Necromancer changes

in PvP

Posted by: Lopez.7369

Lopez.7369

The July changes have been great. We now have less damage and survivability — exactly the things high-rated necromancers were asking for.

Considering death shroud + Spectral skills got buffed I don’t really understand how you could possibly have less survivability. Especially considering greater marks is no longer a must take which opens up 10 trait points that can be invested defensively.

I meant more survivability.

It's not the condi, it's the chainfear.

in PvP

Posted by: Lopez.7369

Lopez.7369

Out of curiosity, are those Fears supposed to go through Invulnerability, Stability, and even hit someone in mid-dodge?

That happened to me repeatedly in a small guild fight.

No, and they don’t, and that didn’t happen to you.

Spirit ranger res and elixr r

in PvP

Posted by: Lopez.7369

Lopez.7369

The spirit dies in like one second to a coordinated group.

Constructive necromancer thoughts.

in PvP

Posted by: Lopez.7369

Lopez.7369

Just remember that it took one or two months for ArenaNet to start talking about revamping the dungeons. That’s how bad they know they are.

Constructive necromancer thoughts.

in PvP

Posted by: Lopez.7369

Lopez.7369

I’m pretty sure the dungeons were not designed with projectile deflection in mind. All of the pre-fractal dungeons were slapped together by people who had no idea how anyone would play the game or how the classes would work. They’re just bad.

Spirit ranger res and elixr r

in PvP

Posted by: Lopez.7369

Lopez.7369

I think they’re fine. They add interesting counterplay as a necromancer with poison and Epidemic.

Y Add Dhummfire then Nerf it 50% devs?

in PvP

Posted by: Lopez.7369

Lopez.7369

Like I said in another thread, the July changes have been great. We now have less damage and survivability — exactly the things high-rated necromancers were asking for.

Feedback on the recent Necromancer changes

in PvP

Posted by: Lopez.7369

Lopez.7369

The July changes have been great. We now have less damage and more survivability — exactly the things high-rated necromancers were asking for.

(edited by Lopez.7369)

Constructive necromancer thoughts.

in PvP

Posted by: Lopez.7369

Lopez.7369

I didn’t feel necromancer damage was nearly as strong in the few matches I did today. The damage felt a lot more manageable both when I took it and dealt it.

Also, the warrior buffs added a decent counter to the condition metagame. But they’re going to have to add more classes capable of that kind of CC so warriors aren’t mandatory. (I’m thinking mesmers and thieves.)

It's already happening, "nerf warrior CC"

in PvP

Posted by: Lopez.7369

Lopez.7369

Just fought a team with two warriors, and they were actually a huge threat to me as a necromancer. It was a lot of fun to try to outplay them.

With today’s patch, I’m starting to feel the game is the most balanced it’s ever been.

Constructive necromancer thoughts.

in PvP

Posted by: Lopez.7369

Lopez.7369

The part he’s talking about is heal reduction. Are you quite sure that bit is working right?

Yes.

Constructive necromancer thoughts.

in PvP

Posted by: Lopez.7369

Lopez.7369

3) If there was time to make a last minute adjustment, why was time spent on nerfing Dhuumfire and not fixing Poison so that it actually works? Last time I checked, Poison has no effect most of the time, and THAT seems like a much more game-breaking bug than Dhuumfire.

Poison was fixed with the July 23 patch.

Constructive necromancer thoughts.

in PvP

Posted by: Lopez.7369

Lopez.7369

Yeah, the power on it is useless and weird. I just like the conditions on it. The poison and weakness on it is particularly amazing. It’s also great condition coverage for burst situations.

Constructive necromancer thoughts.

in PvP

Posted by: Lopez.7369

Lopez.7369

Yup. I like that it’s a genuine debate now.

To be honest, I’m more concerned that the bigger rework they’re planning will ruin it and either make the class overpowered again or weaken it too much. I don’t think they need to do that much more to the class outside of fixing the non-used major traits and crappy minor traits.

Constructive necromancer thoughts.

in PvP

Posted by: Lopez.7369

Lopez.7369

Snip.

I like Signet of Spite, too.

Plague Signet is very underrated. I think a lot of people don’t know that it now pulls a condition from a teammate every 3 seconds, down from 10 seconds before. That’s really good for team support.

Besides, the minor traits in Death Magic are even worse than those in Spite.

Constructive necromancer thoughts.

in PvP

Posted by: Lopez.7369

Lopez.7369

I don’t really look at it as 30 points just for burning, though. The condition duration, power, Chill of Death, and even Signet Mastery (good for some builds) are valuable. Chill of Death in particular is amazing.

From that perspective, it’s basically 10 points for a 2.8-second burn. Not bad.

Yeah, but engineers (Also condition spamming) have access to burning on crits with only 10 trait points, yet we have to spend 30 to get 1/2 the duration.

I don’t really care. Engineer is a completely different class. They can’t sustain nearly as many bleeds as we can, and they don’t have fear or anything like Terror.

Constructive necromancer thoughts.

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Posted by: Lopez.7369

Lopez.7369

I don’t really look at it as 30 points just for burning, though. The condition duration, power, Chill of Death, and even Signet Mastery (good for some builds) are valuable. Chill of Death in particular is amazing.

From that perspective, it’s basically 10 points for a 2.8-second burn. Not bad.

Constructive necromancer thoughts.

in PvP

Posted by: Lopez.7369

Lopez.7369

I think Dhuumfire is still worth it, mostly because nothing else in our trees is really that great.