this is silly, its not about JP being hard, its not even about JP, its about the thing that JP is incredibly easy spot to kill enemies when you are on trap controls or are just camping on the higher spot… imbalanced kitten, only thing that is more annoying is playing WoW on PvP server and meet some 12 year old kids who dont have enough skill to play fair pvp so they only kill low lvls in low lvl zones… kittening kitten ANet of the kittens kitten… and maybe even more kittens and even puppies…
PS: now they removed that JP from the WvW map instance, so people can farm there without hurting their server, good job…
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The biggest problem with staff is that it needs people to stand still in order to do any damage and it has very limited ability to make anyone stand still. Secondary is that it does far less damage than S/D and D/D with no way to maintain distance and make use of its 1200 range. A ranged weapon with low damage and no ability to maintain range is just bad.
exactly… only usefull in WvW siege, thats all
no…
because splitting community would cause longer queues etc, we already saw what happened with paid tournaments, good on paper only…
i like Deathmatch, but only 5v5 as an additional MAP for tournament rotation, not as another queue
the point of dmg over time skills is not being reduced by armor, by buff and have lower dmg… for this, they get very good dps which shines after some time of fight and they dont need to be applied constantly (= tick even behind the wall etc)
ANet took this idea and scrapped it
now we have condition nukers with benefits from condition aspect and even from nuke direct dmg aspect… they messed it up…
i would rather see conditions being as they should be, but if ANet likes what they did, we obviously need something to bring them down from the other side aka your boon
If you want any half-decent sPvP experience just steer far away from hot-joins. The only occasion when i join hot-join is to get used to a new class that i’ve never played before… Just so i get used to using the right weapon skill/utility at the right moment.
or for solo join daily achievments
i dont think DeathMatch should be separated queue… just another map with different objectives, thats all… they cant divide the community by adding more modes (we all saw what happened with paid tournaments), thats why GvG or heroes ascend and i dont know what else from GW1 wont get implemented…
PS: we need random map, not the same map for few days and then another one…
PPS: if you cant implement random map, how is map selected in hot join when new round begins? it could be used in tournaments too… even stupid singleton with given map order would result in pseudorandom map for different team joining at the same time
their is no diffence from 5v5 hotjoins and tournies except you get farmed by premades when join tournaments not with a full grp and you destroy your leaderboard ranking (should you care about)
why should they care about leaderboard ranking when they are begginers? you expect begginer to be high rated? i dont think so… they just need to play few games to get placed on the right spot equal to their skill and they will be getting enemies on their level
so if they will fall enough, they will get matched against bad teams and maybe average solo queuers etc, thats how it is supposed to work
and when they earn enough skill, its not hard to fight their way up in the leaderboard if they deserve it, matchmaking system will notice winning streak and match them with better enemy and winning against better enemy earn even more rating (rating isnt glory or rank points, its some hidden matchmaking personal number, just so you know)
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im not saying there are no viable builds… but why should i try to aim small aoe with stupid cast time/delay combination (Shatterstone) when it doesnt hurt more then some autoattack from other classes? and thats only 1 example…
when conditions are able to kill you as fast as direct dmg while being unable to control your character most of the time (fears from necro or ccs from engi), something is wrong and the designer didnt get the point of damage over time… thats where all the conditions hate comes from…
It’s was not that one spec was too powerful, it was just that the other specs were not powerful enough. Anet did not understand so they nerfed one of the only decent specs.
This, so much this. Anet’s logic: “Everyone is using the same build so lets make it suck as much as the other builds that few other people use. It will make the class more diverse!” Not once did they stop to think that maybe the reason everyone was using the same thing is because they nerfed us so hard after beta we had no choice. You used to be able to go glass and actually be able to be a true glass cannon. But they took the cannon part out of that because too many scrubs hadn’t learned not to stand still in the giant red circles, then complained we were OP. So we had the overall damage of all our abilities cut by 60%. After that most people said screw it, why bother going glass cannon if I can only have the glass without the cannon part? Only thing left was bunker. Then they nerfed that into oblivion to “promote build diversity” The only decent build left is burst build which i’m sure they’ll nerf eventually from all the whining glass thieves who get owned by it cuz they still haven’t learned to play since beta and only know how to stealth and spam 2 over and over, and when they finally kill our 1 remaining decent build i’m just done with this. I have no faith in them to fix the class at this point back to its former glory. they never should have touched it in beta it was fine the way it was back then and needed no changes.
once again, quoted for truth
third time…
When I need mats I buy a bunch of chests…
And when I hit every 10 levels I buy a bunch of chests toget the majority of the armor for
That tier.Else. No
this… but right now im rank 40 and the chance i will get next tier in a realistic amount of time is imposible, so i wont probably spend glory anymore
i still hope they will redesign the reward system soon…
anyway, the fact that next tier is very far away discourages me from playing and making the goal even farther… so i play only hot join for daily and sometimes few tournaments with friends
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if players feel the need to create a personal game mode using custom arenas (more power to you!) to have more fun with the scoring system in this game, as well as trying to advance their ranks … then something is horribly wrong with the system itself
you are not the only one who noticed it, rank/glory/reward system is just bad, thats a fact
Keep discussing, but I’m curious: Would having templates alleviate the issue of not wanting to respec for certain maps?
We do see teams shift their comps around for certain maps (and it seems to be very effective), would this not be along the same lines?
Keep the feedback coming, this is great!
but what would happen when random map in rated match is introduced? if you want to ever introduce it, because lets say the truth, actual map rotation is a poor placeholder… teams should be made for any situation with rock/paper/scissors idea, just like the builds (thats the reason why you forbid changing of builds and armor in tournament or?), not builded just to own on one map, at least this is my opinion
on the topic…
i agree with most of the suggestion, cannon needs to be toned down, not able to cap while invul etc… another thing to consideration could be made glass windows similiar to Temple hole, just let you fall to lower floor instead of killing you, i personally thought it will be like it before i saw a map… instakill is a bit weird in a game like this
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The first thing conjured weapons need to become viable would be to be able to switch in and out of them while active, and/or for them to only replace their respective attunement instead of all 20 weapon skills.
this would be awesome
sun spot is just bad… i switch to fire usually longer distance from target (staff = always away if you can, scepter = ranged combo, dagger = burning speed from range)
earthen blast at least gives cripple, so i can use it as a defensive skill when i need to get away from someone, anyway i usually dont pick it
overall… they are much worse then their counterparts in air and water… healing ripple is almost must have for every build and electric discharge is very important for dmg builds
i would like to see some change for earth and fire 15 traits to make them worth taking
PS: i like the aegis idea for earth
might for fire would be nice or at least make it ranged aoe instead of aoe around you
Must PvE for PvP rewards. ugh
maybe rewards will be separated in more categories, not only for overall achi score…
i’m really curious what will we get
we’ll see in one week ^^
it could be because aegis is a block and thus it procs many traits etc… blind usually doesnt on profs which have solid access to blind… mesmer got some blind traits, but he dont have access to many blinds… this can be the point of balance
this build is nothing new, i used this build few months back before the rise of cantrip builds, but i was using D/D so i had 2 aura skills on weapons
anyway, with signet of air being a stun breaker, this build could be a bit more suvivable then it used to be
but im not sure which 3 signets i would take…
add a fact that control in this game is TERRIBLE compared to any other MMO RPG so staff ele dont have even a tool to stay at range and kite his target slowly… and if he can kite a bit, he cant kite long enough to kill target due to lowest hp and armor and other things…
Having played a mesmer for over 200+ hrs (most of which is tpvp) I can tell you two traits that are just too darn powerful to be where they were.
1 = Illusionists Celerity
Let me describe this trait for the players who do not know much about mesmers. This single 5 point minor trait reduces illusion summoning skills by 20%. This works for ALL weapons and ALL utilities. I would say this is one of (if not the top) strongest traits of the game and should definitely deserve to be in the GM area.
The only build that needs illusions up as fast as possible are shattters and that is what this trait does. If you want the 20% reduction in skills, spec for the weapon traits and not a single one which gives you 20% across the board. For warriors this would be like having a single trait reducing cd of all stances/shouts for example.
2 = Deceptive Evasion
Another extremely powerful trait that works as a “no brainer” for all builds. Creating clones on dodge is not OP but this trait having no internal cooldown and being in the Master line definitely makes it strong. With access to 100% vigor and energy sigils, you can have a single mesmer generating 1-2 clones per 5 sec combining this trait with weapon skills. Good players will see through the mess but its no easy task with an army against you. The very reason shatters are beaten by better skilled players is because of illusions being shattered and not causing a chaotic mess.
With the exception of these two traits I would say that Mesmers are by no means overpowered and actually have a lot of bugs that need fixing.
exactly this is what is wrong with mesmer, im saying it for a long time over and over…
Having played a mesmer for over 200+ hrs (most of which is tpvp) I can tell you two traits that are just too darn powerful to be where they were.
1 = Illusionists Celerity
Let me describe this trait for the players who do not know much about mesmers. This single 5 point minor trait reduces illusion summoning skills by 20%. This works for ALL weapons and ALL utilities. I would say this is one of (if not the top) strongest traits of the game and should definitely deserve to be in the GM area.
The only build that needs illusions up as fast as possible are shattters and that is what this trait does. If you want the 20% reduction in skills, spec for the weapon traits and not a single one which gives you 20% across the board. For warriors this would be like having a single trait reducing cd of all stances/shouts for example.
2 = Deceptive Evasion
Another extremely powerful trait that works as a “no brainer” for all builds. Creating clones on dodge is not OP but this trait having no internal cooldown and being in the Master line definitely makes it strong. With access to 100% vigor and energy sigils, you can have a single mesmer generating 1-2 clones per 5 sec combining this trait with weapon skills. Good players will see through the mess but its no easy task with an army against you. The very reason shatters are beaten by better skilled players is because of illusions being shattered and not causing a chaotic mess.
With the exception of these two traits I would say that Mesmers are by no means overpowered and actually have a lot of bugs that need fixing.
exactly this is what is wrong with mesmer, im saying it for a long time over and over…
If illusion celerity boost a mesmer efficiency by 15%-20% across the board for all build, A-net just kill build diversity like what they did to ele.
but this doesnt mean they should get it for 5 points in Illusion line… that trait is just too strong to be that cheap, you dont see it? anyway, elementalists attunements are not direct skills, you need to wait for cooldowns of skills AND attunement (and most weapon skills on ele are quite long CD compared to other profs), at the other hand, mesmer got reduced CD on maybe 4 out of 10 weapon skills for just 5 points, thats rediculous…
OP minor trait is just OP… if someone dont see it, then he must be a little cute kitten
now id like to see Deceptive Evasion moved to Grandmaster tier and mesmer will be fine
“and the pet AI still hasn’t been addressed (I think Sims has better pet AI)”
this is probably the reason why BM rangers were/are totally OP and pets will be probably nerfed in this patch… (if the leaked notes are right)
btw i remember pvp in WoW as major patch -> new class being totally OP with rocket rise in 2v2 arenas -> nothing -> more nothing -> still nothing -> new major patch after few months -> new class being OP -> repeat… good for you if its not like this anymore
confirmed…
one of my friends havent played since March, still in TOP1000…
you can type even if they kill you, you dont have to respawn after they kill you, they dont gain anything if they kill you after the match end… i dont see any reason for this
on the other hand, finishing a great fight even after the match end is good reason to keep it as it is
(as ahuba said)
it already shows when npc kills a player, why it shouldnt show when player kills npc? —→ yes
Well, Hero Rank 15 in Guild Wars 2 wasn’t achieved for many years after the game came out.
I think it’s good to have something that’s highly prestigious and difficult to get.
its not prestigious and difficult… its just time consuming, you can do it by brainless zerging in hot join and look like a best player in the world… does it make sense to you? because to me it doesnt… this have nothing to do in PvP…
whole point of farming rank just with time and some dmg is wrong, they took it away from PvE and threw it to PvP… but they said the reward system will be reworked, so lets hope they will do it better second time and it will reward skilled play and wins more then 24/7 play and zergs in hot join
i just checked one of my friends who didnt play tournament since March, he is still around 500 in leaderboard with his 16 games played
something is wrong…
one of the biggest problems is that people dont see their MMR, they see only SPvP rank, which is almost meaningless… then they tend to judge by rank and dont count with invisible MMR which is used in MM… well, one of the things Anet totally messed up… lets hope for a change in new reward system, if it will ever come…
ofc it means they should be rewarded less! hot join is brainless zerg, random matched players without any sign of skill in that matchmaking and rewards glory based play instead of win oriented play… thats enough reasons to prove hot join players should be rewarded less than tournament players… and ofc tournament players with higher rating should be more rewarded than low rated players… thats just the point of PVP, reward skill and show who is better…
i just hope Anet already realized it and new system will be at least as good as WoWs arenas with their rating based rewards (and i mean tiers of rewards differenced by rating, not more stats on better gear)
if this is right, why almost everyone was raging hard due to RED vs BLUE colours in SPvP? if its about crushing people and not rewards… and color is just a different part of reward which makes you look different, just as other rewards do…
I stopped using the solo q. It’s terrible unless you have a premade.
same here… hot join or at least 3+ team in tournaments
1. New game modes
2. Solo queue
3. Diversity in builds
i would like to see these too… but i would really like to see reward system revamp, whole rank and glory thing is just bad :/ and as long as Diversity in builds can be considered as usuall balance change which change/buff unused traits and skills, i would see it like this…
1. new game modes
2. new reward system based on skill (rating)
3. solo queue
(4. random map in tournies)
PS: random map in tournies combined with more game modes could solve a bit diversity problem… because in king of the hill or team deathmatch, bunkers wouldnt be as strong as in domination, same for glass cannons, they would be too easy to kill in such a team fight, so people would need to consider a possibility of randoming these modes and use team builds which can do well in all modes
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i think they already said some time ago that they dont plan it…
pay attention when talking about RANK and RATING… rank is SPvP alternative to PvE level of your character, nothing to do with skill, only with time and spec… rating is hidden mechanic behind the leaderboard and matchmaking…
just say it directly… they messed it up with whole rank, glory and reward system, thats truth and none can say anything else…
and i wont repeate again what they should do to make it better, i gave a lot of suggestions in many threads and even made some new threads, none of them got any dev answer about ranks, glory and reward systems…
the only good thing is leaderboard with its own rating… anyway, solo vs team rating is a very subjective topic, i prefer solo, because i dont like to being fixed to 4 other people and being unable to play if 1 of them is not ready… and no, having more then 5 people in team isnt solution, none wants to play only when someone else is missing and be fifth wheel by a car… or even 2 people can be missing and we have the same problem again, 3 people still wants to play and they have friends to play with, but not in their team, what now? having even sixth wheel by a car? no…
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less RNG = better imo
and this condition is affected by 2 RNGs (crit chance and glancing chance), thats way too much…
interesting reading…
but i think that another reason is that the game is too AOE oriented, when something is AOE oriented, it must have lesser effectivity to balance the AOE…
this makes support very poor, because there are no single target support skills, heals etc, only AOE spam… so even with support spec, you are too AOE oriented to be effective in lets say 2v2 where you are dps+sup vs 2x dps… you just cant support enough to keep your dps friend alive and if you are not a bunker support, you cant probably keep alive even yourself…
add a fact that we have conquest as a main mode, which supports small scale combat because when you fight 5v5 on 1 node, you are doing it wrong…
and thats a reason why support is not strong enough in SPvP and in WvW people cry about AOE boon stacking in zergs… they just messed the game orientation and main SPvP game mode, they are not compatible enough…
mode diversity could solve it a bit (only if mode would be random, so support would be better if you random e.g. team deathmatch or king of the hill but worse when you random CTF or conquest)…
another option is to add more strong single target support like longer duration protection, stability etc, just like some people already said, antispike, i think that monks did something like this in GW1, not sure, havent played it, with this someone could be real support with low ranged dmg, stay away from a fight and keep protection and stability on his dps mate fighting on the point, maybe some minor heals and regen etc
another idea how to fix it would be global AOE change, where AOE would become more effective when hitting less then 5 people, but this would need quite a lot of work and balancing…
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nothing new? achievments are still in game, but activity is still missing :/
queues are popping fast, matches are usually balanced compared to the state before rating (if you dont join solo), i dont see many problems
ofc its not perfect, but its definitely getting better and better
btw why dont you try it yourself? no reason why you should ask forum when you dont need to pay anything, only start the game
and maybe download and reinstall, if you are smart enough to delete it when you stop playing in the age of TB hdds
WvW is large group oriented… because there are not healers, the only real group support are boons… you want to remove supporters? they already sacrifice something so they can take boon skills and be usefull for whole group…
i think 10 minutes is already long enough, close games are even longer sometimes, i already played full 15 minutes very close game which ended by time with score around 450:400 (premade vs premade on Kyhlo in TPvP 90%+ btw)… i dont want to play another moba where i need at least half hour to even try to play a game, full hour for longer than average games… no thanks…
i dont agree that we dont have matchmaking, ofc we have, but it needs a bit tweaking so it NEVER matches a team of 4x R40 with R2, thats just stupid and should never happen, maybe after at least 10min queue time for all of them… i know they are not matched by rank, but the fact that R40 player could have the same rating as R2 player is a bit, hmm, weird… maybe problem in starting (default) rating? people should begin at 0% and go up if they are good, not at 50% and ruin games if they are bad…
anyway, R10 restriction couldnt hurt TPvP, number of total noobs in TPvP is incredible… so big YES for this…
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glory booster is completelly useless and i will tell you why…
we have too much glory without anything reasonable to spend it for, so we dont really need more glory… and with the fact that glory booster gives only additional glory and NOT RANK POINTS, its completelly useless…
i think the whole system is crap… it should be skill based in PvP, not grind based like in PvE, no need to mention they removed most grind from PvE, i have no idea why they didnt from PvP…
right now, you get the most rank points from farming hot joins, nothing to do with skill, only with your spec and time, goes why thief is most playable prof in hot join…
new system should favor better players…
if they want to keep Glory and Rank, then they should make matches at higher rating give players MUCH MORE glory and rank points then they give to lower rated players, so rank really raises faster for good players, maybe even bonus rank points for winning streaks etc…
another solution could be to make reward system like WoW have… rewards based on rating, when you have enough rating, you can purchase/make new tier of items… or they could use ladder position and percentile, e.g. best set when you reach TOP10, second for TOP50 etc, another sets for percentiles 95%, 90%, 85%+ etc…
PS: they said in SOTG that new reward system is something what they look for, we must hope it will be soon and not after 1 year
PPS: my topic with the same theme
https://forum-en.gw2archive.eu/forum/pvp/pvp/Farm-everywhere-suggestion-inside
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