Showing Posts For MarkPhilips.5169:

No more jewels in amulets on the 15th?

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Justin had the crux of the reasoning correct – it’s a small tweak to your build that a lot of players could do without. It’s a very small stat change in exchange for another aspect of a PvP build. By removing it, it’s one less thing a new player needs to learn. With runes, sigils, amulets, weapon skills, slotted skills, minor traits and major traits, making a build is a pretty hefty process. Jewels were a very, VERY small % of that overall build.

Trust me, doing focus tests and watching new players play the game, our builds can be very overwhelming. You guys are experts by now, but you have to keep in mind that other players are not as advanced as you are, and removing pieces to the builds allows us to slightly lower the barrier to entry.

Templates can save the world Chap

A Template System, with suggested build (the op build of the month! ) and a chance to save builds, can be incredibly usefull for pvp/pve/www, everything

We want this in the next feature patch, let’s go with the CDI

Dungeon modes again?

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Posted by: MarkPhilips.5169

MarkPhilips.5169

more questions i have^^

1. will there be an “universal” track too? I mean something like giving only craftingmats, obsishards and so on – NO ARMORS

cause someday everyone has all dungeon armors and dont wanna farm them again

2. I dont heared anything in stream or read in blogpost about KARMA – will there be no karma in pvp as a reward? (maby Karma potions or something)

3. My english is not so good but in stream it sounded like when we have this armor we can get it as a skin to sell it – so we can sell than the dungeon armors we don´t need in Tradepost? I bet i understand this wrong but i have to ask^^

I agree, it would be interesting other tracks dedicated to other things, for example ingots for legendary or t6 mats stacks like final rewards.

Other question

1- what about t1/t2/t3 cultural tracks? They are in planning? Is it possible to unlock the track?

Skyhammer

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Posted by: MarkPhilips.5169

MarkPhilips.5169

It would be fun count how many times people write on this forum to eliminate skyhammer from soloqueue.

Of course i agree with Ostricheggs

Solo and TeamQueue: What's the point now?

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Posted by: MarkPhilips.5169

MarkPhilips.5169

A lot of the PvP achievements are tied to the tournament modes only. I know that’s why a lot of my guild-mates stick to team arenas instead of hotjoin. They want their champion titles.

Yeah, but we have these champion titles and other old achievements since release, so i think at this point of the game, it’s a very little incentive to play soloqueue and teamqueue.

but i agree with you, titles can be a good unique rewards (i really like for exampe the old titles people got for QP) so i think the point is to promote solo/team queue with unique rewards.

No more jewels in amulets on the 15th?

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Yeah, for sure many things will change with this patch, and this is one of them, but we don’t need to forget that combinations like soldier + zerk or valkyrie + zerk are one of the components of “monster” builds like “idoeverythingwell” warrior (now) and the old “idideverythingwell” elementalist (in the past).

So, i’m not really against this move, i want to see what this patch will generate about balance, i’m sure some runes/sigils will need to be modified (intelligence? perplexity? ) and maybe a little simplification for some game aspect is not so bad.

No more jewels in amulets on the 15th?

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Basically i’m not a real fan about builds diversity, i think more variables create a really hard game to balance properly.

With this patch Anet will add A LOT of GM traits, rune and sigils. 2h weapon will have 2 slots and sigils will have separate CD.

I agree, only 1 rune for the entire set and no jewels is a little simplification of the entire system but honestly i don’t see this like a bad move.

There is less diversity with the system we have now but we need to consider the new variables that we’ll receive in 2 weeks.

Solo and TeamQueue: What's the point now?

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Posted by: MarkPhilips.5169

MarkPhilips.5169

I think anet can create different levels for unique rewards, like a general spvp unique reward (like this new backpiece, doesn’t matter hotjoin/soloqueue/teamqueue) and a specific unique rewards for SoloQueue/TeamQueue (in the same way they implemented dungeon reward with this new system).

I think this new system is pretty interesting and offers a lot of opportunities, but they need to find a better way to promote Solo/Team Queue.

(edited by MarkPhilips.5169)

Solo and TeamQueue: What's the point now?

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Or, without waiting for spvp seasons, you can create specific progression (like the new reward system dungeon bar) for SoloQueue and TeamQueue with unique rewards.

So we can activate it if we want to get our specific rewards for Solo/Team Queue.

(edited by MarkPhilips.5169)

Dungeon modes again?

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Posted by: MarkPhilips.5169

MarkPhilips.5169

k, got it.

Thx.

Perplexity Runes in PvP, PLEASE NO

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Posted by: MarkPhilips.5169

MarkPhilips.5169

2stacks or ICD 30s.

Are we not going to talk about Capricorn

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Posted by: MarkPhilips.5169

MarkPhilips.5169

RIP Capricorn, a really bad map.

I hope Skyhammer can be deleted aswell.

Dungeon modes again?

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Hugh, but if i unlock all story mode dng can i get progression on all dng bars at the same time or i can activate only 1 at time and doing my progression only in one?

I don’t know if i was clear enough lol.

Solo and TeamQueue: What's the point now?

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Posted by: MarkPhilips.5169

MarkPhilips.5169

The new reward system is pretty cool, probably this system will attract more people, old and new. But i think this will generate a massive hotjoin overflow because for sure, hotjoin will be the best way (time/reward) to get your progression.

And we said many times in this forum, hotjoin conquest isn’t usefull to understand how to play correctly this game.

So, what’s the future of SoloQueue and Team Queue?

I think Seasons and unique rewards for positions at the end of the seasons can be a very good way to promote team queue and solo queue but there is always the problem about Conquest like the only official gamemode supported by Anet.

And now with TDM too in hotjoin i’m sure hotjoin will have more success.

In a few words: New Rewards system + TDM will kill Soloqueue and TeamQueue.

Perplexity Runes in PvP, PLEASE NO

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Posted by: MarkPhilips.5169

MarkPhilips.5169

I agree, probably it’s not enough because 5stacks for 8s are a huge boost damage and the ICD is not so short.

Probably 2stacks would be good or an ICD on 30s.

You need really to keep on eye on this runeset, can be a really game broken element.

Lyssa , AR , MH , PW, Impale nerf.

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Posted by: MarkPhilips.5169

MarkPhilips.5169

About lyssa it’s a good change, now if u use it without any conditions you get no boons, if you have conditions, 5 conditions are converted in boons.

It depens on conditions but usually Fear —> stability so i don’t think you can get now stability with lyssa runes.

About perplexity i don’t know if it’s enough….i’m afraid on some builds can be too strong (condi war, engi teldo but necro too).

Lyssa , AR , MH , PW, Impale nerf.

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Posted by: MarkPhilips.5169

MarkPhilips.5169

meh….pw will never die even with 6 ini , they need to remove the dodge or the stun .

I agree, probably it’s not enough, but i want to see the new situation with new runes and sigils system.

Lyssa Nerfed - Woot!

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Posted by: MarkPhilips.5169

MarkPhilips.5169

It’s a good change, now if u use it without any conditions you get no boons, if you have conditions, 5 conditions are converted in boons.

It depens on conditions but usually Fear —> stability so i don’t think you can get now stability with lyssa runes.

Lyssa , AR , MH , PW, Impale nerf.

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Posted by: MarkPhilips.5169

MarkPhilips.5169

It’s a good step in the right direction.

We need to see the details about new runes (perplexity?) and sigils but this stuff deserved a nerf for sure.

Rank 5X = Dragon?

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Posted by: MarkPhilips.5169

MarkPhilips.5169

I think rank 80 needs the same value like 80 in pve. It’s not a skill parameter, it’ only time grinding, so there is no much sense to invest 1000000000000000 hours to get level 80 in spvp.

Maybe you think people rank 55+ are a lot but they are only a very little percentage of total gw2 players.

PvP Rewards Blog

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Posted by: MarkPhilips.5169

MarkPhilips.5169

It’s a good structure restyle, but we need more stuff to incentivate soloqueue and teamqueue.

- new game mode (TDM little/medium fights + another big mode “two lords on sides and do something in the middle” )
- seasons and unique rewards

and a really better balance

Please stop with the sPvP unlocks

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Can you explain the reason for these unlocks to be character bound rather than account bound for PVP? In PVE I can understand but PVP I just can’t think of why you’d do it that way.

I don’t know the reasoning behind it. Personally, I would prefer account-bound unlocks, but I know there is a segment of the community that prefer character unlocks… strange as that may seem.

We do listen, so do share your thoughts (perhaps in another thread) on why you believe account-bound unlocks would be better for the game and better for players.

What? How people can prefer character unlocks instead of account unlocks…it’s a no sense, account bound is an higher permission level, character bound is only a limitation.

Can’t be true lol, maybe some pve player prefers this option but i’m sure if you make a poll about account bound/character bound there is no story.

C’mon, stop listening the community minority when you design this game aspects.

You changed Fractal level from character to account bound, you will change wxp from character to account bound, basically every character bound aspect sux, i can’understand why anet reintroduce character bound in new game aspects.

Really, it’s a wrong logic

(edited by MarkPhilips.5169)

Pistol Whip and Decap Engineer

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Posted by: MarkPhilips.5169

MarkPhilips.5169

So, with the above in mind, what are some ‘low-hanging fruit’ type of suggestions for changing the way decap engineer works, without affecting existing builds unrelated to decap? That is to say, suggestions that would not require significant amounts of development time to implement.

We’ve already seen a few threads on PW, so I’ll focus on decap for now. ^^

The best “economical” solution i heard was:

  • Make a small fence at each point, preventing pushback

Other strong fixes:

  • removal of Immunity Its the only thing keeping it alive for the too long periods time, no 1v1 and too long 1v2 survival, complete no fun counter to even the almighty condimeta, which forces everyone to adjust builds, but not this one. ok enough about AR, your reading same stuff 100x over. Just keep in mind that you can fix 1 trait and dont have to redesign anything else

Other “bandage” fixes

  • knockDOWN instead of push on flame, maybe rifle too
  • smaller distance knockback
  • cast time to rifle & flamethrower = 1s like guardian hammer#4 banish , no more instant smallcat
  • 20s CD to rifle and/or flame , engie got lots of low CDs

Good suggestions, especially KD instead of push.

And Of course, rework AR.

Tournament of Legends

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Imho legendary are not the good rewards for a tournament like this.

I mean, who wins this tournament need unique rewards.

Everyone can get a legendary in pve or buy it on tp but very few people can win this tournament.

So i’d like to see unique rewards like special finishers for pax finalist, legendary are good but not uniques.

What’s the difference between the winner of this tournament and a pve random player with his legendary? (Speaking about rewards)

Nothing.

(edited by MarkPhilips.5169)

Pistol Whip and Decap Engineer

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Posted by: MarkPhilips.5169

MarkPhilips.5169

So, let’s say we wanted to look into decap engineer, where would we start? I’ve heard a few different opinions on the topic, and I have a few opinions of my own as someone who has played against decap in top 100 rated solo/team arena games and also played the build myself.

In the same way that it was difficult to look at the September ’13 Hambow warrior and point out a single specific key to its strength, I think decap engineer is much the same.

I think it’s important to understand the areas in our game where decap engineer is strong, and then go from there:

  • Conquest
    • Situations where communication is difficult (solo arena)
    • Against teams that have difficulty rotating appropriately

So, with the above in mind, what are some ‘low-hanging fruit’ type of suggestions for changing the way decap engineer works, without affecting existing builds unrelated to decap? That is to say, suggestions that would not require significant amounts of development time to implement.

We’ve already seen a few threads on PW, so I’ll focus on decap for now. ^^

Basically the problem with decap engi are two:

1) combos Flamethrower (Air Blast) + Rifle (Net Shot or Overcharged Shot)
2) AR

Starting with 2)

We wrote about 10000 times in this forum how AR is a bad designed trait. In general complete immunity without any CD or length are the evil for this game and not need to exist.

To fix 1) because Air Blast / Overcharged Shot and Net Turret are all instant spell with LOW CD, so it’s almost impossibile to predict when an engi use them (yeah spam dodge ftw! ). You need to balance this combo avoiding to nerf other builds like condi builds and power build (adding a little cast time with a clear animation).

Another way to solve this problem is to block flamthrower and rifle at the sime time: you can equip rifle or flamthrower but not both of them at the same time. For sure this solve decap engi problem. Power build don’t use FT and Rifle at the same time, same condi builds. A little drastic but it works for sure.

Or another old suggestion: make the node bigger

(edited by MarkPhilips.5169)

Team Death Match Map Confirmed via RU

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Posted by: MarkPhilips.5169

MarkPhilips.5169

It’s a pure TDM map, i think it’s very good for 1vs1, 2vs2 and 3vs3.

I don’t think 5vs5 TDM works well in this game, but this is an option to play differently from conquest mode.

So it’s true, this is not a new gamemode (officially supported) but it’s a good start because if people like this map, new game mode will born around it.

Personally i want to bet on TDM small fights.

I’m positive about it.

New Sigils and Power Creep

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Posted by: MarkPhilips.5169

MarkPhilips.5169

https://www.guildwars2.com/en/news/runes-sigils-and-balance-updates/

I hope you changed the damage value of some sigils (like air and fire) or this game will receive a HUGE power boost from April patch.

Please stop with the sPvP unlocks

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Posted by: MarkPhilips.5169

MarkPhilips.5169

justin, could you confirm with us, that the newly unlocked traits would be account bound, once unlocked? because this is how it works for guild wars 1, once unlocked, is account wide. i expect the same in guild wars 2.

I don’t know, but I’ll bug Josh and Allie about it and see if they can get it answered on Ready Up tomorrow.

Account bound is required if you want to make a good horizontal progression.

New heals aren’t account bound and is not a good design, many time spvp players delete their characters to change race/skins/name, with unlocks not account bound they lose everything

Account bound is required for a good horizontal progression system.

Communication in game

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Recorded Voice message is the the best option., imho

A message like this “(player name) needs help at (location name)”

Example:

Mark is at Mansion and see 2 people incoming.

Message will be

“Mark needs help at Mansion”! (or something like that).

Maybe could be possible create “combos” for Help button like

Help + button 2 = 2 people inc.
Help + button 3 = 3 people inc.

etc.

In minimap we can see people involved in a teamfight (but it’s not very easy if people use stealth or there is a mesmer) so a command/message from a teammate would be great. People need to know how many people are BEFORE the fight stars, because they need time to move.

Direction commands are great too, for example:
A teammate press “ATTACK” button and select another teammate from menu or directly click on him. After that, click on minimap and a message appears: (player name) attacks there!" Very easy. Example:

“I have Frank with me in my team, i press “ATTACK” button and select Frank from menu and after that i click on Mansion on minimap (Nifhelm)" A message appears “Frank goes to attack Mansion”

(edited by MarkPhilips.5169)

Will the feature patch be good?

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Posted by: MarkPhilips.5169

MarkPhilips.5169

It’s not really going to be like that. Everythings getting new crazy stuff, I am just personally overly hyped about the Ele changes. Honestly I see every class being in a pretty good spot. It’s hard to tell what is going to come out of the build. Hence why we’ve kept the balance changes to a minimum amount.

No offense but or this patch will be a complete revolution (No IA builds, no spam dodge thief or #3PW ftw, No God War, no_proc_conds_random_builds, ecc.) or your sentence “very class being in a pretty good spot” is based on a balance perpection that is vary far to be real and that caused the desert spvp status we have now.

Probably you missed a lot of builds/variables for the simple reason you can’t test alone everything (=this game needs a server test) and there will be always, for this patch too, “the OP build for 4 months min”

Want to bet?

(edited by MarkPhilips.5169)

Will the feature patch be good?

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Honestly, Devs concept of “fun” really scare me

I don’t believe many of the"horror" stuff which affect balance will disappear (based on balance patch preview) but we ignore other mysterious features of the “wedontknowwhen” features patch.

We’ll see.

Next RU: questions for Allie

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Pls Allie, Answer to my PM (or pvp email community), i sent 2/3 weeks ago more than 1 pm/emails but noone answered me.

I noticed Grouch has a different role in mysterious A-Team, you are a community coordinator in general, i think for pvp section too.

So if you are responsable for pvp community, pls answer me or say to who is responsable for pvp community to not ignore mutliple pm/emails.

Thx

Collaborative Development: Ladders & Seasons

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Ah ha, you brought me to my next question xantosnightwish, when should balance patches come in relation to the season? If we had our perfect world, how often would balance patches happen and how would that affect the duration of a season? Some people have suggested fairly lengthy seasons which is at odds with more frequent balance patches. If a balance patch comes out should there be a waiting period before the season begins? If so, how long?

There are so many things to fix in this game (IA builds, dodge spam, instant damage unpredictable, passive condition proc, long immunity traits etc.) that 4 weeks for a balance patch is a MINIMUM.

You use a light approach with balance patch (only little changes) but it’s not enough for the actual status of the game (pvp side). A “light” balance patch every 4 months is not enough to change meta and to change “horror” things in this game.

Personally i don’t care if a balance patch comes in the middle of the season, or more times during the seasons, the actual status of the game needs heavy changes not a light patch every 4 months.

Mistforged Hero’s Weapon

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Of course, this reward system is better than the last season, but i’m a little sad, there is only ONE EXCLUSIVE reward linked to www season (yes, there is mini dolyak too but we got it in the last season).

I’d like to see a full set of WWW ascended armor, with VERY COOl skin, so players can work to get 1-2 pieces of this full set for every season (3 seasons to complete a full exlusive set).

I hope this skin will be VERY COOL or it will be a little fail this reward system.

Re: Pistol Whip

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Posted by: MarkPhilips.5169

MarkPhilips.5169

The all in one is the main problem with PW, a skill that produces stun (very good combo with steal or Infiltrator’s signet to bypass cast time) and full evade with very good damage, spammable and without CD.

In a trickery build with very low Steal CD + daze this is very powerful, it’s better to split the skill in two phases with +1 cost of initiative and remove stun from the spell.

And you need to add a LoS to Infiltrator’s Strike.

Good Bye From Cheese Mode

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Posted by: MarkPhilips.5169

MarkPhilips.5169

It’s a natural consequence.

GG, a real monster team.

Collaborative Development: Ranger Profession

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Posted by: MarkPhilips.5169

MarkPhilips.5169

31 pages here, but what’s the direction of this thread?

A lot of cool ideas, but without a better line a this point, there is a lot of confusion.

Pistolwhip Nerf

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Pistolwhip Nerf

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Stun + high damage + all evade it’s too much for one skill.

Devs says They have (maybe) the intention to split in 2 phases pw skill (like fs/ls) and can be good, but i think stun or full evade needs to go

And pls, add a little cast time to sigil of agility like elisir r for engi, to avoid the super thief chain evade.

Collaborative Development: Ladders & Seasons

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Posted by: MarkPhilips.5169

MarkPhilips.5169

I forgot in a my previous reply, but i’d like to see black lion chest keys add to rewards list.

Anet add a lot of stuff to bl chest and there are so few chances to get them in game, so it could be a very cool item like a generic pvp reward.

Collaborative Development: Ladders & Seasons

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Posted by: MarkPhilips.5169

MarkPhilips.5169

@Colin

I think in SoloQueue there is too much “randomness” to classify people in Competitive Hardcore and Competitive Casual category.

Party composition has a LARGE impact on your winning chance so it’s very hard to estimate individual skill level by group performance in SoloQueue.

Basically before to start division composition for soloqueue, you need to do a “pre-season” phase (announced) where people mmr can be monitored in a large number of matches (20 < x < 100). This can avoid, more or less, luck/unluck component (it’s very rare that in X (X not small) matches a good player is always unlucky and a bad player always lucky). We know in this phase (and in league too) if exist some build op/too good, people will play these builds to try to maximize the victory chance, but this is a problem linked to balance (but it’s a very important problem).

In TeamQueue is different because people know each other, so they know real individual skill level for every member of their team, create a divisions in TeamQueue of course it’s easier than SoloQueue version. Real TeamQueue problem is that there aren’t enough teams, but this is directly linked to other game problems, like rewards, balance (very important) and game mode (very important too).

Short version: Before to add seasons, you need to fix the real problems of this game.

Decap Engi

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Basically engi bunker decap build is too good to decap a point and to hard to kill in 1vs1, so in a conquest mode this is a big problem.

What i’ll do (without change any CD):

Air Blast – improve animation (more readable) and add a little timecast
Net Shot -improve animation (more readable) and add a little timecast
Overcharged Shot – improve animation (more readable)

How can you improve animation for instant skill? He just pressing button and bam, you flying.

Add a little timecast=skill no more instant

1/2s o 3/4s like the new pin down for wars (in the next balance patch)

And of course, change AR, it’s a very bad designed trait

(edited by MarkPhilips.5169)

Decap Engi

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Basically engi bunker decap build is too good to decap a point and to hard to kill in 1vs1, so in a conquest mode this is a big problem.

What i’ll do (without change any CD):

Air Blast – improve animation (more readable) and add a little timecast
Net Shot -improve animation (more readable) and add a little timecast
Overcharged Shot – improve animation (more readable)

Collaborative Development: Ranger Profession

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Specific Game Mode

PVE/WWW/SPVP

Proposal Overview

More control on your pet.

Goal of Proposal

More active gameplay, more skill involved using ranger, basically more fun.

Proposal Functionality

My idea is very simple, a new utility for ranger, “a kit”, very similar to engi kit, which replaces pet skills in your bar (1-5) more another one (pet skills are 4 + another one, locked by default on every “passive” pet but unlocked when you use this “kit”)

Associated Risks
I don’t see special risks for this idea, if people think it’s to hard to use active pet and ranger at the same time, simply don’t use this “kit” but if people want to try to expand ranger power can use this and get a better control of their pets.

About mesmer

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Mesmers are getting some nice stuff.

Stay tuned.

This is not the right way imho, adding stuff and nerfing at the same time risk to generate “new monsters”. We saw this with necro and warrior, and before that we had a super god ele for months and an incredible strong mesmer for months.

Collaborative Development: Ladders & Seasons

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Posted by: MarkPhilips.5169

MarkPhilips.5169

What type of structure would you find interesting for leagues and ladders?

Solo and team for first season but i’d like to see league for new game modes too (like 2vs2 or 3vs3). Bronze, Silver, Gold divisions.

How long should a season last?
8 weeks

What would motivate you to play in one?

Very good rewards.

What types of rewards would you like to see? How would a player earn these rewards?

Generic cool rewards for partecipating (for example items store)
Unique rewards for winning:

For example

Unique armor (usable in pve/www too o multicharacters, like achievements reward system)
Unique weapons (usable in pve/www too o multicharacters, like achievements reward system)
Unique back
Unique titles
Gems
Unique Finishers
etc.

You need to implement rewards for partepitating and for winning.

For partecipating: tokens. NO RNG. You can choose your rewards in a special vendor list. They have cool rewards but not unique. You receive tokens if you win the match. It doesn’t depend on your final position in your division.

For winning: Top X players in every divisions at the end of the season.. Players sorted by ELO. They win unique rewards.

How would you encourage players of all skill levels to participate?

With these rewards. There are cool rewards for partecipating and unique rewards for winning.

(edited by MarkPhilips.5169)

[VOTE] Who want 2v2, 3v3.

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Y, both of them

[VOTE] Who want 2v2, 3v3.

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Posted by: MarkPhilips.5169

MarkPhilips.5169

Y, both of them

Vote for the Profession Collaborative Development

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Posted by: MarkPhilips.5169

MarkPhilips.5169

1_ Ranger. For PVE and WWW sux, in Spvp only spirit build is viable but is completely brainless. Pet F2 is terrible, need a rework
2_ Elementalist. But you need to be carefull. Ele damage is insane, if u give him a lot of sustain, you recreate the old monster ele or another beast like warrior now.

Spirit Watch

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Posted by: MarkPhilips.5169

MarkPhilips.5169

I actually rather take spirit watch 6 times in a row over 1 skyhammer…

I just don’t a kitten about the orb and just focus on keep capture points/decapping enemy capture point all the time and hope we get a couple of orbs at least.

This

Community-balanced GW2 Fighting game

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Posted by: MarkPhilips.5169

MarkPhilips.5169

i fully support this idea but:

How do we determine whats balanced and what not?
Who get to choose what balanced whats not?(pro or public.)
It most likely need a solid body/group to host this matches.

I think there is no chance where everyone can agree if a specific stuff is balanced or not, so i see only one option:

Builds filtered by custom arenas owner.

It’s easy, i’m the custom arena owner, i (or my group) decide what is balanced/op. If you want to join our custom arenas (where we can fight 1vs1, 2vs2, 5vs5 etc.) you need to accepts the rules (for example you need to accept our "ban list) or you will be kicked

general “ban” list example

Runes: lyssa
Sigils: energy
Utility: Pet (minion spirit. turrets, no phantasmal builds etc). berserker stance, healing signet, shadow refuge, portal, etc.
Elite: MoA, Lich Form etc.
Traits: Diamond Skin, Automated response, Prismatic Understanding, Fresh Air, etc.

(edited by MarkPhilips.5169)