Showing Posts For Med.6150:

Please look at Sigil of Paralyzation.

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Posted by: Med.6150

Med.6150

See… seems to everyone has its own version of how mechanics work, with no dev saying anything about we cant get to any conclussion on this.

But we can.

I went and tested it myself to come to my conclusion, just like I had tested it before and realized they didn’t stack.

Please look at Sigil of Paralyzation.

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Posted by: Med.6150

Med.6150

+5% damage will affect both Sword and Mace.

Correct.

If you run +5%x2, you’ll only have a net gain of +5% damage.

Wrong.

This used to be true, but when they fixed sigils, so that they would keep working after you died while transformed (like 2 months ago), both Force and Accuracy were changed to stack. 2x Force = 10% damage increase, the same is true for 2x Accuracy (10% total crit gain).

Seems very few people have learned of this.

.., if you’re running Sigil of Paral x2, you’ll only have a netgain of 15%.

Correct.

Control duration increases do not stack.

Protector's Strike glitch (again, yep)

in Bugs: Game, Forum, Website

Posted by: Med.6150

Med.6150

Protector’s Strike and pretty much any other ability that constitutes a channel and triggers a reactive upon being hit, can be exploited by simply jumping in the air and thus preventing the reactive to be executed.

The result is that you will keep blocking for the entire duration of Protector’s Strike instead of just the next hit (simply because the channel does not get interrupted, because the reactive strike that should interrupt it can not be executed while you are jumping).

MMR decay

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Posted by: Med.6150

Med.6150

For the system to work, the decay needs to force everybody to play to maintain their rating.

By forcing people to play, the volatility will decrease and the deviation will become easier to calculate (deviation formula gets more accurate the more matches you play), which in return will make the whole system more accurate, because you can not just sit on your deviation rating and shoot back up after 3 months of not queueing, as the system is only affecting your current rating currently.

Rating and deviation are both critical to how much rating you gain or lose after a match. We need a decay for both and it needs to be harsh, because your rank is currently the only meaningful reward in PvP.

If rating was influenced by some kind of regular prize pool tournaments that would encourage players to actually participate, it’d be a totally different story, but since that isn’t the case, preserving your rank and your deviation to earn the biggest reward (your rank) is simply a reality.

I heard Spirit Ranger and Terror Necro is OP

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Posted by: Med.6150

Med.6150

Killing spirits with “the most bunkerish of builds” is kind of a hyperbole.

People do not focus spirits for several reasons:

- They do not know how long of a CD you have on them upon engaging, thus risking that all their efforts have been in vain

- They need to use cool downs on spirits that are both offensive and defensive in nature, as they will apply their effect upon killing them

- The Ranger can attack at range and pull the spirits away and pressure them at the same time

- It takes time, time in which reinforcements can arrive and nullify all your efforts

I heard Spirit Ranger and Terror Necro is OP

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Posted by: Med.6150

Med.6150

This isn’t really the best way. You should be able to dodge/block their condi burst (you can even reflect some of it). I find it much more effective to save the zerker stance for that aoe blind that will proc when you kill the spirits. This mitigates a big defensive tool for them vs melee, especially if you plan on stun locking them.

If only Berserker’s Stance protected you from the Sun Spirit’s blind. Unfortunately the blind from the Sun Spirit is not working as intended and has an infinite duration, which leads to it piercing Berserker’s Stance and applying the blind regardless.

solo q leaderboard intention?

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Posted by: Med.6150

Med.6150

For solo queue leader-boards and rating to matter, the decay has to be accelerated. Solo queue decay rate should be a lot higher than team queue to begin with and even team queue rating decay is far from fine, because it only seems to affect your current rating rather than both your current rating and the deviation.

Best duel matchup? visually appealing, close

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Posted by: Med.6150

Med.6150

Warrior vs. Warrior is the best to watch and to play. Warrior is an easy to play class per se, though you will see major differences in skill when two Warriors with a similar build face each other, because animations can be read and mind games decide over the outcome.

Every 1v1 should be like that really.

Meta Build 1v1 Matchup Chart Project 8/12/13

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Posted by: Med.6150

Med.6150

Spirit Ranger vs. Warrior is highly dependent on where the fight takes place and how much body blocking occurs.

Off node, Warrior has the advantage, on the node, the Spirit Ranger does. This obviously assumes a similar skill level. A single cripple or body blocked stun/cleanse or even how “old” the spirits are(as in how much time has passed after the summons at the time the fight begins) can decide this match up.

I would change the matchup to <> probably. Generally you can say that the longer the fight goes, the more it will be in favor of the Ranger. A Ranegr with an Elite at the beginning of the fight, should not lose, however.

(edited by Med.6150)

ouch read this! pax tourny news

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Med.6150

I am wondering whether CCs documentation has been put through the same level of scrutiny, since nobody at Anet could have foreseen TC getting disqualified until now.

Is it possible that they (Car Crash) will turn out to be ineligible as well?

While we were investigating the eligibility of TC, we did the same diligence for CC so that in case of an issue we had our backup plan in place. CC will be eligible and will be playing.

Good job and thanks for the quick response.

ouch read this! pax tourny news

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Posted by: Med.6150

Med.6150

I am wondering whether CCs documentation has been put through the same level of scrutiny, since nobody at Anet could have foreseen TC getting disqualified until now.

Is it possible that they (Car Crash) will turn out to be ineligible as well?

Nerfing the runes of lyssa

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Posted by: Med.6150

Med.6150

Let’s be honest here. If you pop a corrupt boon on a thief with Lyssa, they are done or at least forced to retreat, if they were at full health.

That does not mean the effect itself isn’t overpowered. You take the 4th bonus for example and while it states you are granted a random boon, when you activate your heal, you do not get access to all boons with it. (Yes, this is a bug, because when tis set was introduced some effects that are boons today, used to not be boons back then and no this should not be fixed).

I think that Lyssa’s 6th bonus should not grant stability, because if you look at all other rune sets that grant stability (all of one that is; sanctuary), you will see how this is a reactionary effect at 20% health, which is telling a lot about how available developers want stability to be.

Stability only became a boon later on and I do not believe that Lyssa’s 6th is meant to give it, just like Lyssa’s 4th does not.

(edited by Med.6150)

Tab targetting

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Posted by: Med.6150

Med.6150

Please for the love of god make Tab targeting actually select the nearest player! I don’t care where my mouse is looking. When I press tab I want to target the person attacking my side not the person 50 ft. away.

This would be a separate bind called ‘Target Nearest’. Tab targeting is meant to cycle through targets with some priority that may or may not start with your closest target. For instance, tab could prefer targets towards the center of your screen, and not necessarily the closest.

Evan, since we are at it, a few months ago you were right about to implement a fix, so that when interaction windows popped up on your screen (like a tournament match), you didn’t get kicked out of your chat windows interrupting whatever you were in the process of typing. For some reason this never went through and I wonder what happened.

Any chance for this to be happening anytime soon, because it is still as annoying as it ever was.

This fix is done on a case-by-case basis. If there are more windows that need to not do that, just let me know. I applied the fix to the death breakdown (no longer relevant), the scoreboard, and the overflow redirect.

As a PvPer, the fact that I get kicked out of my chat box, when somebody submits a tournament roster or when the match pops and I have to accept to port in, is the most irritating.

If you fixed that, I’d be a happier fellow.

Tab targetting

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Posted by: Med.6150

Med.6150

Please for the love of god make Tab targeting actually select the nearest player! I don’t care where my mouse is looking. When I press tab I want to target the person attacking my side not the person 50 ft. away.

This would be a separate bind called ‘Target Nearest’. Tab targeting is meant to cycle through targets with some priority that may or may not start with your closest target. For instance, tab could prefer targets towards the center of your screen, and not necessarily the closest.

Evan, since we are at it, a few months ago you were right about to implement a fix, so that when interaction windows popped up on your screen (like a tournament match), you didn’t get kicked out of your chat windows interrupting whatever you were in the process of typing. For some reason this never went through and I wonder what happened.

Any chance for this to be happening anytime soon, because it is still as annoying as it ever was.

Worst PvP Meta Ever, AGAIN!

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Posted by: Med.6150

Med.6150

Burst beats … burst/people that don’t run stun breakers.
Bunkers outlast burst.
Condi’s overpower bunkers.
Control … controls condi’s.
Any combo of the above 2 can take out the third.

It’s more like this:

Burst beats burst
Bunkers outlast burst
Conditions overpower burst, bunkers, other condition builds and anything inbetween
Control controls everybody and is arguably better against burst, since burst builds require you to be squishy

Truth and justice

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Posted by: Med.6150

Med.6150

Cause you obviously can deal damage with Mist Form and it also has a 10s cool down.

Guys, stop the nonsense.

Truth and justice

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Med.6150

I just think it’s cute that we have this thread going concurrently with a thread that’s saying Necro’s have no survivability, death shroud is horrible, and that Necro’s, in order to be viable, need to start PvP with life force.

https://forum-en.gw2archive.eu/forum/pvp/pvp/So-you-want-us-to-use-Deathshroud/

:)

You have been a gamer yourself and you have been in the business for quite some time now to know that this is something that will always happen. Guy A says something is underpowered, guy B says it’s overpowered.

Now, from their perspective they both have experienced situations that make them think they are right and it is on you and us to understand what situations have led to the vastly differing opinions.

Take a look at the other thread and notice how at some point the reference made is that stealth openers kill necros. I can tell you that feeling is horrible. Getting 100-0 from stealth will make a necro go “kitten , necros are way too easy to kill”.

Reality is it is not necros that die too easily, because they have no death shroud at the start, it’s everybody dying too easily and without the ability to counter-play it. On my Elementalist I 100-0 a heavy golem in the mist without using a berserker amulet or anything in less than 1 second (that guy’s got 2.6k armor and 22k HPs?).

Imagine what happens when 3 people do that to a single player from stealth. Nobody survives stealth openers. I can actually build my elementalist to guarantee a 1 shot on the toughest guardian by myself (not saying this would be a viable build). I can do close to the same on my mesmer and on my thief, which means that anybody surviving the opener was just lucky and/or the timing on the opener was not perfect.

To get back to the point. When something like that happens, a single player can take up to 40k damage in a single second. Naturally the necro in question would try to come up with ways to prevent that and that’s why posts by necromancers like the one you linked will pop up. They just died on their necromancer, they could care less if the guardian was spiked in the same exact way the match before (if they even noticed).

At the same time you have a pretty visual presentation of how much damage can be avoided with death shroud now in this thread. I plan on testing it myself, because burst openers like the one shown above can be very RNG heavy, but from my experience I always knew that necromancers in death shroud took a large amount of additional damage and “fixing” what seemed to be a feature rather than a bug, might cause issues, as necromancers deal way too much pressure to also be able to withstand a lot of punishment.

TLDR: On one hand you have a video showing the effective damage mitigation of the new death shroud, on the other hand you have a subjective impression leading to a false conclusion that the class requires more defenses, when in reality the mechanics (coordinated burst out of stealth being uncounterable) are to be blamed.

Automated Response-Immunity with no cooldown

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Posted by: Med.6150

Med.6150

They had 30-40% condition duration, it still didn’t land. I was only taking Chaotic Winds damage.

Yes, because when I see someone immune to condis I use Cry of Frustration instead of just insta-jibbing them with Mind Wrack. Your videos keep getting worse.

Your arguments keep getting worse and that’s certainly not an easy thing to accomplish.

Current state of the meta.

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Posted by: Med.6150

Med.6150

PPL still don’t get, that the problem of balance doesn’t rely so much on classes, but rather the whole concept of skillz and traits. AoE, which has been discussed heavily, is just one aspect of it.

So what ppl do, including me, is come into the forum and ask for nerfs/buffs. What we should keep in mind is that not the class needs a fix. The system overall needs one. And for sure it needs it really fast. Otherwise I don’t see this game ever being considered as an E-Sport.

Definitely true, but most of us have given up the hope for a real mechanics revamp.

Current state of the meta.

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Posted by: Med.6150

Med.6150

“S/D thieves” (whoever created that term really deserves a slap, as the weapon set differentiates itself by a single ability, which in the context of how thieves are used to shut down one of the opposing damage dealers, likely to have very little access to boons at that, is a fallacy) are valuable additions to your team.

What people seem to ignore, however, is that the evade on flanking strike isn’t really the source of all the complaints but rather the fact that thieves have chosen to use the acrobatics line for this weapon set, because the weaponset has a lower burst potential and relies on sustained DPS to make its contribution.

That said, one day thieves might discover, that the S/D meta build can be used with any other weapon set combination that scales well with power to almost the same effect and that the effectiveness is largely dependent on how the rest of your team is applying pressure in team fights.

I have suggested to remove the gap closing capability from flanking strike, though I believe that toning down the necromancer’s ability to decimate the whole team and the burst capabilities of the elementalist (we did see a nerf to the thief’s burst damage for a reason and it was absolutely warranted, so that it makes no sense to have another class dealing superior burst damage and have better support and sustain at the same time), coupled with engineer’s ability to just take a node from you at will, would have a significant impact on the role thieves have adopted in such a composition today.

I have said this before, so I’ll try and explain it again in the simplest way I can:

As long as any single DPS character can down the entire enemy team, if unattended, all classes will rise and fall in their effectiveness, depending on the team composition, because it forces the opposing team to (a) sse-s-s (this filter!) the biggest threat on the battlefield and devote most of its resources to neutralizing it, which in return opens up the opportunity for other DPS characters who are less of a threat to appear and actually become dominant (for the simple reason that every single DPS character can actually kill your whole team to begin with, even if the level of efficacy varies).

(edited by Med.6150)

Why doesn't Anet bring in top players?

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Posted by: Med.6150

Med.6150

As much as people criticize ANet, 95% of the playerbase can not distinguish between great, good and average players, so why would ANet be able to, even if they wanted to?

Full Tpvp Gameplay Thief || Video || 22/07

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Posted by: Med.6150

Med.6150

That’s because he got revived with Illusion of Life. It’s pretty stupid, but that’s how it is.

Poison doesn't work at all

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Med.6150

Sorry, I like your posts, so it’s definitely nothing personal.

Poison doesn't work at all

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Med.6150

Seems like Weakness now reduces heal.

People keep saying that, but it’s a silly rumor that I have been trying to do away with for over a week. When I first heard about this rumor, I didn’t want to completely discard it, so I tested several heals under weakness and never was the healing reduced at all.

The sample size of a 100 casts should be more than plenty to statistically prove weakness does not reduce healing (especially since the chance would have to be 50%).

Poison doesn't work at all

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Posted by: Med.6150

Med.6150

https://forum-en.gw2archive.eu/forum/pvp/pvp/A-few-subtle-balance-suggestions-and-fixes/first#post2456377

Poison used to work 100% of the time. For whatever reason it was broken recently, however it does still work fine at times (just rarely though). Then there’s this additional bug where poison has been cleansed, yet your healing is still reduced.

A few subtle balance suggestions and fixes

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Med.6150

Regarding incendiary powder, it was already changed to make it so it applies less pressure. Before it was 33% chance on crit to do 2s burning, 3s internal cooldown.

For me the change was a buff to Incendiary Powder. They may have decreased the potential uptime, but what increased was the potential damage per shot and the amount of time you had to commit to dealing damage to have access to burning.

And i don’t see why they should change how on-crit traits work just for two of them, especially when there are other traits that do exactly the same thing (just go read for yourself the list of traits that apply burning…some of them haven’t even got an internal cooldown).

Exactly my point.

Theoretical uptime on these traits is less important than potential damage per skill activation. I’d rather have a guaranteed 20k damage every minute minute than a 8k hit every 10 seconds. I have a good grasp on balance, as I have been playing games for a long time and have actually worked with designers on class balance for successful games in the past.

If they were to make Dhumfire and Incendiray Powder a 1 second burn on crit with a 1 second ICD, I’d be all for it. Power classes have been phased out of this game, because damage comes with a higher time commitment, as the potential damage per skill activation means you have less excess time to dedicate to survival and preparation.

Regarding Elixir R, to paraphrase you, “It is an insult to my intelligence watching opponents that let an engineer set himself up in a small area without doing anything instead of using CC skills versus a class that has near to no reliable access to stability”.

So many people whining, and almost no one that counters it properly. It is basically a gamble, one that engineers often win due of the incompetence of the opponents.
You can use CC skills when you see them using it, you can launch them when they are downed, you could – if it worked properly – use poison when they are downed to reduce their healing.
Fixing the bugs – like the one you mentioned in the last paragraph – is fine. Changing how a skill work because the opponents are bad, is not. It is a skill play – you’ve got to time it exactly to outsmart your opponent, else either you risk it depleting before you gets downed or you get downed before using it – counter it with skill and not asking for nerfs.

You realize that there are very few classes with access to stability, right? The Engineer is no exception. With the sole difference that they are lucky enough to have huge access to CC, which is used to secure a Elixir R rally against classes with no stability and much less CC.

All you have to do is watch Engineers 1v1 each other at the top of the leaderboards. These guys are supposed to know everything about their class, yet 95% of the time both Engineers manage to get a rally from their Elixir R. Why do they not use their CC? Why can’t they of all classes prevent it most of the time?

Take a look at this friendly 1v1: http://www.youtube.com/watch?v=juMtKq7mh6U

Teldo vs. Super. Super goes down in his Elixir first while Teldo doesn’t go down in his own, because Super’s down state damage doesn’t knock him down. Teldo loses the 1v1, because he now finds himself at a disadvantage by actually not going down (silly right?).

Why didn’t Super use his downstate #2 ability to pull Teldo out of his Elixir R? Luck trumps skills in this case.

Not only are these two considered top notch players (and I think Teldo is just that), but the mechanics of this skill are incredibly counter-intuitive, if the guy going into down state first actually gains an advantage from it.

A few subtle balance suggestions and fixes

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Med.6150

Looks like the other thread is way more interesting than this one.

A few subtle balance suggestions and fixes

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Posted by: Med.6150

Med.6150

- Elixir R

It is an insult to my intelligence watching Engineers lose a battle clearly and then turn it around in a matter of seconds, because they managed to stack the conditions on their target and throw their elixir right before going down. All their condis fall off, they stand up, have their heal ready, as they obviously didn’t even try to heal up knowing they have a second and third life, and proceed to win the encounter.

When I watched the TP invitational a particular Engineer rezzed himself over a dozen times in the couple matches and the twitch chat was full of comments like “ridiculous” and “broken” and that it is. I believe that more than one match was decided by this mechanic.

The advantages a rally that you can actively pursue give are just too strong. You may think this is a tactical tool, but as much as this may be true, it’s way too powerful, when your opponents do not have that tactical choice to begin with.

Elixir R practically acts as an invul when the Engineer throws it down (an invul during which the Engineer can act freely), because your opponent can not risk to down you for several seconds, unless he wants to take the huge risk of doing nothing but damaging you kittence you go down, at which point any lingering conditions on him will probably take him down, because he can’t deal with them while damaging you. The Engineer on the other hand is sitting in his elixir and stack as much damage on you as he possibly can, because he knows he’s got a fail safe to fall back on.

My suggestion is to add a stun break to Elixir R and make it a fixed heal over time (I will leave numbers at your discretion, though 1.5-2k heal would probably be the mark I would aim for) when thrown down rather than a 20% rezz per tick like it currently is.

The Elixir R heal is also still buggy and even after the latest patch, where you tried making it heal for the adequate amount regardless of where you stand in it, it’s still sometimes giving double the healing ticks in a single tick, if you sit right in the center of it.

- Poison

As many already may know, poison is not working as intended currently. Some people say it doesn’t work at all, but what’s actually happening is that you never know when it works right now.
I went through around 5 hours of footage (looking for healing amounts under the influence of poison) from the end of june to the 19th of july and what I saw was that poison didn’t work 80% of the time (so yes, it definitely does work at times), but what makes the whole matter worse is that it sometimes reduces your healing after it has already been removed for several seconds (I basically had my healing reduced by exactly 33% without a single condition on myself in more than one instance, just in case anybody was wondering).

A few subtle balance suggestions and fixes

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Posted by: Med.6150

Med.6150

This is a repost from another thread, as I feel the topic got derailed a little.

Here some specific balance suggestions that may make the game more enjoyable without changing builds entirely right before PAX (so yeah, I am not saying these are perfect, but the more in-depth changes could be done and tested thoroughly after the tournament):

- Dhumfire and Incendiary Powder

I believe that burning in general is way too strong in terms of damage, because it does meaningful damage without the ramp up time that conditions should have to deal meaningful pressure. The potential damage, the randomness and unavoidable nature of this source of damage is a critical issue

I suggest that, due to the time constraints we face with PAX, this trait to be changed to only proc from your basic auto attack chain. The reasons for my change would be that burning proccing from an attack that already deals 3 other conditions makes it incredibly hard to cleanse and that you’d now have a reason to counter a specific attack in order to avoid the burning for as long as you can without completely taking away the RNG nature that you apparently want to keep in place.

- Terror

The way condition damage dealers operate is simple (well, the viable ones like engineer and necromancers). You stack on the condis for huge potential damage with as little time commitment as possible and then you spend all your excess time preventing your opponent from cleansing your conditions and evading their meaningful damage. You disrupt their combat flow, while your damage is turned from potential damage into as much actual damage as possible.

Repeat this over and over till they die.

Based on the above, you can see that a CC tool like fear does exactly that. It disrupts your opponent’s flow, so that your condis can tick away. Fear is a very powerful and punishing tool, just like all the knock backs, dazes and stuns of the Engineer.

Since “Terror” makes you double dip on this mechanic, I would like to change Terror without destroying it in the process by making Terror deal damage only when fear is removed. While they are feared, your condis deal sufficient damage already, because you eitehr can’t cleanse them or because you can not pressure your opponent. If they break fear in order to be able to regain control over the condis placed on them and the fight, you are rewarded with some extra damage from fear (this would have to be a single fear tick and could also be expanded to deal damage directly if the target is immune to fear through stability, something that necromancers have complained about)

- S/D Thieves

Everybody likes to complain about S/D Thieves nowadays. I have never seen a weapon set become so hated after it was severely nerfed, but nobody seems to stop and think as to why that is.

Take what I say with a grain of salt, as while I play every profession, I consider thief my main and thus I can not entirely discard bias on my part, but it is incredible how much stronger Thieves feel when the team has a necromancer and an engineer, simply because they can act freely due to these two classes being the bigger threat and the focus of the enemy team’s attention.

The CC and the AoE pressure coupled with the high potential damage of these two classes are the main culprits here in my opinion.

You can take the same S/D thief and put him into a group composition without a necromancer and an engineer and you will see him become substantially weaker.

Regardless, my suggestion is simple. Flanking Strike needed its tracking improved, because it was broken, but this was taken too far, as it is now essentially a gap closer with an evade. Remove the gap closing capability of this attack and make it a channeled evade while you perform the attack.

Current state of the meta.

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Posted by: Med.6150

Med.6150

- Elixir R

It is an insult to my intelligence watching Engineers lose a battle clearly and then turn it around in a matter of seconds, because they managed to stack the conditions on their target and throw their elixir right before going down. All their condis fall off, they stand up, have their heal ready, as they obviously didn’t even try to heal up knowing they have a second and third life, and proceed to win the encounter.

When I watched the TP invitational a particular Engineer rezzed himself over a dozen times in the couple matches and the twitch chat was full of comments like “ridiculous” and “broken” and that it is. I believe that more than one match was decided by this mechanic.

The advantages a rally that you can actively pursue give are just too strong. You may think this is a tactical tool, but as much as this may be true, it’s way too powerful, when your opponents do not have that tactical choice to begin with.

Elixir R practically acts as an invul when the Engineer throws it down (an invul during which the Engineer can act freely), because your opponent can not risk to down you for several seconds, unless he wants to take the huge risk of doing nothing but damaging you kittence you go down, at which point any lingering conditions on him will probably take him down, because he can’t deal with them while damaging you. The Engineer on the other hand is sitting in his elixir and stack as much damage on you as he possibly can, because he knows he’s got a fail safe to fall back on.

My suggestion is to add a stun break to Elixir R and make it a fixed heal over time (I will leave numbers at your discretion, though 1.5-2k heal would probably be the mark I would aim for) when thrown down rather than a 20% rezz per tick like it currently is.

The Elixir R heal is also still buggy and even after the latest patch, where you tried making it heal for the adequate amount regardless of where you stand in it, it’s still sometimes giving double the healing ticks in a single tick, if you sit right in the center of it.

- Poison

As many already may know, poison is not working as intended currently. Some people say it doesn’t work at all, but what’s actually happening is that you never know when it works right now.
I went through around 5 hours of footage (looking for healing amounts under the influence of poison) from the end of june to the 19th of july and what I saw was that poison didn’t work 80% of the time (so yes, it definitely does work at times), but what makes the whole matter worse is that it sometimes reduces your healing after it has already been removed for several seconds (I basically had my healing reduced by exactly 33% without a single condition on myself in more than one instance, just in case anybody was wondering).

(edited by Med.6150)

Current state of the meta.

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Posted by: Med.6150

Med.6150

Here some specific balance suggestions that may make the game more enjoyable without changing builds entirely right before PAX (so yeah, I am not saying these are perfect, but the more in-depth changes could be done and tested thoroughly after the tournament):

- Dhumfire and Incendiary Powder

I believe that burning in general is way too strong in terms of damage, because it does meaningful damage without the ramp up time that conditions should have to deal meaningful pressure. The potential damage, the randomness and unavoidable nature of this source of damage is a critical issue

I suggest that, due to the time constraints we face with PAX, this trait to be changed to only proc from your basic auto attack chain. The reasons for my change would be that burning proccing from an attack that already deals 3 other conditions makes it incredibly hard to cleanse and that you’d now have a reason to counter a specific attack in order to avoid the burning for as long as you can without completely taking away the RNG nature that you apparently want to keep in place.

- Terror

The way condition damage dealers operate is simple (well, the viable ones like engineer and necromancers). You stack on the condis for huge potential damage with as little time commitment as possible and then you spend all your excess time preventing your opponent from cleansing your conditions and evading their meaningful damage. You disrupt their combat flow, while your damage is turned from potential damage into as much actual damage as possible.

Repeat this over and over till they die.

Based on the above, you can see that a CC tool like fear does exactly that. It disrupts your opponent’s flow, so that your condis can tick away. Fear is a very powerful and punishing tool, just like all the knock backs, dazes and stuns of the Engineer.

Since “Terror” makes you double dip on this mechanic, I would like to change Terror without destroying it in the process by making Terror deal damage only when fear is removed. While they are feared, your condis deal sufficient damage already, because you eitehr can’t cleanse them or because you can not pressure your opponent. If they break fear in order to be able to regain control over the condis placed on them and the fight, you are rewarded with some extra damage from fear (this would have to be a single fear tick and could also be expanded to deal damage directly if the target is immune to fear through stability, something that necromancers have complained about)

- S/D Thieves

Everybody likes to complain about S/D Thieves nowadays. I have never seen a weapon set become so hated after it was severely nerfed, but nobody seems to stop and think as to why that is.

Take what I say with a grain of salt, as while I play every profession, I consider thief my main and thus I can not entirely discard bias on my part, but it is incredible how much stronger Thieves feel when the team has a necromancer and an engineer, simply because they can act freely due to these two classes being the bigger threat and the focus of the enemy team’s attention.

The CC and the AoE pressure coupled with the high potential damage of these two classes are the main culprits here in my opinion.

You can take the same S/D thief and put him into a group composition without a necromancer and an engineer and you will see him become substantially weaker.

Regardless, my suggestion is simple. Flanking Strike needed its tracking improved, because it was broken, but this was taken too far, as it is now essentially a gap closer with an evade. Remove the gap closing capability of this attack and make it a channeled evade while you perform the attack.

(edited by Med.6150)

Automated Response-Immunity with no cooldown

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Posted by: Med.6150

Med.6150

So then why don’t people take 2 sigils of fire or air or one of each? Wait I know because they share an ICD and when one goes off you will have to wait just as long if you want the other to go off.

Correct.

This is not the issue I am speaking of. On the occasions I do crit I’m basically rolling two 6 sided dice instead of one. 3 or higher on either grants a proc, and because they share an ICD I will only ever be rolling both at the same time.

Exactly so why not just keep one and get a constant sigil, on kill sigil, or something of that sort….

Simple. It undermines the goal of the build and lessens the odds of making the most of it’s critical hits which serve the sole purpose of removing boons. This is a point aggravator designed to counter mid or far point bunkers or roamers that rely on boons and conditions, of which there are many.

Yes but you are saying that it is essentially like rolling 2 six sided dice instead of one. It doesn’t increase your odds. With two six sided dice you have a 2/12 chance of getting x number which in the long run is the same as 1/6…. See what I am getting at here?

Wow…

Wow.

What you wouldn’t hear on the internet.

Best part is the conviction with which he states his nonsense.

Automated Response-Immunity with no cooldown

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Posted by: Med.6150

Med.6150

@Sorrow.3264

before you post more bull …. plz read the trait again and than engi patchnotes from last balancing patch

THEIR IS NO IMUNITY

100% duration reduction. Meaning base attacks are 0% in duration. So if a necro somehow traits for over 100% increase in certain conditions they will tick on the engi.

You’re wrong.

100% duration reduction actually means that you reduce whatever duration their condis have by 100%, making you basically immune. Whether you have 0% or 50% condi duration on your necro, you will reduce the modified duration by 100%.

Nothing ticks, nothing sticks…everybody wants a fix.

HOLY CRAP! That. Rhymes. You MUST be right.

{ stop lying }

Could you please test things before you accuse people of lying? Reading tool tips and trait descriptions just proves that you can read. Testing how abilities actually work is something else entirely.

Automated Response-Immunity with no cooldown

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Posted by: Med.6150

Med.6150

@Sorrow.3264

before you post more bull …. plz read the trait again and than engi patchnotes from last balancing patch

THEIR IS NO IMUNITY

100% duration reduction. Meaning base attacks are 0% in duration. So if a necro somehow traits for over 100% increase in certain conditions they will tick on the engi.

You’re wrong.

100% duration reduction actually means that you reduce whatever duration their condis have by 100%, making you basically immune. Whether you have 0% or 50% condi duration on your necro, you will reduce the modified duration by 100%.

Nothing ticks, nothing sticks…everybody wants a fix.

Balance

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Posted by: Med.6150

Med.6150

Oh the sadness.

Melandru Requires more testing:

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Posted by: Med.6150

Med.6150

Well, it’s hard to prove to you now, but there was no way that Bull’s Charge and Skull Crack had the same duration with Paralyzation sigil pre-patch.

Dazes, fears (only on servers but not in the mists for whatever reason) and stuns were affected.

Melandru Requires more testing:

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Posted by: Med.6150

Med.6150

These never affected knockdowns in the first place.

Fix the Fricking AOE condition spam

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Med.6150

You could have the best solution and it would be worthless, if they don’t recognize that there is in fact a problem.

Dont forget to nerf bomb engi

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Med.6150

and watch the stream from scrimming pardigm vs CC yesterday – pardigm lost all games 0:4 and at the end they was thinking bout making xeph to reroll s/d thief

ye rly bombengi op? for me in this matches was s/d thief the problem

As much as I like TP, most people don’t realize how little they (the people, not TP) know about mechanics or understand what’s happening. The only reason you say the thief was the problem in those matches is because you were influenced by TP’s teamspeak.

They could make an error in judgment and blame the ranger and you’d be here preaching their ranger was carrying the team (even though they never had one to begin with)

That said I really don’t want to get into the dynamics in question, because only a handful of people will be able to make sense of that and we all know that in order to be right on something nowadays, you must be renowned and have a stream, because that’s where it’s at.

(edited by Med.6150)

Dont forget to nerf bomb engi

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Med.6150

Speaking of Car Crash vs. Denial…

If you watched last night’s scrims they had, there’s a very peculiar situation that speaks volumes about the current situation. Here’s the link with this specific situation:

http://www.twitch.tv/xsuperxgw2/b/429025181?t=9m50s

So CC and Denial meet in mid, Denial takes out Mogow and pressures Lord Nag Nag while Super joins the mid fight after capturing close. Denial has the upper hand as they have killed off one of CC’s main dps.

So what would any class but an engineer do at this point? They’d probably join the mid fight and try to stabilize it, as they are one man down.

What does Super do? He runs straight through the graveyard, dismissing and ignoring everything and everyone and heads straight for Denial’s back node while the thief is beating on him, as if he was about to score the touchdown of his career.

Watch for yourself how this plays out and tell me what other class would be able to do that (especially after blowing the first rezz elixir in vain on Mogow while passing).

(edited by Med.6150)

Dont forget to nerf bomb engi

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Posted by: Med.6150

Med.6150

To be fair, since I actually do play all the classes I comment about on the forums, I’d consider a very specific Warrior build to be the toughest fight for an Engineer in a 1v1 (as a warrior and an engineer) at the moment.

Necro vs. Engineer depends on cool downs available and lucky dodge rolls (especially if you run no stun break on the Engineer).

Both these points really have little relevance. Engineers get home sick when they are away from the other team’s node, because they can count on a swift decap first of all and an almost certain capture of the point (far less important, which is why the BM ranger while broken was less of an issue as you could drag out the fight on a node that was yours before he would get it).

An Engineer should not be able to decap a node at will, nor should they have an almost guaranteed kill in a 1v1 against pretty much everybody but an Engi (this is especially true when he has elite and elixir r ready).

People arguing this is not true or a “L2P” issue still haven’t answered why nobody seems to be able to L2P or why engineers haven’t stopped going far if it isn’t rewarding any longer.

Dont forget to nerf bomb engi

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Posted by: Med.6150

Med.6150

Ignorance is a bliss they say.

So every single engineer that pushes far and wins their 1v1s and sometimes 1v2s is currently playing the hardest to master build in this game and all that without a stun break, according to you.

So how come it is that effective? It has these huge draw backs apparently of being so hard to play and yet it can do without a stun break (you know what that means right? Having no stun break means that when you get stunned, you can’t counter-play, so skill is definitely not what gets you out of that obviously).

If you have watched streams, as you claim, you might have also noticed that these engineers die to each other in turns, when they meet in a 1v1. None of them win all of their 1v1s against the other engineer. Does that mean they are all just really good and they happened to all roll engineers by pure coincidence?

Dont forget to nerf bomb engi

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Med.6150

It’s the same old story over and over again. People defend something that is imbalanced with the arguments that it can be countered in a certain way implying that not only do they counter it easily every single time but also that if you can’t counter it, you are bad.

Then you turn around and go play tournaments or watch “pros” play them and everybody is failing to apply these “simple counter-tactics” repeatedly and not just those.

I’ll give you guys a hint. When every team has an Engineer pushing far and winning 90% of their 1v1s there and decapping the point 99% of the time, it’s not that they are good and their opponents are bad, it’s that there’s a real issue here that needs to be dealt with.

Do you see Warriors push far 24/7 even if the node is defended? Do you see Guardians do it? Thieves? Mesmers?

Why so much Skyhammer hate?

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Posted by: Med.6150

Med.6150

Med.6150, great points! To piggyback a little on what kirito.4138 said, are you also fine with having every map be a conquest map? Or do you think that new game modes would/should not require respecing as well?

I guesss what I’m getting at is, what is it about changing your spec that you do not like? Is it just having to learn how to play a different spec, or is it the idea of having to click all those buttons and change your gear around (ie helped with templates)?

Okay, I think I wasn’t clear on my points. I am not the kind of guy that has a problem changing my spec to change my role (if this happens through templates, it will make my life a little easier, but not having templates certainly wouldn’t keep me from doing it).

The issue I have is that not every class can change their build and be even close to as effective as another class and given the current design of combat, the game mode and the impact a certain role has on the dynamics of a match and its outcome (like having one player pushing the opponent’s far node 24/7 against a defender), it is even more dramatic when a role or function becomes overwhelmingly decisive.

Basically, let’s assume what people here have said about this map was true and all that mattered was having stability and crowd control on your classes to dominate this map. You can immediately understand how this doesn’t work, because not every class, regardless of how much they may try to adjust their build, is going to be equally effective (and when I say equally, I mean “not even close”, which is what would be desirable).

Why so much Skyhammer hate?

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Med.6150

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?

And we see teams play their same comp on any map (which has been even more effective in some cases).

Do you really intend to create maps where people bring different classes to each map (not just builds but classes, because if you change your build completely on a class and still can not approach the effectiveness of another class whose function you are trying to imitate, you might as well play your regular build or another class).

You should be trying to make every single class effective at any of the roles in different ways without too much an advantage for any particular class. Is it going to be easy? Definitely not. Are they going to be perfectly equal in their capacity to fulfill a certain role? No, but it can be close.

The answer is not to give up on that ideal design by creating classes as distinct and superior at any given role, that your only choice is to “re-roll” to that class to be effective and not put yourself at a huge disadvantage, because the game currently doesn’t offer enough combat related synergies to accommodate all kinf of specific roles and the support of these by the remaining team.

If you do not realize that and intend to pursue a currently unsustainable model, it would have been much easier and sensible to go back to having archetypes in GW2.

(edited by Med.6150)

Two issues I think holding back E-sport

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Posted by: Med.6150

Med.6150

While it’s worthwhile and legit pointing these issues out and even disliking the features involved, things like 1v1 capability and AoE prevalence or even issues as overlooked as the RNG involved in battles are way higher on the list of reasons why the game will never evolve past the desire for elevating it to competitive gaming of a few individuals.

Reasons why we have a cond meta

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Posted by: Med.6150

Med.6150

Indeed power is still a really strong mechanic as it is the only way to spike a high level target et put the ennemy team in a real bad spot.

You have to realize that they utilize two Elementalists. 90% of their “insta” spike kills came from Hyxo or Denshee for a reason.

The only power spiker you should ever bring to your team right now is an Elementalist, because in order to spike hard they give up very little survivability, have the advantage of dealing respectable burst at range and have a burst spike combo that revolves around auto-crit abilities and insta casts that can not be reliably dodged or neutralized.

You chose conquest, make it conquest

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Posted by: Med.6150

Med.6150

BrunoBRS has a point though, a strong premade team will just give up their node to recapture it over and over again – they would also be able to gain quite alot of glory doing this as opposed to what the game is currently.

I don’t think this would be an issue at all and it was something that I considered as well, before I presented the idea here.

While in theory this could happen, one has to realize what that means. In order to gain advantage from such tactics, the following has to be true:

- The team is very dominant, as giving up a node and retaking it at will in any timely fashion that would constitute a large point gain over the steady point generation of an older node, is highly unlikely as it involves battling over it, decap and cap time once again.

If a team is that dominant, the new system will not give them any advantage over the old one. They’d not win any faster.

What the new system would do, even in such a situation, is add a degree of dynamic gameplay and a limited possibility for a turnaround (as unlikely as that may be when teams are that far apart in their effective rating), because under the current system that super-dominant team would just sit on their nodes and/or spawn camp the enemy team on their home node.

So while the theoretical possibility for such tactics might be there, it will still spice up things more than they would be under the current rules.

conditions so much stronger than glass

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Posted by: Med.6150

Med.6150

Nothing has really changed a burst player that is good will hit me when Im not ready or juke well and end it.

Bad burst will run into spectral wall 4 times in a row then /s OMG OP

For a good “burst player” to kill you the way you stated, you yourself have to be good. If you are bad and just randomly dodge, there’s no way to predict that. Happens all the time.

Thieves stop whining

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Posted by: Med.6150

Med.6150

@Med.6150, it is because of people like you, Arenanet keeps nerfing around.

I wish they’d nerf and adjust based on my posts. Unfortunately that isn’t true.

1- You can dodge through the spectral wall,..

You have no idea what you are talking about. Dodging through spectral wall gets you feared.

2- Unlike thieves, as a necromancer you can’t disengage from a fight, so you can’t just faceroll or you will end up as good as dead.

No idea why you are comparing professions here, but I assume the sudden rise in necromancer numbers is a coincidence or a result of spontaneous mass masochism.

Anyways, this isn’t the necromancer forum to argue about these, and just like people think thieves are OP because they fail to realize they can still attack them even when they are stealthed, you just did the same with spectral wall.

The fact that you do not know how your own profession’s ability works makes me shake my head.

Stop saying you can dodge through spectral wall please.
http://www.youtube.com/watch?v=20HBFtBWj-I