Showing Posts For Mrbig.8019:

[PvP] Pistol Whip

in Profession Balance

Posted by: Mrbig.8019

Mrbig.8019

1. Are there any plan to change its animation ?

In PvP it’s slow and clunky, especially the first part.

2. Are there any plan to revisit its damage ?

Post nerf, damage wise you would be better off autoattacking

3. Are there any plan to fix the kitten evasion ?

As things stand right now, it evades some stuff and some other doesn’t, it’s often random ( i even got CCed while whipping) and unpredictable.

For example, necro minions attacks go through the evade frames like if there was no evasion at all.

the set would be overall pretty good and competitive if these things were addressed.

Some people can still make it work, but these issues are glaring and really keep the set behind, along with retaliation killing yourself on a single pistol whip.

*okthxplsfix

SoloQ is a terrible experience

in PvP

Posted by: Mrbig.8019

Mrbig.8019

I didn’t read the ones before me but pro tip: win games and gain ranks so you’ll play with players that know how to play. But if you only care about your achievment ranking then I see no problems. I only get mad when I loose ranks because of idiot team mates.

going up doesn’t really change anything.

I was top 100 3 days ago, went down by 300 spots simply due to terribads/people not in even in leaderboards/skyhammer.

Top players play rarely, i see always the same people in the queue, mostly paired with scrubs.

I still feel i’m getting punished for playing “too much”, even after decay changes ( i don’t even play that much, maybe 10-15 solo q per day, even when i’m top 100 without caring about losing) while one of my guildies plays 1 match every 3 days and is top 50.

This night i got Sizer 3 times, paired with very low ladder ranked players against a team in the 100-300 range.

Guess who won.

Sadly solo q is a terrible experience the majority of times, and knowing that is nothing more than a population issue, it feels very frustrating at times.

2400 ex WoW player - come talk Gw2 PvP!

in PvP

Posted by: Mrbig.8019

Mrbig.8019

Morning/afternoon all.

My name is Flexxi and i am a New Zealand player who has come to play guildwars for solely its PvP upon recommendation of a friend.

I was an ex 2400 WoW player which equates to top 1% i believe, and am posting here whilst waiting for my download to finish in hope of creating intellegent discussion on what class/realm would be best for somone looking at getting into high end PvP.

My playstyle is the typical assassin as i played rogue for 8+ years.

what kind of rogue were you playing ?

anyway thief is the most proper choice, server Desolation if EU

(edited by Mrbig.8019)

Why nobody is playing solo queue

in PvP

Posted by: Mrbig.8019

Mrbig.8019

Conquest needs coordination to be played succesfully. In LoL you can effectively write an play ( in solo q) , gw2 is too fast paced so you NEED voice-chat in order to play in the proper way.

Solo q basically makes no sense in this game, reason why you’ll find team q pros being able to dominate in solo q while the opposite is kinda rare.

I would have somewhat agreed with this statement as well, that is until ANet introduced map icons for both friendlies and engaged enemies. Now it takes literary 1 second to look at the map and figure out at least 70% of what’s going on. But people are still trying to play the hero part for some reason..

It doesn’t really matter.

Player icons won’t teach you positioning and map awareness, won’t teach you to not stay braindead afk in mid as a bunker guard while your team is demolished on sidenodes, won’t teach you to decap far/close as a teef while your team is keeping mid in teamfight, won’t teach necros to stay on edges where teefs can’t reach them with dem teleports etc etc.

Conquest mode is too hard, even in top 100 solo q, i can assure you.

Why nobody is playing solo queue

in PvP

Posted by: Mrbig.8019

Mrbig.8019

if i can say mine, it’s just that people really have poor understanding of conquest mode.

I agree with the above theory. You can see this after one team wins mid fight when for some reason most people switch their brain to hotjoin mode and run to the nearest contested node leaving at best a bunker alone against almost entire enemy team that just respawned or at worst getting wiped on far node and being 3capped (opposing team employing the same brain dead “strategy”).
What’s worrisome is that this sort of behavior is consistent across all levels of play…

Conquest needs coordination to be played succesfully. In LoL you can effectively write an play ( in solo q) , gw2 is too fast paced so you NEED voice-chat in order to play in the proper way.

Solo q basically makes no sense in this game, reason why you’ll find team q pros being able to dominate in solo q while the opposite is kinda rare.

PvP medium armors

in PvP

Posted by: Mrbig.8019

Mrbig.8019

one of the less sucky, still it sucks

Looking to offer feedback, however without you mentioning what kind of look or theme you are wanting I will be unable to do so. You say that armor “sucks” could you elaborate on what particular parts of it’s design you dislike? If not then there is nothing left to discuss because of a lack of your feedback. If so I will continue to see if there is a look you have missed or didn’t know about. Cheers!

Edit: Medium Armors are less attractive in general I believe due to player preference. Anet stated there will probably not be any new Charr armors because not enough of the playerbase plays charrs. I will assume they use a similar view when designing armors for types (Light Medium Heavy). From previous class popularity charts you can see there is a stronger preference for Heavy Armor / Light Armor classes over Medium classes. So in conclusion I think that there is less time / energy put forth on medium armors.

ok i’ll be more specific.

Medium armors are basically trench coats and nothing new.

Nothing sparky, nothing aggressive without being garish ( like t3 cultural): they basically look all the same with some small differences.

If you take a look at other kind of armors ( heavy and light) they are basically totally different one from another, while the only way for a medium armor to be different is to be an Orrian ( the only one which is REALLY different from other armors) or Magitech to a lesser degree.

They’re unimaginative, boring and too similar.

In short: they suck.

If there’re people liking them some way or another it’s their choice, fact is that if you compare them to light/heavy, medium armors suck major balls.

PvP medium armors

in PvP

Posted by: Mrbig.8019

Mrbig.8019

one of the less sucky, still it sucks

PvP medium armors

in PvP

Posted by: Mrbig.8019

Mrbig.8019

Why do they suck so much ?

Why nobody is playing solo queue

in PvP

Posted by: Mrbig.8019

Mrbig.8019

Ok, at time of posting i’m top 10 or maybe at least front page (decay is very strong) on solo queue leaderboard. This isn’t because I’m good at the game (I’m trash) but because, as far as I can tell, nobody is kittening playing. Every game I’m getting people who have no idea what they’re doing, and it’s a free win to whoever can herd sheep harder.

There are a few outstanding issues that I guess anet thought weren’t major but evidently were. I’m wondering if we could have fixes or comments for fixes on the major issue before solo queue dies completely and becomes a perpetual merry go round of players who probably have some kind of bot set up to queue solo queue and then disconnect (for sick 4v5 action) matched against players who accidentally queued for solo queue instead of lfg’ing CoF. IE: kittenen dead.

maps: skyhammer and spirit watch. Nobody except grouch actually likes them, you can prove this lil hypothesis by hitting the game, waiting for the oh-so-dreaded skyhammer pop that kicks the courage out of lions and then asking “hey is everyone keen for a match of the sickest map going?” only to find “no” being a near unanimous reply. Seriously, I know people who have quit the game cos of skyhammer in solo queue. A simple fix (besides making the map go the way of the capricorn) is to add a Veto system similar to starcraft 2’s ladder: you get to choose two maps (basically kitten tal’darim altar) which you don’t have to play at all before queuing. This way grouch still gets to play games of Skyhammer against himself so everyone is happy.

matchmaking: if I am in the top 25 (deserved or not) why are there people who plainly have no idea what they’re doing being matched up with and against me? I am not talking ranks, I am talking people who just aren’t very good, although there is a correlation with rank. I wouldn’t mind waiting longer for better matches – I really really like tense close matches, even if I lose them. I don’t like herding sheep into pens/points. this game only works when everyone knows where they need to be, otherwise the team with the most experience wins on map control. which is dumb. something should be done, is it the starting MMR being too high? lack of players? Both of those can be fixed, by lowering the starting MMR and removing skyhammer respectively.

third: redundancy/rewards, a lot of people I know solo queue into team queue for two main reasons: first being that they love skyhammer so much and such a pristine experience should be preserved, and the second being that in terms of real game rewards there’s no point. Solo queue obviously shouldn’t have the same glory gain as team queue, but I’m sure it can be a little higher than the pittance we have now. Some people (I honestly don’t care about my team queue rank) want to protect their team queue rank, as well as get fair (lmao) matches, so solo queue has it’s place and we shouldn’t be outright punishing people for playing solo queue instead of soloing team queue.

tl;dr: fix solo queue

please fix solo queue

i’m a nice guy

EDIT: S A D B O Y S

if i can say mine, it’s just that people really have poor understanding of conquest mode.

Aside spirit watch and skyhammer ( which even in EU we all HATE, mind, not dislike, HATE), people even at the top very easily have no idea what to do and play simply counting on their superior skill.

solo q in this game is a terrible experience, unless you’re superskilled ( and it measn both personal skill and map awereness) but it’s mostly due to very few people playing.

And on top of this, team q rewards are better, even if you join solo ( no skyhammer above all).

[PvP][Elementalist]The balance direction.

in Profession Balance

Posted by: Mrbig.8019

Mrbig.8019

Agree that Diamond Skin isn’t supposed to exist.

Disagree that Fresh Air is useful only in glass cannon/burst builds. It is also extremely useful for sustained damage because of the frequent swapping to Air. Probably one of the best designed trait of the elementalist, fitting the Air Magic traitline design while not being a must-go in any situation.

Disagree that Arcana should have a different effect. After the recent patch, it isn’t entirely necessary to go into arcana for the Attunement Swap recharge, as you don’t feel the lack of points into Arcana that much anymore.

Disagree that Healing Ripple, Evasive Arcana and Elemental Attunement should become baseline. What I think is that Elemental Attunement should be split into the other traitlines as much as Evasive Arcana, to keep the feel of the traitlines really affecting how strong your attunements are.
Healing Ripple should stay as it is, while giving better sustain to elementalists who don’t run into water, by buffing the weapon skill healing (for instance, reduce the recharge on Cleansing Wave).
Then, pushing the base HP of elementalist to 15k is the best thing to do, because you don’t need anymore to have points in water to have decent HP pool, neither to stack defensive traits to survive, neither to run soldier instead of Valkyrie when having 0 points in Water.

fresh air one of the better designed traits= LOLWUT

Instant damage should NOT EXIST: it’s unavoidable, uncounterable, it’s brainless.

If anything, eles need the sustain/mobility they had before.

In the past they were so god-mode you could facetank 2 people at far without dying, simply to go contesting another point in 15 secs ( RTL CD).

Scepter air attu should be completely redesigned, along with arcane spells.

With current power creep and reduced burst, going back with the old ele would be the best choice: hell i would even increase ele healing capabilities.

Mistpedia (Formerly PvPTV) 2v2 #3 1/11

in PvP

Posted by: Mrbig.8019

Mrbig.8019

this is incredibly fun O_o

and so i gave solo arena a try

in PvP

Posted by: Mrbig.8019

Mrbig.8019

Imo D/P Thief and teams running double Mesmers are fantastic counters to warriors.

So you think a thief and two mesmers, 3 out of 5 players, should be on a team to counter warriors? Do you have any clue how terrible that idea is? The problem with running more than 1 thief or 1 mesmer on a team is that they don’t hold points. They have absolutely no sustain. Their role is to be able to easily force 2v1’s via their mobility, and can easily peel from fights. People say that they are great at 1v1’s, but they’re pretty terrible against anything that has more sustain than them, actually. The only 1v1’s they should be doing, if at all, is against other squishy roamers. Pit a typical thief up against a typical spirit ranger on far, the thief will always have to peel away or die on far point – losing the match to the team. It’s one of the reasons why S/D thieves was so favorable (it has that extra sustain, high mobility, high sustain damage, and can contest points, though its sustain was reduced quite a bit after dec 10th patch) and why it was one of the banes of mesmer’s existence. The moment the team, who is running more than one or the other, runs into another team of equal skill who is running with a class that has more sustain, they will be at a disadvantage.

I feel like you took this entirely wrong.

I didn’t mean for there to be specifically a Thief and 2 Mesmers on a team. I was merely suggesting that, in my experience, teams that are running 2 Mesmers OR a D/P Thief give me problems.

Also, with the new healing sig the Mesmers have aquired they’ve gained plenty of sustain, OBVIOUSLY not as much sustain as Warrior, BUT with the combination of sustain+clones+stealth it can cause a lot of trouble for a Warrior. D/P Thief on the other hand should be basic knowledge as why it’s a direct counter to a DPS Warrior build because of thief’s blind spam and spike damage to counter healing signet. D/P is also the current cookie cutter build.

magic toker plays S/P trickery

Vanish plays S/D trickery.

Sizer plays S/D acro

Shad & Caed play D/P trickery

I play S/P trickery

there’re different viable builds currently, tough i believe trickery builds are better by a long shot, but it’s just my opinion.

Still thieves are really not that strong as people claim them to be.

Gw2 spvp: the comunity is kind of kittenty

in PvP

Posted by: Mrbig.8019

Mrbig.8019

you dont care bout your teammates by bringing worsed class/build so its your fault too^^

play it in hotjoin or your 5 man team but dont grief other randoms by “testing” broken class

and you can whine bout but thats how i see it^^

This makes very little sense.

If you’re matched with the staff ele ( and given staff eles are underperforming so will be part of low elo matches) it means you’re on the same elo than him.

Point is: he’s very skilled or you’re terribad with your braindead build ( i’m not referring to you).

It’s simple math logic, really.

Jump's Ultimate PvP (Teef) Wishlist; Jump.Doc

in PvP

Posted by: Mrbig.8019

Mrbig.8019

Mesmer’s doesn’t prioritize both aegis and stability.

Regardless, think about the pros versus cons when speccing into Trickery. I’ll go over the most important.
From the original 25DA build, you lose maybe an average of 10-15% damage?
Acrobatics is only really strong when paired with the Sword/ due to the extreme aftercasts and the ability to dodge during them basically nullifying the aftercasts.
Shadow Arts is kind of a joke, a traitline designed around you afk’ing out of combat (in stealth) while your teammates are dying.

Trading that little for incredibly strong utility and cooldown reduction on your Steal.

Steal that, unless traited, sucks balls in any build, and that overall sucks as a class mechanic.

Again, in eu very few teams run thief, and it happens that most of them are the most succesful simply because

1: they are the best players
2: there’ s little to no competition right now, since 80% of the population are PvE heroes looking for easy gold and achievement points

3: very skilled thief players are mostly better than average due to them being used to not play facerolling proffs (since even the “so broken” S/D thief was easily 2 shotted by anything and could lose 1vs1 against basically all meta builds unless played flawlessly)

Don’t look at the benefit obtained by speccing into trickery, ask yourself WHY OTHER TRAITLINES SUCK like if there’s no tomorrow.

you already have the answer

by the way, I saw vanish running S/D trickery, lololol

Jump's Ultimate PvP (Teef) Wishlist; Jump.Doc

in PvP

Posted by: Mrbig.8019

Mrbig.8019

However, before dec 10th it was widely viewed as underpowered and not worth using.

Actually it has been on-par with the S/D Acrobat since the Trickery changes were first introduced.
At the moment one on each team is practically required in group play for that incredibly overpowered/gamechanging 21s cooldown aegis+stab intterruption.

Calling d/p trickery required compared to say a bunker guardian in teams isn’t an equal comparison. But god forbid a thief having a role in a team right? I don’t see anything that makes that spec op, it wasn’t required before dec 10th and it wasn’t really buffed (you can argue it was but in my experience it’s roughly on par with before). The only reason why it’s considered required at all right now is because s/d was nerfed.

I’m not trying to be combative or insult you in any way, I’m just really surprised you think that spec is OP.

Point is it’s not really required.

There are plenty of teams running without thief in EU, but we know NA has always been another world.

Thief fills a nice niche, dunno why it should be nerfed even further (buffed maybe) and D/P trickery (which is not even the stronges trickery build) is a strong build, nothing more.

Mesmer can do the same with diversion-boon rip, with an average 30 secs CD ( with illusion invigoration) but with multiple dazes ( that, right now, are free mind wracks) but nobody complains ( i think it’s balanced).

Jumper, you’re talking about ripping stab stomps like a ridicolous overpowered mechanic, while in reality, stability stomps have ALREADY small counterplay.

We need more counterplay, i would argue to make stability ALWAYS first in boon rippings priority, even corrupt boon.

So people will finally start to learn to wait instead of spamming AoEs at first sight ( or corrupt boons as soon as you see MOAR BOONS)

Why Trickery?!

in Thief

Posted by: Mrbig.8019

Mrbig.8019

@Mrbig: if you’re going to tell me my my his wrong, you sure as hell better have the evidence to back it up. Ironically, the person I was speaking to in the thread from which my quote was borrowed also tried to say that my math was wrong, linking me to some guy named Arcturus who had come up with a different conclusion than I had. I refuted his methods through some basic facts.

And if you’re going to doubt the usefulness of Trix in my build, go do some research into the build and then tell me what you think.

tbh I’m not saying your math is wrong, neither I’m questioning trickery usefulness.

I’m just saying that your math is right EXCEPT for thieves, mostly because, thanks to CS having both precision and crit damage, making it easy for thieves to go beyond the needed trashold for max dps.

in all otber situations, it woukd be better to avoid precision OR crit damage traitlines (according to the build), favouring strong traitlines (med guardians best dps would, for example, come with increased power rather than increased precision, mostly because it would be too hard of an investment in trait points to go beyond the precision trashold, unless they play 1h weps only).

thief strange nature allows for easier min-maxing, to a point where adding sustain is not necessary, since you effectively lose tons of damage altough gaining good sustain (tbe point is that it’s not really needed, you already hqve good sustain o sword builds).

it’s not that 10-0-0-30-30 is not a good build, it’s just that 10-30-0-0-30 is stronger, without losing that much sustain/versatility.

since minimap change, shadow refuge really lost its purpose, so if you’re brave enough to remove it and go for double signet+shadowstep, you can even slot soldier ammy and zerk jewel and hqve basically the same damage output of a standard glass sword build with increased armor.

I play it with S/P and I really feel it’s the best possible thief build out there: you can seriously win any 1vs1, sad part is the set’s still too slow to solo skilled bunker guardians ( I had a 1vs1 with Tage at Raven which lasted about the full match, with the point contested the whole time)

Why Trickery?!

in Thief

Posted by: Mrbig.8019

Mrbig.8019

Me discussing why my S/D build takes 30 Trix instead of 30 CS to somebody…

The damage stat loss from 30 into Trix is offset by five facts: first, that you’re getting more initiative, and thus will be able to attack more often and be more flexible (and, by the way, you’re also getting more damage because of Lead Attacks). Second, you’re getting more sustain from Assassin’s Reward by being able to burn up more initiative. Third, the ability to swap to a Shortbow while still maintaining the same amount if not more initiative than Jumper’s build (and certainly more than Nag Nag’s) allows the build more versatility than the two most prominent thief builds have. Fourth, By investing so much into Trickery, you’re getting higher recharge on Steal, which is useful not only because you get so much utility from steal itself (four boons- three automatically, four if you hit- healing, damage, poison, double boon steal, and of course whatever item you stole), but also because Steal gives you more mobility, which, in a mobility-based build, could mean everything. Finally, all of the traits that you get in Trix are good. In CS, you get one good minor (First Strikes), one good major (Executioner), and a bunch of mediocre or bad majors and minors for the rest of your traits (especially considering that nowadays Opportunist is so awful). That’s what differentiates 30 into Trix from 30 into DS for a Necro- I do get more damage and sustain, but I also get a lot, lot more for what I invest as well. I’m not saying that my build must, by necessity, be better, but that’s the theory behind 30 into Trix- not to mention the absolutely abhorrent bonus damage you get from 300 precision and 30% crit damage…

Just dropping it here.

Since new minimap change showing enemies, Shadow refuge is basically a wasted sloth: you really have very short time to use it as a team spike ( unless the opposite team is completely dumb) and as a rezz tool has always been relatively ineffective.

I think current best build is a S/P 10-30-0-0-30 with soldier/zerk jewel and lyssa runes, with shadow step and agility/infiltrator signet, with fury uptime as high as possible and increased crit chance.

That way you can deal with pressure and damage without being completely shot by a couple of attcks, can stay on the field, and you have 30-37%+ crit chance by default and nearly 90% fury uptime thanks to 2 traits ( thrill of the crime and furious retaliation).

It’s a very strong build, sadly not as strong as current cheese spam build ( at least to carry noobs in solo q), but undoubtly top tier.

regarding your math:

Your math is wrong, at least in lyssa builds, regarding sword ( or rather slow moving weapons) and thief in general, tough it’s right in most other cases and professions ( war is a clear example)

Above 55% crit trashold, investing in precision is a better choice if you have at least 50% crit damage.

Zerk ammu/jewel + 30 crit strikes brings you to 1,5 crit multiplier, so your build will be optimized if you increase precision the most ( signet+lyssa) instead of going pure damage multiplier like lead attacks.

Moreover trick stat gain, aside its good traits and steal recharge, or rather condi damage, is completely useless on most power thief builds ( unlike mesmers).

There should be a chart about stats min-maxing somewhere.

Even with fast weapons ( dagger) we suffer of the same problem: our main damage sources are tied to autochain ( first attacks being very weak) and HS, being tied to your opponent health and its ability to keep it high enough, rather than simple math and damage: in other words, the only way to gain the most from dagger and your build would be to use the only ability with an high damage coefficient and no different damage scaling ( unlike HS), or rather spamming shadow shot ( which is too much ini intensive).

Basically your math is right with all classes aside thief ( lol), and hybrid wars/guards/rangers are a clear example.

Sadly this is not possible with the thief mostly due to how our weapons are designed, and mostly due to the fact that it’s so easy to go CS and go over the needed trashold for crit damage and precision.

Infact lyssa runes are a bad dps loss for mesmer and burst thieves, mostly due to dagger being badly designed for sustained damage and mostly because mesmers barely reach the needed precision amount without reaching the needed crit multiplier, so they would be better off with power runes.

People play PvP for competition *rant*

in PvP

Posted by: Mrbig.8019

Mrbig.8019

i disagree,

Conquest is the PERFECT gamemode for a game which strives to be competitive.

The only issue i see is that most of these maps they gave to us are SMALL, with SMALL POINTS, favouring tanky and fast builds among all ( there was a time were staff guardians didn’t exist, then Azshene).

After staff guardians, it has been a race towards fast defensive proffs ( engies, necros, rangers post buffs, now wars) for the simple reason they move fast ( aside necros), can decap, can hold, can kill.

All favoured by casuals hatred for burst and high dps and aNet granting their wishes with nerfs.

Foefire is a great example of the format which should be taken into consideration for a SERIOUS PvP game : gamechanging secondary objective, huge points, overall quite big map.

Other maps are simply bad, even Nifhel, Khylo and Temple ( temple being slight better).

The problem is not abou conquest, the problem is about conquest being unchallenging and favouring boring builds: having more maps like foefire ( layout) would really solve most of our problems with build diversity.

Lol, in foefire even a staff ele could work, mind you.

This!

I agree 100%. The secondary objective should be game changing, like in Foefire. They should indeed have more maps like it since it has a really nice design. Getting The Lord can really change the tide of the game, and sometimes decide it.

You wont agree after you have played 5000+ tournaments trust me.

Imagine where a 1v1 is actually based on skill and you arent required to have such a fight on a tiny circle where you have to just face tank stuff because you cant move without losing the point. Imagine where you play people whose tactics aren’t just to push your home point all game and then make you lose points without fighting against you. There are top players whose only skill is afking to far point all game and maybe winning the odd 1 on 1 because they have strong builds for it. Where is the skill in that? It is utterly ridiculous.

There is such a lack of pvp in this game because often it is wrong to try and pvp, and correct to just run to an empty point and cap it. This is only made worse by bunkery comps. I have lost to teams who play bunkery comps 500-150 when they all have 50 points and we have 120+. How is that good game design? You win a game by miles by not actually fighting and killing anyone at all. It is player vs point and player vs ai. Ai is very funny because this is a game where a spec based around 5 ai creatures has been one of the most dominant specs for 6 months and when they do nerf it it gets nerfed less than everything else and so is still completely broken. This game is a laughing stock due to things like this, but mainly due to conquest. Check twitch viewers if you dont believe me.

i don’t really see this “skill”.

I started to play Dark Souls PvP, it is probably one of the most skill based combat ever created, yet it has basically none of the skill and tactic required to play an objective based game ( like conquest SHOULD be).

The issues you’re facing are mostly due to current meta being bunker/bunkerish, not really about the game being conquest based.

In the old power meta, leaving a bunker afking at far was NEVER a good choice unless it was an ele, because there was NO WAY to survive thief+mez for longer than 10 secs ( reason why we used to cry about eles mist forming+ rtl away, simply to go back after being fully healed).

Current bunker engi/war would NEVER stand a chance against old school burst.

Bunker meta arose due to damage being badly nerfed: mez were running mirror images, now you won’t find any fool slotting an u-skill simply for an increased burst.

There are plenty of ways to make conquest interesting, but above all TTK needs to be fast, otherwise we have nothing more than a boring “bunker here, bunker there” game.

As i said, Foefire is a good example of a well designed map, renderd boring by bunkers: i’ve currently bunkered mid in that map with my S/P thief even against 3 people thanks to thief mobility, on a glass build; something impossible to do in other maps.

To make Gw2 shine, we need fast balance decisions in order to tone down certain builds HARD or a whole rebalancing of how conquest works, because right now it’s only about afking on a point with a regen banner or with toolkit/flammenwerfer pushing people away and blocking all attacks half of the time with perma prot.

People play PvP for competition *rant*

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Posted by: Mrbig.8019

Mrbig.8019

Mrbig,

what about a “push the flag” concept like a reverse snow ball mayhem?
except that we carry a bomb from the middle into their base.

TBH i thimk a standard “warsong gulch” would already be perfect.

aNet tried to make things different, they just ended up doing 6 times the same thing with sligh variations and just a couple of competitive maps ( and competitive doesn’t necessarily mean FUN, altough Foefire and Temple are pretty fun and intense when played right).

gf left me coz of ladderboard

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Posted by: Mrbig.8019

Mrbig.8019

SECOND PAGE AGAIN WHAT IS WRONG WITH THIS COMMUNITY

People play PvP for competition *rant*

in PvP

Posted by: Mrbig.8019

Mrbig.8019

i disagree,

Conquest is the PERFECT gamemode for a game which strives to be competitive.

The only issue i see is that most of these maps they gave to us are SMALL, with SMALL POINTS, favouring tanky and fast builds among all ( there was a time were staff guardians didn’t exist, then Azshene).

After staff guardians, it has been a race towards fast defensive proffs ( engies, necros, rangers post buffs, now wars) for the simple reason they move fast ( aside necros), can decap, can hold, can kill.

All favoured by casuals hatred for burst and high dps and aNet granting their wishes with nerfs.

Foefire is a great example of the format which should be taken into consideration for a SERIOUS PvP game : gamechanging secondary objective, huge points, overall quite big map.

Other maps are simply bad, even Nifhel, Khylo and Temple ( temple being slight better).

The problem is not abou conquest, the problem is about conquest being unchallenging and favouring boring builds: having more maps like foefire ( layout) would really solve most of our problems with build diversity.

Lol, in foefire even a staff ele could work, mind you.

warriors are not overpowered

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Posted by: Mrbig.8019

Mrbig.8019

8/10

very good

would read again

gf left me coz of ladderboard

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Posted by: Mrbig.8019

Mrbig.8019

HOW THIS ENDED IN THE SECOND PAGE, I DON’T EVEN

The Ken Document

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Posted by: Mrbig.8019

Mrbig.8019

no, seriously, you all should stop.
combustion shot has already been nerfed.
it is really fine now.

it is working exactly as intended.
it is not hard to step out of the fire field to avoid the burning.

again, guild wars 2 is a game for casual players.
the 10 dec 2013 patch has proved that.
more casual players are trying out sPvP now.

more will follow in the future patches to come.

There’s no point in a game with tons of players but that nobody takes seriously.

a PvP game ( or the PvP part of a game) needs COMPETITIONS, LEAGUES, SPONSORSHIPS, VIEWERSHIP, tons of HARDCORE PLAYERS in order to succeed, while low skill players have fun with their passive, AI, no brain, spammy builds at low ELO.

What you say makes no sense, nor from a business perspective, neither from a logic perspective: a game built for casual players will fail undoubtly.

This is what we’re trying to avoid, while that’s exatly what you’re trying to pursuit with your illogical “casual” attitude.

So please, stop.

The Ken Document

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Posted by: Mrbig.8019

Mrbig.8019

I’d like to see the warrior longbow burst skill at first be a single target skill which creates the same field after connecting successfully with a target. Basically, hit a target and you get that massive OP damaging burning field that has like a 900 radius. This would at least add counterplay to longbow and warriors would start considering running other weapon sets.

hmmm no this is too big of a nerf.

the current targeting system is fine.

deimos, i really think you should stop posting in the sPvP forum.

Your “casual” attitude is really insulting for those few players still believing in this game to become competitive.

I already explained why a game can’t be built for causals only, but needs to let “casual” players able to play the game with simple builds still effective at low Elo while high Elo rating PvPers crush them with serious builds.

This is not the case in Gw2, where simplest builds ( wars/spirit rangers/necros and also S/D thief/bunker guard to a certain degree) are the strongest ( S/D thief aside, at least currently, but it has been meta for months).

Your attitude is exactly what should be avoided: you ask for short term benefits while this game needs a serious “planning for the future” balance, since the PvP part of this game is already on the edge of disaster while skilled players ( the ones CREATING the competition every game needs in order to succeed) flee at masses due to skill floor/ceiling being nonexistant ( a rank 10 necro can be able to win against a top 100 ele).

Seriously, just stop.

Strongest 1v1 Class

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Posted by: Mrbig.8019

Mrbig.8019

dps guardian hands down.

Lyssa Runes Rebalance

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Posted by: Mrbig.8019

Mrbig.8019

I would rather have the lyssa runes #6 suffer a 60-90 second internal cooldown. That way you would see much less spamming and abuse with classes that benefit way too much with low level elites. The idea sounds good, however I think just giving it a ICD would work much better than reworking most of the rune set.

Countless

That would make thief basi venom really counter intuitive.

It’s no more different than Bear suggesting to give a 30 secs ICD to sleight of hand, when steal comes off CD at 21.

The issue is that Lyssa gives too many boons ( a 5 secs of stab, prot and aegis= awesomeness) to professions with already plenty of in-built defense ( mez-thief-war but especially last 2).

If lyssa is REALLY used for the condi clear, than just leave it there.

If you use lyssa for those 5 secs of awesomeness, than it’s true they’re OP.

Lyssa Runes Rebalance

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Posted by: Mrbig.8019

Mrbig.8019

Great Suggestion. Definitely time to remove the “no risk – full reward” of this set.

There are plenty of costs associated, you just prefer not to see them so that you can make your argument.

Precision being a low value stat costs alot in potential DPS (Look at any of Arganthium’s posts). Let’s also note that using your elite to clear conditions/generate boons also means using your elite when you need those conditions cleared/boons generated, which may or may not be the best time to use your elite skills.

Lowering your DPS increases risk at all points in time. Using your Elite just to clear conditions, generate boons, or both runs the risk of using your elite skill at a time where it will be partially or completely ineffective (yay BV on a target with 60% health).

There’re weapon sets that gain specifically more from increased crit chance than power, thief sword being one od them.

As soon as your weapon has an high skill coefficient and all atttacks have similar skill coefficient ( just like thief’s sword) your weapon is more suitable regarding precision, increasing crit chance, than power, because you have no “strong burst attacks”, meaning that weapon is min-maxed toward sustained dps.

Regarding the change and how Lyssa’s currently work, i would say that in most cases you’re using your elite EXACTLY when needed: mass inv when focused ( also by conditions) and basilisk venom is commonly nothing more than a “bonus” along with the condi removal, along with signet of rage.

The only “misuse” could be the flesh golem charge, but necro has so many condi flips that no one really cares.

Personally i would keep lyssa just like they’re currently, while just making the 6th bonus " convert all conditions into boons".

That would make it balanced.

If your proff doesn’t have stability there’s no way you should gain it with a rune set, not this reliably at least.

The Bear Document

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Posted by: Mrbig.8019

Mrbig.8019

If this game has no reputation as a good PvP game is due to those reasons i mentioned before ( slow balance handling, gamebreaking bug left untouched for months, no rewards, no way to estabilish serious competition), not because playerss want to play “cooperatively and not competitively”.

And I disagree. Because when I have discussions with people outside the PvP community, I get a general negative response that has nothing to do with specifics of the PvP system.

Most people don’t like PvPing because it’s a much more difficult and aggressive form of gaming. And GW2 also has another option that vies for players who like inter-player combat in WvW, which is much more relaxed and has other benefits over PvP.

Again, you’re not getting my point.

This game already HAD, in the past, a good PvP community, without caring about WvWers and PvEers.

Gw2 players that don’t like PvP have no point in playing it, but if aNet had been able to keep old PvPers ( like 6months after release) and let the PvP community grow instead of letting it shrink, this game could have had the potentiality to attract lots of people interested in PvP OUTSIDE the Gw2 players crowd ( most likely from other games, or totally new customers).

Anet, with their decisions, cut this game’s PvP legs.

We don’t want PvErs and WvWers in PvP, they’re, with a good amount of certainty, the cancer which brought all those terrible balance decisions into the game.

I may sound elitist and most probably i am, but this is the truth.

Exactly! we do not care about those ingame rewards, and then they put a lot of them suddenly all competitive teams quit and those so called HARDCORE SPVP players you can see on the top100 using their condition hambow cheesy kitten build just to flash their name in the leaderboard remain.

like someone said before, hordes of casual paying customers matters. the rest do not. time will tell.

there are still lots of PvE / WvW players.
future patches will draw more of them over into sPvP.

finally, sPvP will be made so casual friendly by then, the population will be stable and healthy, then they will finally make sPvP esports worthy. yay!

A game that is casual friendly cannont be competitive.

There’s a difference between a “easy to pick, hard to master” game like LoL and a “scrub friendly” game like GW2 where you can pick up a broken meta-proff, play it a day and striive to compete in top 1000.

This is the very reason why GW2 is not considered a serious PvP game and will never be an E-Sport, exactly due to people talking and reasoning like you do.

As Igritte would have said, “you know nothing, Jon Snow”.

Stop this “casual” bullkitten, you’re wrong.

The Bear Document

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Posted by: Mrbig.8019

Mrbig.8019

If this game has no reputation as a good PvP game is due to those reasons i mentioned before ( slow balance handling, gamebreaking bug left untouched for months, no rewards, no way to estabilish serious competition), not because playerss want to play “cooperatively and not competitively”.

And I disagree. Because when I have discussions with people outside the PvP community, I get a general negative response that has nothing to do with specifics of the PvP system.

Most people don’t like PvPing because it’s a much more difficult and aggressive form of gaming. And GW2 also has another option that vies for players who like inter-player combat in WvW, which is much more relaxed and has other benefits over PvP.

Again, you’re not getting my point.

This game already HAD, in the past, a good PvP community, without caring about WvWers and PvEers.

Gw2 players that don’t like PvP have no point in playing it, but if aNet had been able to keep old PvPers ( like 6months after release) and let the PvP community grow instead of letting it shrink, this game could have had the potentiality to attract lots of people interested in PvP OUTSIDE the Gw2 players crowd ( most likely from other games, or totally new customers).

Anet, with their decisions, cut this game’s PvP legs.

We don’t want PvErs and WvWers in PvP, they’re, with a good amount of certainty, the cancer which brought all those terrible balance decisions into the game.

I may sound elitist and most probably i am, but this is the truth.

The Bear Document

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Posted by: Mrbig.8019

Mrbig.8019

In businesses, something that may be the best decision in the SHORT TIME may not be the best decision in the long run.

Keeping casuals as the main source of PvP economy surely is not the best decision anyway.

Right, but the problem is that this game doesn’t have a reputation as a serious PvP destination. Most players in GW2 don’t PvP because they want to play cooperatively, not competitively. And most of the people who do participate in PvP aren’t at the levels of some of the folks in this thread, and making balance changes that destroy their game experience just means the already tiny PvP population will dwindle further.

Arenanet is not a company of idiots. It’s just a lot easier to claim to have simple solutions to problems on a forum thread than it is to actually implement them.

again, there was a time when this game was actually competitive and really had a chance to become an E-Sport, a game where landing an immo in order to land thief burst was actually a viable strategy.

If this game has no reputation as a good PvP game is due to those reasons i mentioned before ( slow balance handling, gamebreaking bug left untouched for months, no rewards, no way to estabilish serious competition), not because playerss want to play “cooperatively and not competitively”.

Give guys enough incentives, and they’ll rush their heads in order to preveal.

Soccer is a clear example: success, money, glory, international rewards are these incentives.

I see nothing of these ( and have not seen any of these from realease till now), not even in scale, in Gw2.

The Bear Document

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Posted by: Mrbig.8019

Mrbig.8019

I understand the argument. I guess I just see an equally viable one, that what happens on the very high end affects only a tiny percentage of players and so it makes more sense from a business standpoint not to orient the game around them.

Especially a game like this one that is intended to be easy to pick up.

What you call “scrubs” Arenanet calls “paying customers”. The top 100 PvPers aren’t any more important to the bottom line than any other 100 players. I’m not saying their needs should be ignored, just not prioritized.

Specifically, making game balance decisions in a casual game that tick off 10,000+ players because of game balance issues that affect 100 players is bad management. Many of the proposed changes in this thread fall into that category.

Most GW2 players aren’t interested in PvP for reasons that have nothing to do with fine-tuning class balance at the highest levels.

Balance decisions could have been handled better, simply aNet made the most whack-a-mole/easy to do things in order to make casuals happy.

There was a time, for example, when D/D thieves were oneshotting everything. From a high end PvP standpoint, it was balanced since you would be never hit by the full combo if you were fast enough to react ( even with unnerfed haste) but it was obscenely Op at low levels.

aNet reaction has been to totally gut off hand dagger and Mug instead of rebalancing the whole combo, gutting quickness into uselessnes ( affecting multiple professions and, as a consequence, power damage efficacy) while buffing conditions and warrior resilience little by little till dumbfire patch ( meanwhile competitive scene already knew necros and wars were already there, they just needed FEW TWEAKS instead of orrendous buffs like they received).

Why did they do such things ? Because “scrubs” were complianing about being instagibbed.

Why did they do it ? Because increasing/deacreasing numbers and adding immunitites is easier than reabalancing a whole profession.

Basically current meta has been “created” by the very part of population you’re trying to defend.

If we’re in such balance hell, it’s due to their " requests", granted by aNet in the laziest/fastest way.

Regarding players not playing PvP, this is not wrong: a PvE player not interested in playing PvP should NEVER play PvP, because if he plays arenas for their rewards instead of playing it because he’s interested, he will simply use the fastest way to obtain them withoiut caring about other players ( skyhammer farming, afking in rated matches and all other obscene things we’ve seen in the recent past).

In a perfect world, PvP should be played by PvPers, just like PvE is played by PvErs.

Again, there was a time when this game had good PvP population: it’s been aNet attitude toward us ( no rewards, gamebreaking bugs kept for months, no FAST balance decisions when something was clearly broken like old S/D cleric ele or thieves hidden hastened HS while in stealth etc..) that drew us off.

Desiring PvE players in PvP is the symptom of how rotten this game’s pvp portion is, and hot difficult it will be for it to recover from past disaster.

Gw2 will never be a competitive game .They need to do everything in their power to keep the casual crowd though.

Doing this will simply derail the game even more.

In businesses, something that may be the best decision in the SHORT TIME may not be the best decision in the long run.

Keeping casuals as the main source of PvP economy surely is not the best decision anyway.

The Bear Document

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Posted by: Mrbig.8019

Mrbig.8019

Dispute my claim is your right, however not really reliable, as you never played GW1.

GW1 is irrelevant. Someone said GW2 should be balanced around the top levels of competition, and I’m still waiting for some rationale why.

Because in order to make the game self-sustainable, you need a competitive scene motivated to play the game no matters what happens.

You may say " well in that case you can motivate all players to play equally and then the game will eventually be sustainable".

Nope.

If you want a PvP game ( or the PvP part of the game) to succeed, you need hihg level competition, seasons, sponsors and viewership, otherwise you’ll fail.

Recent Mistleague departure shows it: without proper back up of the aforementioned things, you can’t afford to make custom leagues, because there will be no interest.

This is the major reason.

And the second major reason is that scrubs have no idea how to make a game good and enjoyable: scrubs will balance the game toward power creeping it as much as possible, then feeling superheroes for a couple of months before leaving the game to its disaster, migrating toward another game to ruin.

The Bear Document

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Posted by: Mrbig.8019

Mrbig.8019

Scepter on power necro is incredibly strong.

Power necro is not.

Squishy.

Easy to focus

Weak to CC.

No escapes

Even forsaker ( the one playing that build) advocated how weak power necro is and why it couldn’t be run in serious tournaments.

Their team was just joking around with lolbuilds/comp( mesmer+ power necro= suicide in teamfights, infact Xerrex and Forsaker were ALWAYS first priorities and dropped like flies) and most probably it was nothing more than an experiment, still they made it to the finals.

Those teams were all made by simply skilled people, they basically never practice togheter aside maybe 2-3 of them.

They were basically superpugs.

This is how “sirius buzinezz” GW2 PvP is currently, and the reason why a power necro with scepter/dagger -Staff can make it to the finals.

ANd the reason why people still believe thieves are strong.

Best build to carry noobs?

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Posted by: Mrbig.8019

Mrbig.8019

spirit ranger.

hambow war.

bunker engi.

This in high end solo q, roamers tend to be less useful at high rating.

The Bear Document

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Posted by: Mrbig.8019

Mrbig.8019

Seems awfully silly, since the other part of this 30 point trait reduced Steal CD to 21.5s. A 1 second daze already isn’t much for a 30 point trait, especially on a 21.5s cooldown.

It seems awful silly that you don’t consider the totality of what happens during this time.

Boons are set in a block priority system for removal, despite trying to cover boons.

Bountiful Theft steals two boons – of which aegis and stability are always at the top.

This allows the steal to ALWAYS daze, which should not be the case.

So, you have a few options here, of which I suggest nearly all of them – first in/last out for boons and condis would be the easiest. Second would be an ICD on Sleight of Hand. Third, but what I intentionally leave out, is addressing bountiful theft, which I think is fine. Whether a dev listens or anything is used is up in the air. However, there are two solid suggestions – address block-style priority for boon removal and/or ICD Sleight of Hand.

I would say that Bountiful theft is the only good way to remove stability in the game, since corrupt boon won’t touch stability if you have more than 5 boons on yourself (which, as a guardian, is very common), and won’t corrupt stability from lyssa ( again, very common).

I would not remove aegis( so if you have it you can have your boons stolen but you can block the daze) still i don’t really see the point since thief is barely viable and don’t know why you would nerf it any further, but whatever, it still makes sense ( steal is instant anyway, so blocking it via aegis is very hard if not impossible).

Cluster bomb has been already nerfed, it’s fine damage wise right now.

Right now there’s nothing i would nerf in thief kitten nal, if anything it needs to be buffed ( S/P, Support thief) while other proffs ( necro-engi-war-ranger) need to be brought down a little.

thiefs are a little too good right now, they are the best at backcapping and still offer pick-offs in team fights, or you could just run pistol whip and do stupid cleave in team fights and have better mobility than any other class along with stealth (which in itself creates map pressure) thiefs definately need to be toned down they have too many teleports / they need to be tankier but have less mobility

if i were to use TAS or run every matchup in the game with in-depth theorycrafting frame-by-frame i would bet that thief would win 98% of said matchups minimum

That’s why i see so many thieves on top teams.

Oh wait.

correct, almost every top team runs one— at least the ones that actually win do.

In EU there’re actually 5 good thieves in top teams ( feel-ningyou-shad-starcraft-sizer) and they ALL happen to play in the best teams.

The fact that they still play thief is the sign there’s no competition at the moment ( and i seriously challenge ANYONE to prove me wrong) since you can be succesful with any build and spec as long as you’re skilled ( i’m rolling S/P and am succeful with it, IT MUST BE BROKEEEEEEEN).

Forsaker was running power necro with with scepter/dagger and staff lately, and they made it to last tournament FINALS. This explains basically everything.

(edited by Mrbig.8019)

The Bear Document

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Posted by: Mrbig.8019

Mrbig.8019

Seems awfully silly, since the other part of this 30 point trait reduced Steal CD to 21.5s. A 1 second daze already isn’t much for a 30 point trait, especially on a 21.5s cooldown.

It seems awful silly that you don’t consider the totality of what happens during this time.

Boons are set in a block priority system for removal, despite trying to cover boons.

Bountiful Theft steals two boons – of which aegis and stability are always at the top.

This allows the steal to ALWAYS daze, which should not be the case.

So, you have a few options here, of which I suggest nearly all of them – first in/last out for boons and condis would be the easiest. Second would be an ICD on Sleight of Hand. Third, but what I intentionally leave out, is addressing bountiful theft, which I think is fine. Whether a dev listens or anything is used is up in the air. However, there are two solid suggestions – address block-style priority for boon removal and/or ICD Sleight of Hand.

I would say that Bountiful theft is the only good way to remove stability in the game, since corrupt boon won’t touch stability if you have more than 5 boons on yourself (which, as a guardian, is very common), and won’t corrupt stability from lyssa ( again, very common).

I would not remove aegis( so if you have it you can have your boons stolen but you can block the daze) still i don’t really see the point since thief is barely viable and don’t know why you would nerf it any further, but whatever, it still makes sense ( steal is instant anyway, so blocking it via aegis is very hard if not impossible).

Cluster bomb has been already nerfed, it’s fine damage wise right now.

Right now there’s nothing i would nerf in thief kitten nal, if anything it needs to be buffed ( S/P, Support thief) while other proffs ( necro-engi-war-ranger) need to be brought down a little.

thiefs are a little too good right now, they are the best at backcapping and still offer pick-offs in team fights, or you could just run pistol whip and do stupid cleave in team fights and have better mobility than any other class along with stealth (which in itself creates map pressure) thiefs definately need to be toned down they have too many teleports / they need to be tankier but have less mobility

if i were to use TAS or run every matchup in the game with in-depth theorycrafting frame-by-frame i would bet that thief would win 98% of said matchups minimum

That’s why i see so many thieves on top teams.

Oh wait.

The Bear Document

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Posted by: Mrbig.8019

Mrbig.8019

Seems awfully silly, since the other part of this 30 point trait reduced Steal CD to 21.5s. A 1 second daze already isn’t much for a 30 point trait, especially on a 21.5s cooldown.

It seems awful silly that you don’t consider the totality of what happens during this time.

Boons are set in a block priority system for removal, despite trying to cover boons.

Bountiful Theft steals two boons – of which aegis and stability are always at the top.

This allows the steal to ALWAYS daze, which should not be the case.

So, you have a few options here, of which I suggest nearly all of them – first in/last out for boons and condis would be the easiest. Second would be an ICD on Sleight of Hand. Third, but what I intentionally leave out, is addressing bountiful theft, which I think is fine. Whether a dev listens or anything is used is up in the air. However, there are two solid suggestions – address block-style priority for boon removal and/or ICD Sleight of Hand.

I would say that Bountiful theft is the only good way to remove stability in the game, since corrupt boon won’t touch stability if you have more than 5 boons on yourself (which, as a guardian, is very common), and won’t corrupt stability from lyssa ( again, very common).

I would not remove aegis( so if you have it you can have your boons stolen but you can block the daze) still i don’t really see the point since thief is barely viable and don’t know why you would nerf it any further, but whatever, it still makes sense ( steal is instant anyway, so blocking it via aegis is very hard if not impossible).

Cluster bomb has been already nerfed, it’s fine damage wise right now.

Right now there’s nothing i would nerf in thief kitten nal, if anything it needs to be buffed ( S/P, Support thief) while other proffs ( necro-engi-war-ranger) need to be brought down a little.

For the greater burst of god

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Posted by: Mrbig.8019

Mrbig.8019

oh c’mon just roll a warrior and put an axe on it.

Problem solved.

[merged] The Skyhammer Thread

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Posted by: Mrbig.8019

Mrbig.8019

just the pure fact they merged multiple topics for this shows how controversial this map is.

Remove it, it’s the only good thing to do.

And personally i would remove spirit watch too, since team play it’s TOO IMPACTFUL on that map to have it in solo q.

Leaderboard question

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Posted by: Mrbig.8019

Mrbig.8019

Since your rank is still quite high, you’re probably teamed with very low ranks.

The team you’re up against may be made of players of much lower rank than yours, but still higher than your teammates.
MMR total is the same, but individually, it means you get a much harder “punishment” for losing this match than your teammates, because the system just says you lost against much weaker opponents.

Maybe.

It may be the case. If it’s this way, than climbing the ladder is nothing more than pure luck, according to who queues when you queue.

I think it’s about time to restrict tiering when creating teams, otherwise joining solo q is nothing more than a russian roulette.

Leaderboard question

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Posted by: Mrbig.8019

Mrbig.8019

Since matchmaking changes, matches are more “equally distributed”, so it means your win ratio will be around 50% ( in a perfect world).

I’m no exception, i used to win a lot more than 50% pre-patch, now i’m about that ratio.

So, why does my rank drop more than i gain when i lose ?

Each win gives me X, each time i lose, i’ll lose X+Y, making my rank drop.

I was top 300 some day ago, after about 30 solo q ( equally won/lost or about the same) i lost about 500 positions ( i won’t even count skyhammer because we all know there’s a problem with this map).

This is not a “cry ueueueue” post, since i know i’ll get right there now or then, i just want to understand why this is happening: this shows i usually face much lower rated opponents ( aside few well known people that i know are high ranked) than me, and since my queues start after not more than 2-3 minutes, there should be something wrong.

Looking for an answer.

(edited by Mrbig.8019)

Warrior Longbow

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Posted by: Mrbig.8019

Mrbig.8019

Simply put it is one of the best long range weapons in the game. Is combustive shot OP? For conquest mode yes it is. The main issue is burning hits way too hard and it is very hard to avoid that skill while trying to contest a point. Add in Fast Hands + Burst Mastery and you just spam it off cooldown. Lets not pretend like adrenaline is hard to build. We all know it isn’t. Warrior isn’t really OP for this skill. Healing Signet still needs to be looked at and base damage is rather high across the board on warrior (though this is by design).

Fact is warrior is OP as it is right now. People who play warrior will adamantly defend the class no matter how valid the point is. People who don’t play will say the whole class and every skill should be nerfed. Exaggerations of course. Anet will shuffle their feet.

i dont play war and im defending them… its not hard to counter them you just need to actually counter them and not just sit there.

In a game like this every class does/should have a hard counter. Just because you cant handle said war spec with your said spec doesnt mean that noone else can/does.

This is not about hard counters, this is about a single skil forcing people of the point for 9 secs by simply pressing a button.

it’s either “lose the point” or “die in it” for almost all professions aside a guardian.

At least an engi needs to HIT YOU with its CCs, the war simply spams it on CD and if you go off point, you have a nice NO ANIMATION pin down which roots you for another 3 secs followed by a 5-6 k arcing arrow.

But well, whatevr, i’m done with this discussion, there’s no way to make people understand.

Phaatonn the 100db hero GS F1 suggestion

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Posted by: Mrbig.8019

Mrbig.8019

Here’s a quick, easy but diversifying change to the current GS f1*

Make the greatsword burst skill not require a target to generate fury.

Replace animation with the guardian GS pull, and maintain the same cast time. Remove damage from its activation.

What this does? Diversifies weapon sets, meaning warriors don’t have to run longbow to have an effective condition cleanse. It would effectively make GS Axe or sword warriors much more playable again without buffing the existing (OP) builds played by warriors.

This suggestion would make GS more viable and not force warriors into cheesy low skill cap builds.

I want to have fun on warrior again without running longbow.

I understand warrior needs to be brought into line with other classes, but this would be a subtle but positive change in the long term, regardless of meta.

Anyway Merry Christmas and all is vain.

You would keep running longbow because it’s OP as kitten. Maybe not in mid tier, but in high tier any war would indeed keep running it.

if you want to win, you run longbow.

Still i agree with the change.

To all the eles out there

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Posted by: Mrbig.8019

Mrbig.8019

go S/F 20-30-20 with ether renewal, double arcane and lightning flash.

Trait choice is obvious.

Leave arcana forever. Be a true glass cannon destroying everything.

Lightning flash is used solely for mobility purpose.

basically the only thing eles lack right now is mobility, the prof can be useful but struggles too much against meta choices.

Warrior Longbow

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Posted by: Mrbig.8019

Mrbig.8019

sigh, this community

Warrior Longbow

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Posted by: Mrbig.8019

Mrbig.8019

Longbow is pretty far from OP, its the same as when warrior was practically unplayable.

What I believe would need a fix and NOT a nerf is the healing signet, they should make this skill smarter, and not an automatic healing.

I jumped from warrior to Elementalist and… lemme tell you that drop was big enough to break legs. But the elementalists can fight warriors rather well if they are not using that signet which is unforgivably tolerant to bad players. Theres not a single noob-friendly ability in this game that is this OP, it allows bad players to shred appart amazing players.

Longbow has always had the potential to be OP, in the past war did not have the sustain to gain the best from it and also combustive shot was on a 20 secs CD ( for a reason).

They already nerfed the adrenaline skill in the longbow in this last patch.

The issue is not simple pure damage.

Radius and duration. 90% uptime of a 1k dps covering MORE than a WHOLE POINT by doing NOTHING aside pressing a button is not balanced.

Warrior Longbow

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Posted by: Mrbig.8019

Mrbig.8019

Longbow is pretty far from OP, its the same as when warrior was practically unplayable.

What I believe would need a fix and NOT a nerf is the healing signet, they should make this skill smarter, and not an automatic healing.

I jumped from warrior to Elementalist and… lemme tell you that drop was big enough to break legs. But the elementalists can fight warriors rather well if they are not using that signet which is unforgivably tolerant to bad players. Theres not a single noob-friendly ability in this game that is this OP, it allows bad players to shred appart amazing players.

Longbow has always had the potential to be OP, in the past war did not have the sustain to gain the best from it and also combustive shot was on a 20 secs CD ( for a reason).

Warrior Longbow

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Posted by: Mrbig.8019

Mrbig.8019

dealing 8 k unavoidable damage.

Stopped reading after that.

it woulb be better if you also stopped posting

Warrior Longbow

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Posted by: Mrbig.8019

Mrbig.8019

No skill should ever be like combustive shot radius is.

Oh, looks like you are new player, and not know GW2 skills very well. I will be happy to help a beginner!
Here you go:
http://wiki.guildwars2.com/wiki/Symbol_of_Swiftness + http://wiki.guildwars2.com/wiki/Writ_of_Exaltation
http://wiki.guildwars2.com/wiki/Symbol_of_Wrath + http://wiki.guildwars2.com/wiki/Writ_of_Exaltation
http://wiki.guildwars2.com/wiki/Symbol_of_Protection + http://wiki.guildwars2.com/wiki/Writ_of_Exaltation
http://wiki.guildwars2.com/wiki/Concussion_Bomb + http://wiki.guildwars2.com/wiki/Forceful_Explosives
http://wiki.guildwars2.com/wiki/Big_Ol'_Bomb
http://wiki.guildwars2.com/wiki/Barrage
http://wiki.guildwars2.com/wiki/Meteor_Shower
http://wiki.guildwars2.com/wiki/Flame_Burst + http://wiki.guildwars2.com/wiki/Blasting_Staff
http://wiki.guildwars2.com/wiki/Ice_Spike
http://wiki.guildwars2.com/wiki/Static_Field_ + http://wiki.guildwars2.com/wiki/Blasting_Staff
http://wiki.guildwars2.com/wiki/Eruption
http://wiki.guildwars2.com/wiki/Ring_of_Fire
http://wiki.guildwars2.com/wiki/Frozen_Burst
http://wiki.guildwars2.com/wiki/Ring_of_Earth
http://wiki.guildwars2.com/wiki/Earthquake
http://wiki.guildwars2.com/wiki/Churning_Earth
http://wiki.guildwars2.com/wiki/Arcane_Wave
http://wiki.guildwars2.com/wiki/Ring_of_Fire_
http://wiki.guildwars2.com/wiki/Ice_Storm
http://wiki.guildwars2.com/wiki/Lightning_Storm_
http://wiki.guildwars2.com/wiki/Firestorm
http://wiki.guildwars2.com/wiki/Tornado
http://wiki.guildwars2.com/wiki/Chaos_Storm
http://wiki.guildwars2.com/wiki/Life_Transfer
http://wiki.guildwars2.com/wiki/Unholy_Feast
http://wiki.guildwars2.com/wiki/Grasping_Dead
http://wiki.guildwars2.com/wiki/Enfeebling_Blood
http://wiki.guildwars2.com/wiki/Putrid_Explosion
http://wiki.guildwars2.com/wiki/Well_of_Corruption
http://wiki.guildwars2.com/wiki/Well_of_Suffering
http://wiki.guildwars2.com/wiki/Plague
http://wiki.guildwars2.com/wiki/Marked_for_Death
http://wiki.guildwars2.com/wiki/Mark_of_Horror

And remember, our friendly forum community always glad to help and educate new players.
Feel free to ask and have a nice day!

None of these is on a 10 secs CD, lasting 9 secs and dealing 8 k unavoidable damage.

8k AoE damage makes it the MOST POWERFUL adrenaline skill by far, even stronger than eviscerate ( since 4 k is unmitigable without condi removal).

And its AoE. Bigger than the whole point.

At least with a condi spamming engi you know fire bomb wil expire in few secs, with combustive shot it’s simply not gonna happen.