“Owner of the rarest items in Tyria” Legendary collector 8/5 – 300% base MF
Yak’s Bend website – yaks-bend.enjin.com (temporary) #YakForever #YB4LYFE
loosing pips when you loose a match is the only way to make your league position relevant in term of skill/gameplay/teamplay.
Not really…The winning team will get a pip so unless the loss is one sided I don’t see the point tbh. IMO, above 400+ losses shouldn’t result in pip loss.
This skill is horribly bugged and always overpulls causing us (me and few of my friends) to fall down repeatedly. Its impossible complete the whole run due to this.
Please fix it ASAP
<One sided garbage>
Pot calling kettle grimy bottom.
Yes, I have seen both BG and JQ use exactly the same tactics. Just because you have a one sided opinion of play doesn’t mean that it is fact.
Please go back to EOTM where the rest of your server belongs kthx
I will mail you a stack of salt when I login ^^
Out of the guilds who had xferred as an alliance last year, only 1 is on YB atm. The rest has either disbanded and the individual members xferred back to their server or they went to some other server. Lots of misinformation in this thread.
https://competitive.guildwars2.com/en/news/upcoming-changes-for-pvp-league-season-two
From what I understood, you will lose 1 pip whether you lose 0-500 or 499-500 in a match. In other words, in a PuG party once you’re down by ~100 points its a GG for your team since there would be no benefit of making the match close anymore.
Another thing is that people may abuse by taking advantage of desertation system by either:
1) Helping their friend in the party by d/c’ing on purpose so that the team doesn’t lose pips.
2) Taking gold in exchange for the sane favor.Would love to hear from you regarding this.
I believe if you are partied with the dc, you too lose a pip.
This is exactly the case. I posted this over in Reddit, so to help clairfy here as well:
“If you are in a pre-made group with a party member who abandons the match, and your group loses the match, then everyone in your pre-made group will lose a pip. That one person who abandons will not save your other pre-made teammates from losing a pip.
If you are not in a pre-made group, and one of your random team members abandons, then you will not lose a pip.
This is the exact same way that things functioned in Season 1. Nothing is changing here for Season 2."
Thank you for the clarification.
I know that loss is a loss but losing 0-500 and 499-500 shouldn’t be the same. Can you throw some light into this as pugs will throw away matches and go afk once they think
they cannot win?
My suggestion to amend the pip system by making it NOT to lose pips if your team score is above 400 (or a certain amount that will be decided by Anet).
(edited by NiloyBardhan.9170)
did anet delete the blog? the link isnt working for me
It was working just 15 mins back. Anyway, here goes:
FEBRUARY 18, 2016
Upcoming Changes for PvP League Season Two
With PvP League season two beginning on February 23, it’s time to sit down and go through all of the changes that you can expect to see in the upcoming season. We’ve gone over several changes that are coming to season two already in one of our previous forum posts, but we’d like to reiterate those changes here again, as well as go over some additional items that we haven’t touched on yet, in order to bring everyone up to speed prior to the start of the season.
Matchmaking
As we’ve mentioned previously, Ranked matchmaking in PvP during season two will now be based primarily on your current division placement and a predetermined “pip range” that extends from that spot. We’ll search for other players that fall within your pip range (which can extend outside of your division depending on where you’re currently placed) and pair you up with teammates who have a similar skill level to your own. Then we’ll find you opponents within that same pip range and pair them against you, regardless of their skill level. For players that queue as a pre-made group, the pip range that we’ll use to find you both teammates and opponents will be based off of the player with the highest division placement in your group (which, as a reminder, is a change that we’ve already introduced to the game prior to the end of season one).
There is an additional matchmaking change that we’ll be making which will affect a specific type of match-up:
Five-person premade groups will never be matched up against a group made up of five solo players.
Only 1% of all Ranked matches played in season one were a full five-person premade group vs. a group of five solo players, and even then, the win rate for those five solo player teams in those cases was consistently at or above 50% throughout the entire season. That being said, even though the instances of this specific type of matchup occurring were actually very rare during season one, we still felt that matchmaking would be improved overall if we made sure that this type of match-up was simply no longer possible in future seasons.
Lastly, we are pleased to report that matchmaking wait times have been reduced by an average of four minutes for both Ranked and Unranked play for season two.
Pip Distribution and Breakdown Changes
For this next season, we’ll be adding a breakdown at the end of each match that explains how and why players gain or lose pips. In addition to adding this pip breakdown, we’ve also made some adjustments to how many pips players can earn or lose in general. These changes are all being made in conjunction with the new matchmaking adjustments for Ranked play, which are all intended to make leagues much more reflective of individual player skill.
Beginning with season two, pips will be distributed in the following increments:
A victory will award a player with +1 pip.
A defeat will award a player with -1 pip.
Players who desert matches (such as by abandoning the match or disconnecting) will automatically be given a “desertion,” which counts as a defeat and will cost that player -1 pip.
If a player from your team deserts the match, and your team is then defeated, you’ll lose no pips for that match (and the match won’t count as a loss should you be on a win streak).
At the end of season one, our data showed that the vast majority of all matches ended in +1/-1 pip distributions. When you combine this information with the various changes that we are making to matchmaking (such as no longer using MMR as the primary matchmaking consideration) then the former pip distribution table simply is no longer relevant. In short, these changes to pip distribution are just one part of the ongoing direction that PvP Leagues are taking, and are ones that we feel will ultimately result in much better and clearer PvP League seasons moving forward.
Win Streaks & Comebacks
If you’re concerned about no longer being able to earn multiple points off of victories, then have no fear: we’re bringing a “win streak” system to PvP Leagues for season two! Here’s how it’ll work:
After three consecutive wins, you’ll be awarded an additional +1 pip for each subsequent win (including the match that you start a win streak on too).
If you lose while on a win streak, your win streak status will reset to zero, and you’ll need to win three more matches in a row again in order to start up another win streak.
Win streaks don’t have a time limit to them, so if you log off while on a win streak, and then log back in at any point later, you’ll still be on that win streak.
In addition to win streaks, we’re also going to be adding a system for “comeback pips.” If you find yourself on a particularly tough losing streak, then you’ll have a chance to gain an extra pip back as soon as you manage to break that streak. After three consecutive losses, you’ll be awarded an extra +1 pip on your next win.
Minor Tier/Division Adjustments
For season two, we’ll also be making some minor adjustments to the sizes of some of the lower tiers and divisions. In particular, we’re planning on making the following changes:
Changing the size of Amber tiers from five pips each to three pips.
Changing the number of tiers in Amber from three to five.
Changing the size of Emerald tiers from five pips each to four pips.
These are additional tweaks that we’ll be making in accordance with our larger matchmaking changes for season two, as we believe that there’ll be some particularly challenging matchups for players this season compared to season one. We’ve adjusted these tiers and divisions in order to bring this part of PvP Leagues in line with season two’s other improvements.
Counting Down to Season Two & Beyond
In addition to the changes above, there are several smaller updates that will be making their way to PvP on February 23. To name just a few:
Some minor balance tweaks will be coming for the start of the new season
All PvP Daily Achievements will be able to be completed in either Conquest or Stronghold
We are officially replacing the PvP League term “points” with the more commonly used “pips”
We realize that the weeks following the end of season one have left a bit of a gap for players who wish to continue to queue for Ranked play. We share your eagerness to jump back into the fray as soon as possible and we’re currently exploring some ideas for how future off-seasons will work. In the meantime, though, the countdown to the start of season two continues—so keep honing your skills and experimenting with new builds, and we’ll see you all on the battlefield soon!
1rst point- How can you predict th3 future?? So it’s not gg since people can always comeback.
I am not predicting the future but from my experience pug parties often stop trying and throw away the match in unfavourable conditions like trailing by a lot, due to ragequitters, etc
https://competitive.guildwars2.com/en/news/upcoming-changes-for-pvp-league-season-two
From what I understood, you will lose 1 pip whether you lose 0-500 or 499-500 in a match. In other words, in a PuG party once you’re down by ~100 points its a GG for your team since there would be no benefit of making the match close anymore.
Another thing is that people may abuse by taking advantage of desertation system by either:
1) Helping their friend in the party by d/c’ing on purpose so that the team doesn’t lose pips.
2) Taking gold in exchange for the sane favor.Would love to hear from you regarding this.
I believe if you are partied with the dc, you too lose a pip.
You don’t have to be in a party to offer gold to strangers. Also need clarification on the party member d/c part.
If you lose every game you are down by 100 in there is something wrong with you. Not saying I agree with the change but don’t exaggerate its not that rare to come back from 100 points down I mean really you going to give up down 150-50 for example? That can easily happen and be reversed.
Where did I state its going to happen in every match? I don’t throw away any match but what is stopping the random players I am teamed up with from doing so? Please read the whole thing and then reply.
(edited by NiloyBardhan.9170)
https://competitive.guildwars2.com/en/news/upcoming-changes-for-pvp-league-season-two
From what I understood, you will lose 1 pip whether you lose 0-500 or 499-500 in a match. In other words, in a PuG party once you’re down by ~100 points its a GG for your team since there would be no benefit of making the match close anymore.
Another thing is that people may abuse by taking advantage of desertation system by either:
1) Helping their friend in the party by d/c’ing on purpose so that the team doesn’t lose pips.
2) Taking gold in exchange for the same favor
Would love to hear from you regarding this.
(edited by NiloyBardhan.9170)
Having a permanent daily cap has its own negative effect. There are players who does the daily for those extra 10 APs per day. I like the suggestion where the daily cap would increase with time, say 1k every year. This won’t hinder the AP progression of someone who doesn’t have much time yet login everyday to do those small tasks.
For those sayin its unfair for new players : Can you not see the flaw in your reasoning? There are tons of achievements which aren’t obtainable anymore. Besides new players aren’t supposed to achieve the same things as a veteran player who have been playing the game for 3+ years.
P.S. I haven’t reached daily cap either.
Sadly don’t have alot of print screens, got this one tho.
Necro Night on the server is was on back then. Laggy but fun :p
Holy s**t, all those necros XD
I miss the old BL too!
Warrior-
Overall pretty balanced, requires a bit of skill to pull off. One thing that I think could take a hit is HeadButt (beserker elite). The base damage (according to the wiki) says that it does about 1.9k damage. That is on a 20 second cd that breaks stun, fills adrenaline to the max, and stuns for 3 seconds. That is a bit too much imo. I think it could take either a damage nerf, increase the cd, or reduce the stun. It is a bit too much.
Another thing is Gunflame. I have many times run into a battle, been hit by a 13k gunflame, which really takes the fun out of the fight. I think it could use a slight damage nerf.
You forgot that Headbutt also inflicts 1 sec stun on the warrior user + it has only 300 range. More often than not, the skill fails to hit (not talking about pve). Most importantly, I doubt anyone even equips this skill in pvp lol
I agree about Gunflame. Range dmg shouldn’t be greater than melee (Gunflame does more dmg than Eviscerate/Decapitate/Arc divider which is surprising.
With a warrior you want to play a DPS build and finish the enemy ASAP. Contrary to what its said, the longer a warrior stays in the battle the weaker he becomes due to low sustain and not any way to recover back. Stealth classes can reset fights and the others have multiple reliable sources of healing or active defense like blind spamming.
Warrior still terrible sustain.
Shout builds have some of the best sustain in the game.
Someone hasn’t played after 23rd June last year…
In addition to this, these 2 elite specs have a major trait in the adept tier which removes condis and break stuns when activating them. For druids, it removes 13 condis while the berserker trait removes 2. Why the double standards?
Thanks all for signing up! we have reached 100 players that have signed!
For all of you that say “anet will never change to accept they did new bad maps” well if they would have the courage to do so, they would been respected for the bad work they did BUT MORE RESPECTED for listening to their players and give them what they want – the old maps back!Unfortunately, we need to remember, that the forum population is not representative of the entire population. To make matters worse, 100 people that signed a silly petition (my self included) means absolute squat. Hell, if I was Anet, I’d look a the list and say “that is an incredibly small list” and disregard it.
So I don’t blame Anet if they never revert back to the old maps. I wouldn’t. The sample size is just too small.
You’re right that this sample is too small to be of any significance but then a tiny fraction of the player base comes to the forum regularly to express their views and out of them majority have opted for the old BLs. Players who have already quit because of the maze BLs/new mechanics/more PvE in WvW, etc won’t come here to give their opinion either. 90%+ WvW’ers in my friendlist (majority of who doesn’t even visit ths forum) still wish they’d bring back the alpine BL.
OCX-SEA players are “most wanted” to counter a variety of guilds from our rivals. For more info and queries, please visit our forum (link in my signature) and ask it there
But the main thing i dislike about dh is how one dimensional it is compared to other elite specs. It is geared to only do damage and nothing else (compare that to let’s say chronomancer who can be a decent bunker or a burst machine).
Berserker is pure damags based (either direct or condi). Only one trait gives a bit of healing and none of the primal burst have any kind of defensive mechanics. Atleast DH got buffs to defensive virtues F2, F3. Berserker is more one dimensional.
Its fine now. It lasted for approximately an hour phew
Every mob over there give exps BUT the kills towards the branded killer counts ONLY if you deliver the killing blow to it. It works like the weapon master achievement atm, dunno if its intended…
SoS has higher glicko than DB atm so they had better chance to roll T2 and it happened.
(edited by NiloyBardhan.9170)
Anyone else experiencing massive lag today all of a sudden? I usually get ~300-350 ms ping but today it won’t come down below 1000 and during spikes it goes as high as 4.5k ms. Literally, its unplayable atm for me and others from Asia and Australia.
(edited by NiloyBardhan.9170)
I think he accidentally posted it here lol. It’llbe moved soon I guess.
tying stances to adrenaline will be a bad idea IMO. You won’t be able to use them in emergency situations like you can now.
I agree with you.
These bursts should be balanced by cooldown/duration 1st, but if Anet liked this idea but with Adrenaline consumption, then bring it, it would be way better than what we have currently.
Don’t forget with this change our utility bar will be freed from stances, so more skills to use.
Yes but beside the stances there are no active defensive utility that a warrior possesses. Dolyak signet sure gives a 180 toughbess boost but that won’t counter the power creep. Stances CD reduction is more required than tying defense stances to adrenaline IMO. 1 min is too much fot a partial invuln skill like a endure pain with 1/15 uptime.
Stances are MUST now for warriors (atleast two of them) to survive post HoT. I’d love to have a total rework of the functionality as well as usage. Since warriors start with 0 adrenaline and starts decaying at light speed after 2 sec of OOC, tying stances to adrenaline will be a bad idea IMO. You won’t be able to use them in emergency situations like you can now. I really expected they’d lower some of the current CD in the last patch but I was wrong.
Dear Anet,
Today’s activity (4th Feb 2016) is crab toss. The steal (#1 skill) is bugged and actually does nothing – Tested with some players carrying crabs and standing still. The fishing pole is also bugged and doesn’t do anything.
Sanctum Sprint – This has been an ongoing issue for me. The #3 skill (leap one) is buggy and teleports to an area far ahead of where its supposed to often resulting in deaths.
Regards
IMO, its just fine as it is. The biggest reason why I have stuck around with Gw2 is because of ZERO subscription/monthly fee. Regarding HoT contents, they said they’ll keep on adding contents (LS3 in future) with time until maybe the next expansion rolls around. So they definitely needs the gemstore to generate revenue. Its not like without the gemstore items your gameplay is hindered…
Warriors
/15chars
Condi application far exceeds condi removal with HoT release….only thing that kept condis in check were DS eles. Not saying DS didn’t need a nerf because tons of healing + DS completely countered condi builds but with the nerf of DS Anet basically buffed condi application of necros to such extent that having resistance will act AGAINST you against condimancers which is broken and/or plain stupid.
Shoutbow warrior basically died on 23rd June last year
— Healing from shouts nerfed to dirt
— Warhorn trait got nerfed unnecessarily (I mean really??)
Warriors are more kitten now than before yesterday’s patch due to zerker stance nerf and necro hard countering warriors.
LOL!!
/15chars
It’s a buff and a nerf. It doesn’t look terrible.
NECROMANCER will convert it to MORE CHILL on top of what they already have LOL
(edited by NiloyBardhan.9170)
No changes to stances CD….CHECK
Berserker stance nerf…..CHECK
Good kittening game ANET
Amber: Matches were very easy. Dont remember much specifically to mention something about matches in that division.
Emerald: Was frustrating at first when losing a match meant losing of pips/points but eventually I got used to that. I remember getting frustrated a bit at the beginning when losing just because of my mistake or some other teammates’.
Sapphire: Breezed through the first 4 tiers and seemed easier than emerald until I hit the last tier. It took me almost 5 days to get past the last tier after getting to 4 pips of t5 4 times only to lose the next match multiple times due to reasons.
Ruby: The early matches were very competitive with our (mine and opponents’) teams staying in the 400+ points when we either won or lost for most matches. As soon as I reched t5, the problems started, having a series of losing streaks. Losing tiers was very stressful and caused more frustration. Later I found that in t5-6 of ruby I was getting matched with/against diamonds and a few legendaries which kinda angered me but got used to it. Finally on Sunday (24th Jan) I ascended to diamond division with a smile on my face
Diamond: Played just two matches in total before I stopped playing PvP for the season. Not much to comment.
Legendary: Didnt reach…
Thanks for reading
/Edit: Bring back SoloQ for next season please…
(edited by NiloyBardhan.9170)
Why other classes starts pvp games at 100% of their power, but necromancer starts with 0 life force?
Warriors start with full adrenaline? Atleast unlike warrs, your DS doesn’t drain immediately after getting out of combat…
Its stored in the wallet…no reason to think why it would be deleted after the season ends.
My list:
Chrono
Rev
Druid/Tempest/Scrapper
Reaper
Daredevil/Dragonhunter
Berserker
Non Elite Specs
Berserker above cele d/d ele or shatter mes?
Even Rampage warrior is better than a berserker…
That’s one heck of an achievement. Congratulations 
Warriors need good gapclosers. <—-agree.
Warriors should get superspeed. <—— don’t agree.
Why not more swiftness and finally fix the bugs?
Seeing how Anet tried so many times to “fix” those gap closers which misses half the time I assumed they’ll be left buggy, so superspeed would be some kind of bandaid.
Super speed + balanced stance + berserker stance. What’s stopping the warrior from roflstomping once the chronobunk nerfs drop? Run around and press 1 since nobody can CC or kite you. Throw in EP if you wanna 5v1. Only class that can escape this is thief or mes (and mes only with portal).
Superspeed isn’t supposed to have 100% uptime (or anywhere near this) because that will be broken.
As of now, CCs are excessive (moreso in teamfights) where stability is must to survive and kite properly, even then necros have multiple skills when traited to corrupt stability into fear. I fail to see how superspeed will “roflstomp” opposition and allow the warrior to 5v1…
Warrior does NOT need Protection or Superspeed. What Warrior needs are:
1: More active defenses. Warrior sustain is so bad because defenses like Stances are only strong in the short term. Once they run out, your goose is cooked. In this thread I put forth ideas that I feel are faithful to both the current and GW1 Warrior spirit, but should make the Warrior simple to play but hard to master.
2: More reliable gap closers. This is a problem with many non-teleport gap closers. If they were more reliable staying in melee range wouldn’t be so difficult.
3: Ways to counter specific condis. The biggest one being blind. Most burst skills are easy enough to avoid as is without the high number of blinds that are being thrown around in team fights.
4: Offensive team support. Making the bottom line of traits on the Zerker line apply to allies would make it much more attractive to a team. I write about this idea here.
I don’t want Warrior becoming a Scrapper, I want a class that has a higher skill ceiling so that it can compete at the highest level, but because the player is good, not because their build carries them.
I’ll have a look at that thread ^^
Thanks for the input.
Well, that’s probably why warrior has 60% more hp than ele and is heavy class, not light.
Sure, I do think warriors need help in survability, but giving them protection and superspeed is not the right call imo. Their damage is insane and being able to catch most classes would probably just lead to some more qq on forums. Once bunkers are gone, warriors will have much higher impact.
I am all for reducing damage if it gives some survavility tbh and even with superspeed it doesn’t help warrior in anyway against stealthing classes like thieves, mes anyway. I suggested it because our gap closer fails to hit half the time even when the enemy is well within the range.
(edited by NiloyBardhan.9170)
Warriors need good gapclosers. <—-agree.
Warriors should get superspeed. <—— don’t agree.
Why not more swiftness and finally fix the bugs?
Seeing how Anet tried so many times to “fix” those gap closers which misses half the time I assumed they’ll be left buggy, so superspeed would be some kind of bandaid.
Berserker stance-Gain resistance for 8 seconds. Conditions applied to you are halved in duration While this skill is active-30 second cooldown.
Endure Pain-Gain protection for 8 seconds.-25 second cooldown.
Also I propose making your balanced stance similar to our infusing terror, giving you stability each second instead of just one big chunk that can be easily corrupted or stripped, and bringin that cooldown to 30 seconds as well.
These sound pretty good but I dont know if the endure pain one is a buff. Seems like complete damage mitigation is way better, maybe by lowering the duration and cd the skill could help out a lot more.
Endure Pain
Ignore damage from attacks yada yada
Duration 3 secs
Cd 30 secsCurrently endure pain uptime is 1/15 ~ 6.67% which is quite low. What he suggested is 8/25 = 40% protection uptime which could be good if not for necro corruption. Atm, stances can’t be removed by any way so I was skeptical about the suggestion. Pulsing protection (2 sec for 10 sec) might be an alternative.
This could work.
However it raises a question.
Currently the main thing separating warrior and guardian is that warrior has better CC & higher base health with lower access to group healing and no protection.
If you start giving the warrior protection then why ever use a guardian ?
I’ll try to answer that.
Guardians give AoE defensive boons via their shout i.e. protection, regeneration, stability, aegis, etc whereas warrior could only apply protection to himself. Guardians, despite their lower health, has more viable sources of healing (#6 skill + F2 + invuln for 3 sec + F2 again) + tons of blocks as well as blind for active defense. Compare thar to warrior, we got a passive heal which heals for 362 hps (lower when poisoned) + only 3 sec block on shield and if we take banners then we sacrifice sustain by not taking stances.
In one word: Yes
Oh man…I remember stuck being in T5 of sapphire for almost 5 days – reached t5 on Monday and ascended to ruby on Saturday. 5 times I got to 4 pips only to lose the next match either against a premade or my team comprising of players who aren’t well aware of map mechanics and we simply got outplayed. Just hang on there, you still got 8 more days…
Berserker stance-Gain resistance for 8 seconds. Conditions applied to you are halved in duration While this skill is active-30 second cooldown.
Endure Pain-Gain protection for 8 seconds.-25 second cooldown.
Also I propose making your balanced stance similar to our infusing terror, giving you stability each second instead of just one big chunk that can be easily corrupted or stripped, and bringin that cooldown to 30 seconds as well.
These sound pretty good but I dont know if the endure pain one is a buff. Seems like complete damage mitigation is way better, maybe by lowering the duration and cd the skill could help out a lot more.
Endure Pain
Ignore damage from attacks yada yada
Duration 3 secs
Cd 30 secs
Currently endure pain uptime is 1/15 ~ 6.67% which is quite low. What he suggested is 8/25 = 40% protection uptime which could be good if not for necro corruption. Atm, stances can’t be removed by any way so I was skeptical about the suggestion. Pulsing protection (2 sec for 10 sec) might be an alternative.
If I may interject, would it be possible to, put protection and resistance on your stances, taking away the total immunity but compensating by drastically lowering the cooldowns? This way youd have more access to your defensive options instead of just being so reliant on burst defense.
I seriously don’t know but worth giving a try. Without the unremovable ability (stances) and placing boons means fodder for necros.
As a necro main I do understand your concern about us corrupting your boons what with our upcoming buffs, so what about something like this.
Berserker stance-Gain resistance for 8 seconds. Conditions applied to you are halved in duration While this skill is active-30 second cooldown.
Endure Pain-Gain protection for 8 seconds.-25 second cooldown.
Also I propose making your balanced stance similar to our infusing terror, giving you stability each second instead of just one big chunk that can be easily corrupted or stripped, and bringin that cooldown to 30 seconds as well.
Good ideas and something like pulsing boon will help a great deal not only to balanced stance but all the stances.
Also what change would you propose to the stance GM trait?
Not sure what you’re trying to imply here i.e. if eles are just as ranged as warriors how come one has access to the said effect (superspeed) while the other is not.
because one has light armor and 11k base health while the other has the highest base armor and health
My point is that the difference in sustain between the two is larger than the difference in hp/armor. I’d rather take lower hp pool with kittentons of heal and protection than higher hp pool with a passive healing skill which is never used. You get the point
If I may interject, would it be possible to, put protection and resistance on your stances, taking away the total immunity but compensating by drastically lowering the cooldowns? This way youd have more access to your defensive options instead of just being so reliant on burst defense.
I seriously don’t know but worth giving a try. Without the unremovable ability (stances) and placing boons means fodder for necros.
So, with the rifle changes, warriors may no longer be a class that needs to be in melee range…
To be honest, I’d be disappointed. Melee class going ranged doesn’t seem right.
(edited by NiloyBardhan.9170)
Ranged classes like engi, eles have access to superspeed whereas a class that is primarily meant to be melee has access to none lol.
warrior is just as much ranged as ele. ele’s skills are all either support, super slow and easily avoidable or super weak (staff, scepter), or close range (overloads, dagger)
Hmm staff has a range of 1200, scepter has a range of over 130 (warrior’s most melee skills range) and staff attacks aren’t weak. Staff eles, if I am not wrong, has one of the best DPS rotations ingame. Yes, they are slow and so are warrior’s 2H weapons like GS and hammer. Not sure what you’re trying to imply here i.e. if eles are just as ranged as warriors how come one has access to the said effect (superspeed) while the other is not. Besides that, eles have access to 20 weapon skills on a single weapon set (their mechanic I know) which ranges from damage to fire fields to healing to inflict conditions like blind, weakness and bleed, etc. Eles are more versatile in this case and yet they have access to something which melee class needs to close gaps and land a hit.
Back then swiftness affected every class’ movement skills. Engi’s rocket boots for eg and they still have it AND they don’t require to be in melee range to be effective with gazillion tools they got.
As for fights:
1v1: We got regen from HS but no burst heal in this power creep meta (moreso in upcoming season where many thieves will trying out in zerks/marauder 2 shotting people since they are removing defensive amulets) while other classes have multipl sources of healing + water field and blasts. Warriors doesn’t have this.
Team fights: SoloQ and run as a PuG and see how much protection you get in 2+v2+ fight lol. You are saying as if every team fight will have it anyway which is false.
crying at forum!???
lol
This guy cried the other day coz he got Gun Flamed twice and ate full 100b lol, l2dodge dude.
You don’t even need to press v for dodging 100b, just step aside. Regardless, gunflame dmg should be lower than killshot, I’ll give him that.
When will you guys understand that a class that needs to be in melee range and has bugged gap closers (like GS #5, sword #2, Bull’s charge) needs protection access to survive in the AoE and CC spam. Warriors had one conditional sources of protection before (converting weakness via WH trait) which got nerfed unnecessarily on 23rd June 2015. Eles for eg can maintain buffed protection for 80%+ of the time while having kittenloads of heals and condi clear.
Ranged classes like engi, eles have access to superspeed whereas a class that is primarily meant to be melee has access to none lol.Ehm, no! You really compare ele survivability to an warrior in general!? There is a reason ele had to go auramancer in the first place! Now ele gets nerfed hard with both the removal of cele amulet, and the change to diamond skin! Then Anet also nerfed mesmer chronobunk into the ground, and did some other stuff aswell!
In all mmos I been playing I found that the warrior community, is the one that takes ignorant to a whole new level! You allways seem to argue for highest dps/burst in the game, while also want to have access to gap closers, speed and high survivability!
In some games the devs (Rift, Aion etc) listened to your whine, and the “warrior” type of class got so OP that you couldnt even get near, because then you died instantly! But mostly you couldnt keep range either because of all those gap closers, snares etc…
And now we have you, that want perma protection and superspeed for warriors… the fuq!?
Warrior isnt that bad acually, ive met this guy ingame who was very successful with it in pvp, think his name was “John Conneer” or something simular.
And this game sure knew had to play warrior!
Problem warriors and thieves had in pvp is because of this meta! And now things will change quite a bit acually! Maybe you should wait for patch to hit live and test out the changes to warrior, before crying at forum!???
Nowhere did I mention about giving us perma protection. You have to be completely biased to compare ele’s and a warr’s survivality and conclude they are equal. That extra health doesn’t tell the whole story. Ele for eg. can have tons of healing + condi cleanse + good protection uptime + support all in 1 build which exceeds any sustain warrior offers as a whole (let alone 1 build). Warrior sure have the DPS ONLY if they hit which is another issue altogether because blind spam is given to some other classes like candies, other condi spams, AoE in which warriors melt in under 10 sec after the initial endure pain runs out.
/EDIT: I did mention in another post that ranged dmg needs nerf in general like gunflame, scorched earth (its useless in pvp anyway). Melee dmg should be greater than ranged IMO specially in a game like gw2 where positioning is very important.
I see no problem with ranged dmg taking a hit here, while mele get a little extra! Then theres that big question, how you think war should get access those boons, and how often!
Sure you didnt say “perma”, I only assumed it when you talking about ele with 80% protection uptime!
Acually, ele survivability is crap If it didnt have this, way much worse then warrior, way worse! I suggest you go try ele and see for yourself, I have, and it horrible outside of that auramancer! And now ele is taking huge nerfs, so you compare war to ele right now is kinda meh, because after patch ele state isnt that great…
And also what is this thing about superspeed, seriously, like swiftness isnt enough!? And how do you suggest implementing these things would look like!? Cant you see serious balance issues with what you are suggesting here? And now you also have to consider the new changes aswell, war is getting buffed, alot of others hard nerfs!
As I said before, why dont you wait for patch to take place first, before asking for more buffs!?
Actually, I have been playing ele now and having a blast with it with OP heals and survavility and this is my 3rd day of playing it. Unlike a warrior, you can actually survive…
Swiftness in combat where the enemy also has perma swiftness on him so that he can kite me and range me all day? No thanks. Just put your thinking cap on for a minute and think about the disadvantage melee classes have.
Still happening sigh
Not only that but the amber player d/ced right before the match started…we lost 1 pip though for it.
(edited by NiloyBardhan.9170)
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