(edited by Nova Stiker.8396)
Why is disengaging a bad thing?
Don’t ever play League, 90% of 1v1 engagements will end with you blowing all your skills and your opponent walking away with 23 health. If disengaging angers you in GW1, League might want you to kill kittens.
(edited by Nova Stiker.8396)
I agree!
Except bunker guardians might be returning with the now Valor and Honor traits. As well as Mace/Shield+Staff.
So… Yeah. Shield isn’t useless, the problem is anything but Medi-guard is useless for the next 7 days.
Remember, you can pick from 3 trait lines, getting a total of 3 grandmaster traits.
I concur, it’s a great leap in the right direction. I just hope they will continue with steps.
(edited by Nova Stiker.8396)
It’s a right step but in the wrong direction…
ArenaNet, it’s good to reward performance and have good set matches but the problem isn’t entirely just that, the issue is the limiting ways you can play. And no, I’m not talking about balance.
- “Practice Mode” is not legit practice.
If I get on my Mesmer with 50 games to practice, I’ll be practicing against people not wanting to wait for queue times with 2,000 mesmer games.
Solution: Until you are rank 10. In practice mode, you are flat rewarded 500 points up even if you lose or do badly. After rank 10, you are given 500 points if you win OR lose ‘IF’ you are playing on a class you don’t play much. In addition, you should get LESS points if you win on a class you play the most. In other words, you CAN be fully rewarded, just be on a class you don’t play much.
Practice Mode should reward diversity and welcome newcomers. Right now, it’s failing at both. Changing rewards will have it continue to fail at both.
- There is nothing for warming up other than practice or smashing golems.
I got 4,000 games on my Elementalist, why is the only option warm up with my PvP buddies against people that are under rank 20?
Solution: Add a Warm Up mode. This SHOULD be what practice mode is right now, where players are given flat rewards, 500 or 200, win or lose. This will promote more skilled players to stay away from practice and play what they are good at. This mode should also be LOCKED until rank 10. Let people get a feel of PvP in Practice before they go against people in Warm Up that are rank 80 with 5,000 games.
- No Random Arenas like GW1 hard. You get that? BRING IN RANDOM ARENA’S. Give me a team to play with until I lose.
This is the PvP community builder.
Solution: Add Random Arena’s. This is where random people become your PvP buds. GW2 doesn’t punish players for grouping or playing alone, but when content in both PvP and PvE can be beaten under 15 minutes, it’s hard to get a connection with your fellow players. Keep it locked to new players until rank 10.
- Give Custom Arena’s all maps, even beta and discontinued ones.
Why not?
Solution: Helps rebuild the community when you give tools to the players.
- Changing that team queuing will favor teams of the same size. A good idea, but the issue is GW2 PvP community is really, REALLY small thanks to terrible match making and balance/bugs being left alone.
This system could actually punish players UNLESS GW2 brings back a lot of it’s PvPers.
Solution: Favoring team sizes needs to happen, but honestly, not yet. You are going to anger a lot of players if they get a queue timer more than 30 minutes.
Do not take six months to fix if that happens.
- Skyhammer… It’s very toxic because it overly rewards certain builds.
People quit playing and go do something else because of this map. ArenaNet, you still don’t see what is wrong with this? UGH.
Solution: If you are above 50% health and fall off the map, you are teleported back to base and stunned. If you are below, you die. Rewards fighting instead of purely trying to knock people off.
- PvP growth can be better, much better and doesn’t have to be littered with goodies.
Why do you have players pay GOLD to unlock sigils, amulets and runes? You have a ranked system guys, do not fail gold sink. Now, this is not a must need but when HoT coming you really should consider the amount of returning or new players that will be arriving.
Solution: Flat out keep some Runes, Sigils and Amulets locked until a certain rank is reached like rank 20 or even rank 30. Restrict items that are good but far from essential. like Bloodlust Sigils, Settler Amulet and even Speed Runes. You can easily lock half the PvP items and still will not hurt the beginner experience. No Ogre Runes? There are other good power runes to serve you until rank 12. This will reward diversity and experimentation for new players without forcing them to find an online guide.
The problem is good players can troll and destroy the reward system for newcomers, if you have all the objectives, the thing that comes next is to camp spawn.
It’s good that you are restricting teams to play against teams, but the PvP community isn’t quite big enough to fully support that without lengthy queue timers.
Take another step ArenaNet, seriously, don’t stop. You got good intentions but bad ideas, hopefully, you’ll see this mistake before it happens.
Personally I’m gonna wait and see how it plays out before I jump to the OMFGUSUCKANET reaction because some things got changed.
Vulnerability will make you vulnerable to conditions too, awesome. Constantly I see people complaining about how condi builds are worthless. Alright they did some tweaking to conditions and suddenly it’s OMFGCONDISR2OP!!!
- that is why i said conerns and i did state that numbers are not out yet so it is all assumptions atm; i can leave my feedback however in hopes that Anet will tweak numbers with some common sense before patch goes live
- where did i say OMGUSUCKANET? OMFGCONDISR2OP?
- condi builds are not worthless, what do you think celestials are?
Poison + Burning + Celestials = kills condition-type builds.
ArenaNet failure to nerf Sigil of Doom is amazing. It’s one of the most toxic sigils in PvP and why Celestials is significantly more powerful than it should be. Burning and poison can easily deal 1k damage a second and reduce recovery. Why take other conditions? They are just a waste.
(edited by Nova Stiker.8396)
Conditions and boons at their core isn’t well designed. Guild Wars 2 will forever battle conditions vs. removal. However, ArenaNet design team think this system is great and will refuse to listen any suggestions. :\
_
The only defense against conditions is full removal, with the new boon Resistance, functions similarly, complete denial.
To make matters worse, conditions are everywhere, even with weapons or traits that are power based. Sigils and even runes can liter an opponent with various conditions.
Boons suffer even more problems that hinder unique builds and play styles even more.
_
In my opinion, Vulnerability should NOT be a removable condition if ArenaNet wishes to promote it. Keeping it power based.
Where is the engineer buff thread? Engineer has more useless traits than Elementalists and more useless utilities than Warrior.
Granted, what they have is stupidly good but honestly, take out Incendiary powder and you’ll find cele-rifle damage plummet. Take out Toolkit, they can just be wrecked in team fights. Healing Turret far exceeds other heals due to it’s ability to be used while CC’d.
Then again, is it ideal to have an engineer be in the frontlines with a rifle?
(edited by Nova Stiker.8396)
Here’s a better idea:
- Healing Turret, add a 1/4 casting time cleansing burst, reduce the number of conditions removed to 1, fix the bug that doesn’t have Healing Power affect it.
Sorry spamgineers, you can no longer command your turret if you are flat on your butt. But hey, it can heal a little more now, why have a bug is because “bugs = okay in meta. ESPUURTS guyz, lets have tournament” ~ ArenaNet
- Overcharged Shot: Remove the condition cleansing, increase the recharge by 5 seconds, change it to a targeted direction.
Why the hell is this not a targeted direction?Engineers already have bad condition cleanse, why hurt it even more? 1 Entangle is an instant death for Engineer if these were to occur.
This is why I think Engineers are all bad players, being carried by their super fast CC’s, no recharge on skill swapping, powerful blocking and trait proc’s.
I can escape entangle with 1 cleanse, hell, I can escape with no cleanse or teleport on my elementalist as long as I Updraft or Burning Retreat before the second tick. (Yes, I use lava axe)
_
But you have a point, just that… Entangle is BUGGED. For anyone that plays ranger, you’ll notice immobilize lasting nearly 10 seconds despite the tooltip saying 5.
Bug fix ArenaNet? Hm? What about the mid-air immobilize or just immobilize in general, instead of a stacking cap, how about a 5 second time cap?!
Engineers already have good condition removal in other skills and other heals, not to mention you can self activate swiftness and vigor every 10 seconds and an auto-condition removal every 15 seconds. Learn to dodge and position.
(edited by Nova Stiker.8396)
Here’s a better idea:
- Healing Turret, add a 1/4 casting time cleansing burst, reduce the number of conditions removed to 1, fix the bug that doesn’t have Healing Power affect it.
Sorry spamgineers, you can no longer command your turret if you are flat on your butt. But hey, it can heal a little more now, why have a bug is because “bugs = okay in meta. ESPUURTS guyz, lets have tournament” ~ ArenaNet
- Overcharged Shot: Remove the condition cleansing, increase the recharge by 5 seconds, change it to a targeted direction.
Why the hell is this not a targeted direction?
- Blunderbuss: Increase the damage by 20%, remove bleeding, add an actual animation.
Is it really that hard to animate what appears to be a person loading his gun?
- Gear Shield can only block 3 attacks, add the ability for it to reflect projectiles, after 3 blocks it breaks and bleeds nearby foes. Recharge stays the same.
I hate to be a total kitten , but this skill is better for no reason, why leave it alone for over a year? I cannot think of a single good reason.
- Pry Bar: Reduce damage by 25%, reduce amount of confusion to 3 stacks, increase confusion duration by 2 seconds. reduce recharge to 10 seconds.
I’m okay with confusion, I’m not okay with it’s high damage with celestials.
- Box of nails: reduce casting time to 1/2 a second, now a ground targeted projectile, add a 600 range. Your character now throws a box of nails.
It’s a weaker caltrops. Nearing 3 years, having skills that look and behave the same is not okay developers.
- Remove the ability to throw projectiles BEHIND the player
That also includes warrior arrows. Engineers are not NBA players, thus chucking grenades 50 feet behind them while running away and hit the target should not be an option.
- Slick Shoes, add a targeted direction the player will dash very fast (like Whirling Blade) knockdown anything in the way for 2 seconds. Remove the oil slick duration. Reduce casting time by 5 seconds.
Look at that, that looks fun and it’s skill based. Seriously, combat team, we need to talk
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You seem to be under the impression that people handling tournaments and such are the same people that fixes stuff in the game. That is extremely unlikely.
LoL was built from the ground an up as a PvP game, there is literally nothing to do in that game other than PvP, while GW2 have 2 other modes that needs to be taken into consideration as well.
That’s why you have dedicated development teams.
ArenaNet, you don’t even identify your own game as an Esport. Your hardcore PvP player base, constantly mocks PvP for all it’s faults. Your PvP player base is small and a lot of it isn’t even dedicated.
Lets compare to League of Legends ranks, League has 214 people in Challenger (AKA Pro rank) and ~700+ master ranked (just under pro, can be considered pro), over 30,000 people are diamond (AKA high end, very skilled but not exactly pro)
Guild Wars 2 can’t even get close to those numbers.
_
Why have a world series? Shouldn’t your focus being trying to improve PvP? Build a large PvP community? Fix a lot of the annoyances like immobilize-air bug and Skyhammer? Why put effort into a world series?
Grouch and I were asked to talk about GW2’s competitive program at a local conference and if your interested you can watch here:
Steve
I looked at your obstacles section, do you guys not have enough people?
- Who is your PvE team?
- Who is your dungeon team?
- Who is your combat team?
- Who is your WvW team?
- Who is your PvP team?
- Who is your material (crafting, items, gemstore) team?
- Who is your community team?
If you have a big game, you have many teams to carter to all players, right?
_
If the community doesn’t identify that the game is eports, why offer real money? Guild Wars 2 is NOT an Esport game, trying to treat it like so is wasteful.
Why not just give gems?
_
ArenaNet is the biggest issue. Ironic, a great PvP system being held back by their own creators.
The key thing for any esport is a community. Which, ArenaNet has killed time and again with Dhuumfire, stun bug, turrets, each time PvP blossomed ArenaNet let problems run wild.
The best plan for GW2 being an esport, is rebuilding the community.
Step 1.
Bring in Random Arena’s from Guild Wars 1.
Fight with a random team until you lose or get 10 wins. Why this isn’t in GW2 is absolutely beyond me, no dedicated healers so… What’s the hold up? It’s a fun mode, it was popular in GW1. ADD. IT.
Step 2.
A refined Practice and Warm Up mode.
Now, you can hop into any custom match, get dailies and max out the progress bar. Fine, but if you go into a random server with a new build on a new class. You will get PUNISHED. Have a practice mode that will net you 500 for winning OR losing, as long as you are playing on a class you play the least. I have 5,000 games on my Elementalist, why practice with my thief? When my Elementalist will get me rewards, faster. As for Warm Up mode, that SHOULD be what practice is right now. 500 for winning, 200 for losing. Bring the class you have 1000 wins on, leave the class you have 8.
Step 3.
Polish the maps!
Skyhammer. Throwing people off the map is to easy and to rewarding, teleport falling people back to base IF they have over 50% of their health with a 5 second DAZE. Not stun, DAZE. You can use a stun breaker and start leaping back to home point or run slowly. Also, if you had under 50%, you will fall to your death, preventing throwing yourself off a cliff as a viable way to escape. This will add a level of strategy and skill to the map and won’t make it unbearable. There are other maps that can also use some polish but Skyhammer has the most sins.
Step 4.
Add a new exciting mechanic.
Having it that when certain skills hit a player, it will instantly kill them. No down state, instant death, a Death Strike. Like, add a Death Strike to most of the Warriors burst skills, thief sneak skills, Necromancers Life Blast. Have fun with it too, the Guardians Binding Blade, give it a Death Strike. If your opponent reaches 0 health while hexed with that, they will instantly die. Meteor Shower can be even more scary as it’s an AoE rain of instant death. With instant death around more, you can buff revive skills like Glyph of Renewal or Signet of Undeath. This will mold players thoughts on what weapons to bring and what role they will play.
Step 5.
Feel free to balance/all the above.
I couldn’t care less about elite spec’s right now ArenaNet. Bring back the community. Then you can balance, make fun sigils, change up some runes, have it so you can only have 1 rally per death, etc. A balanced game doesn’t mean anything if no one is around to play it
_
Above all, you need to resurrect your PvP player base. That should be #1 on your list, at least, I thought…
Seems like #1 on your list should be development teams :\
Just… Why work hard for a World Series? What possible good can come from it?
Have a good, large dedicated PvP community, THEN build it into an Esport like League of Legends did! Not the other way around!!!
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Warriors is not the major issue.
No Random Arena’s (like GW1, get a random team, go until you lose)
Practice Mode punishes practicing something new, rewards what you’re good at.
No Warm Up mode. A mode that should be what practice is right now.
Custom Arena’s lacking the option for Stronghold and Raid on the Capricorn. Custom Arena’s lack of customization.
Skyhammer.
Honestly, a lot of the current pains GW2 PvP currently has, it would be much less painful when entire matches are less painful.
I think this falls into the same reason why Anet decided to axe dedicated healers as it would accomplish the same thing. Which is why condi’s in team fights are really not as effective as there is dedicated aoe condi cleanse but not dedicated healers. Therefore DPS rules.
Maybe the best idea would be to follow their own strategy and put better condi cleanse in the personal heal skills and tone down AOE condi cleanse dramatically. Obviously the Necro’s heal skill would not need a change, but it is the best example of what Im talking about.
I’m thinking just the opposite. Reduce the amount of condition cleansing, but also reduce the amount of condition spamming.
In my opinion, having conditions on auto attacks that can stack 7-8 times isn’t ideal. Splitting which attacks deal heavy power or heavy conditions.
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shoutbow killed conditions.
… Yep. Pretty much.
It wouldn’t be so bad if Shouthorn couldn’t 1v1 players but burning, poison and celestials made sure that is very possible. Ever fought a Shouthorn with no Sigil of Doom? No threat.
So what does that mean for WvW?
Also, all I’m hearing, “This is to hard for me to understand, PvP to hard, I’m going back to PvE.”
Um… Get good guys, get good.
(edited by Nova Stiker.8396)
Okay? They already said burning and poison will stack intensity, so that’ll solve this issue.
It will?
Tip : It won’t.
It could.
There has already been talk about it, as well as a preview of the change in action.
But like the Double Leap Combo warrior trait (LOL, really? Warriors only have 1 skill that has a combo field) it’s just a test.
_
Honestly, it would be more beneficial to have a second condition (and boon) tier. Some skills stack in duration, while others stack it in intensity or even the second tier have different effects altogether.
That way you can add a bunch of effects from conditions, without adding new a bunch of conditions.
I really like the mode, I’m also laughing at all the QQ posters that aren’t good enough to understand objective based PvP.
Pros:
- The map and mode.
- Fighting a Guild Lord.
- Treb is very handy.
- Drinking booze at the bar, a very much YES!
Cons:
- Archers are useless, Guards are easily handled by players.
- Guards are super squishy, making it hard (pointless) to defend them.
- The treb is very handy at times but hard to utilize without a teleport.
Suggestions:
- Limit the amount of NPC’s that are summoned on the field. This will allow balancing NPC’s to be much easier.
- Clean up pushing and defend objectives.
- Drop the skritt suicide bomber concept completely. Have a Guild Fighter summon instead that can cast vulnerability on the gate, allowing players and the NPC to damage the gate. This way, you can’t have a single Bomber completely destroy a gate if left alone for 15 seconds. Not to mention pushing NPC’s ONLY rewards supporting players, having a glassy power house wailing on the gate allows more risk and reward plus build variation.
- Add a new NPC, Guild Protectors. These guys will run to guard supply, attack foes at the supplies and supply buffs. They will run to Mist Essence once the 30 second timer starts to secure that position. They don’t do much damage, have no CC but are tanky and supportive.
- Instead of a Tengu Archer, have a Guild Hunter that will go after Guild Protectors and guards. They will clean up any Guild Protectors at their post before moving to the gate. Give it Barrage, lastly, unless the gate has vulnerability, Guild Hunters will wait at the gate.
- Give NPC’s guild armor, weapons and colors to the premades team.
- “Victory or Death!” Don’t end matches on a timer. L-A-M-E.
- Remove the treb, its role is too limited and doesn’t add much in terms of objectives.
- Give NPC’s the ability to move and attack.
You have to do more with the NPC’s other than hope that the enemy team doesn’t get to them in time.
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And yet i think they should rework conditions itself completely. Conditions should bring utility olny instead of damage.
Going up as power build with no condi removal is auto loss against condi build that can stack defensive stats easily. And yet when you stack load of condi removal (shoutbow) a condi build cant do anything.
Thats show how broken conditions are and nearly impossible to balance out. Buff em now and they become op again like in the old days of dhuumfire, dont do anything and they will stay where they are right now unless joke meta change.
Boons are defensive buffs that enhance your toon, why conditions are not a opposition of boons by debuffing rather than causing damage itself? Weakness, poison, cripple are a good example of how conditions should work in this game. Bleeds, torment and burn are examples that should be reworked as all they does are damage without any sort of utility. That would solve also pve issues with conditions as nobody will moan anymore about how low damage they does cause that part will be deleted.
Exactly.
- Conditions and boons are NOT good mechanics.
- Condition Removal and Condition Duration are NOT good mechanics either.
When ArenaNet realizes that is when GW2 combat can start growing. Otherwise, hold your suggestions on better gameplay mechanics as they will fall onto ignorant ears.
Sure, the problem with burning+poison can be fixed. But the balance of condition removal vs. condition applying will forever be a problem.
On one hand, you have armor ignoring damage.
On the other, you have INSTANT damage removal.
_
League of Legends used to have to dodge mechanic, because they realized it wasn’t a fair mechanic they got rid of it entirely. You always want to reward hitting your target, it’s up to your target to react. If everyone can fully remove incoming damage, that is NOT a fair reaction.
_
The point is, conditions are frustrating. They are frustrating to use, they are frustrating to fight against and it’s just easier to abuse burning and poison, while dealing good power damage with Celestials than it would be to deal heavy damage over time.
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please no. Reduce the number of onCrit procs. The last thing Guild Wars needs is more and more powerful sigil and runes
a lot of classes already have small on-crit procs for bleed and theyre completely fine.
i think what Powerbottom suggests would be closer to that than air/fire sigils. nothing big, just a decent DPS increase that scales with your precision.
The problem is that this isnt enough incentive for condition builds to waste stats on precision, even with sigils of torment or earth.
- Give each classes themselves better condition-based on-crit procs (would most likely be easiest to balance and maybe the smartest choice).
i like this one the most, since it’s already a thing, just too weak. also, condition builds should require ferocity.
In my opinion there should be no condition removal for conditions that just cause damage. Rather, you can increase your resistance to them and skills can increase/reduce durations as well. Conditions feel like they are still made in beta.
But that’s getting off topic. The point is, there is no reason to try to stack bleeding, no reason to stack confusion or stack torment. No need for rabids, carrion or settlers.
Grab a celestial amulet and burning+poison is ALL you’ll ever need.
Okay? They already said burning and poison will stack intensity, so that’ll solve this issue.
Until I see an article about it, I’m just going to assume it’s an idea. And yes, they have said and shown the changes. But everything is liable to change.
That’s right, the reason why there isn’t much build diversity is simply because conditions killed condition builds.
Here are the three culprits, traitors to their own kind. The conditions that killed conditions:
- Burning.
- Poison.
- Immobilize.
Burning deals high damage, even at low condition damage. Poison halts recovery by 33% and deals low damage, lastly immobilize allows crucial skills to hit.
Obvious right? Well, what’s not so obvious is that this combo KILLED condition builds.
Burning and poison makes it IMPOSSIBLE to out sustain unless you have a constant flow of condition removal. Even then, it’s poison and burning are brutal.
_
So… What happened? Celestial happened. It didn’t take players to long to figure out burning and poison is all they ever need. To make things even worse, four classes can SPAM burning and poison. Even if the class has poison in their weapon skills, Sigil of Doom is infinitely better as it triggers on ANY attack, making poison available for any class on any build.
_
This is why the meta is Celestial, why it’s not as effective to try to stack torment, bleeding or confusion. It’s why Rabids or Settler amulet is far outclassed by Celestials. Burning, poison and immobilize, are easier to achieve than trying to stack 8 stacks of bleeding.
I’ll say that again.
It is EASIER to spam immobilize, burning and poison than applying 8 stacks of bleeding.
That’s not okay.
There is a lot of things wrong with Guild Wars 2 PvP and it’s very apparent ArenaNet struggles to pin point the issue. Not to mention, even if they fix this problem, it still leaves GW2 with a low PvP community. Balance will come, but it should not be first. When it does come, this needs to be looked it.
(edited by Nova Stiker.8396)
Grouch and I were asked to talk about GW2’s competitive program at a local conference and if your interested you can watch here:
Steve
I looked at your obstacles section, do you guys not have enough people?
- Who is your PvE team?
- Who is your dungeon team?
- Who is your combat team?
- Who is your WvW team?
- Who is your PvP team?
- Who is your material (crafting, items, gemstore) team?
- Who is your community team?
If you have a big game, you have many teams to carter to all players, right?
_
If the community doesn’t identify that the game is eports, why offer real money? Guild Wars 2 is NOT an Esport game, trying to treat it like so is wasteful.
Why not just give gems?
_
ArenaNet is the biggest issue. Ironic, a great PvP system being held back by their own creators.
The key thing for any esport is a community. Which, ArenaNet has killed time and again with Dhuumfire, stun bug, turrets, each time PvP blossomed ArenaNet let problems run wild.
The best plan for GW2 being an esport, is rebuilding the community.
Step 1.
Bring in Random Arena’s from Guild Wars 1.
Fight with a random team until you lose or get 10 wins. Why this isn’t in GW2 is absolutely beyond me, no dedicated healers so… What’s the hold up? It’s a fun mode, it was popular in GW1. ADD. IT.
Step 2.
A refined Practice and Warm Up mode.
Now, you can hop into any custom match, get dailies and max out the progress bar. Fine, but if you go into a random server with a new build on a new class. You will get PUNISHED. Have a practice mode that will net you 500 for winning OR losing, as long as you are playing on a class you play the least. I have 5,000 games on my Elementalist, why practice with my thief? When my Elementalist will get me rewards, faster. As for Warm Up mode, that SHOULD be what practice is right now. 500 for winning, 200 for losing. Bring the class you have 1000 wins on, leave the class you have 8.
Step 3.
Polish the maps!
Skyhammer. Throwing people off the map is to easy and to rewarding, teleport falling people back to base IF they have over 50% of their health with a 5 second DAZE. Not stun, DAZE. You can use a stun breaker and start leaping back to home point or run slowly. Also, if you had under 50%, you will fall to your death, preventing throwing yourself off a cliff as a viable way to escape. This will add a level of strategy and skill to the map and won’t make it unbearable. There are other maps that can also use some polish but Skyhammer has the most sins.
Step 4.
Add a new exciting mechanic.
Having it that when certain skills hit a player, it will instantly kill them. No down state, instant death, a Death Strike. Like, add a Death Strike to most of the Warriors burst skills, thief sneak skills, Necromancers Life Blast. Have fun with it too, the Guardians Binding Blade, give it a Death Strike. If your opponent reaches 0 health while hexed with that, they will instantly die. Meteor Shower can be even more scary as it’s an AoE rain of instant death. With instant death around more, you can buff revive skills like Glyph of Renewal or Signet of Undeath. This will mold players thoughts on what weapons to bring and what role they will play.
Step 5.
Feel free to balance/all the above.
I couldn’t care less about elite spec’s right now ArenaNet. Bring back the community. Then you can balance, make fun sigils, change up some runes, have it so you can only have 1 rally per death, etc. A balanced game doesn’t mean anything if no one is around to play it
Above all, you need to resurrect your PvP player base. That should be #1 on your list, at least, I thought…
Seems like #1 on your list should be development teams :\
(edited by Nova Stiker.8396)
(6): +20% chill duration; when you’re struck below 20% health remove all conditions and become a block of ice for 5 seconds. (Cooldown: 90s)
All it needs
Thats a great idea actually and probably wouldn’t take a lot to add.
Though in the end i will never be a fan of immobilizing myself in ice while my foes are still running around waiting for me to unfreeze with somewhere below 20% health…seems backwards
Not entirely, it helps you wait for CD’s, could be handy for Ele’s or Mesmers for a quick escape via teleports.
There are a lot of Sigils and Runes that could use improvement and there are posters here with great ideas, but ArenaNet might be hell bent on getting us those elite specializations to practice with in 4v5’s
/sigh
Class balance wont make this game esport
If by definition everyone does the same equally just some must press more buttons.
Unique classes will. And not this horrible game mode.
Please NO. Mentality like that kills games. More stuff doesn’t mean more fun, it doesn’t equal more game.
We don’t need more stuff to play with, we need more stuff to do with the things we have.
Rebuild the community, that is the most important thing GW2 can do right now.
D/D-Ele has nothing to offer that a cele-rifle and/or shoutbow can’t do as good or better.
This is simply not true.
D/D ele has far more AoE condition cleanse than an engi.
D/D ele has more pressure and CCs than shoutbow.
Actually, staff ele has more AoE condition cleanse.
And yes, it does have a lot of pressure and CC to shoutbow.
ArenaNet is the biggest issue. Ironic, a great PvP system being held back by their own creators.
The key thing for any esport is a community. Which, ArenaNet has killed time and again with Dhuumfire, stun bug, turrets, each time PvP blossomed ArenaNet let problems run wild.
The best plan for GW2 being an esport, is rebuilding the community.
Step 1.
Bring in Random Arena’s from Guild Wars 1.
- Fight with a random team until you lose or get 10 wins. Why this isn’t in GW2 is absolutely beyond me, no dedicated healers so… What’s the hold up? It’s a fun mode, it was popular in GW1. ADD. IT.
Step 2.
A refined Practice and Warm Up mode.
- Now, you can hop into any custom match, get dailies and max out the progress bar. Fine, but if you go into a random server with a new build on a new class. You will get PUNISHED. Have a practice mode that will net you 500 for winning OR losing, as long as you are playing on a class you play the least. I have 5,000 games on my Elementalist, why practice with my thief? When my Elementalist will get me rewards, faster. As for Warm Up mode, that SHOULD be what practice is right now. 500 for winning, 200 for losing. Bring the class you have 1000 wins on, leave the class you have 8.
Step 3.
Polish the maps!
- Skyhammer. Throwing people off the map is to easy and to rewarding, teleport falling people back to base IF they have over 50% of their health with a 5 second DAZE. Not stun, DAZE. You can use a stun breaker and start leaping back to home point or run slowly. Also, if you had under 50%, you will fall to your death, preventing throwing yourself off a cliff as a viable way to escape. This will add a level of strategy and skill to the map and won’t make it unbearable. There are other maps that can also use some polish but Skyhammer has the most sins.
Step 4.
Add a new exciting mechanic.
- Having it that when certain skills hit a player, it will instantly kill them. No down state, instant death, a Death Strike. Like, add a Death Strike to most of the Warriors burst skills, thief sneak skills, Necromancers Life Blast. Have fun with it too, the Guardians Binding Blade, give it a Death Strike. If your opponent reaches 0 health while hexed with that, they will instantly die. Meteor Shower can be even more scary as it’s an AoE rain of instant death. With instant death around more, you can buff revive skills like Glyph of Renewal or Signet of Undeath. This will mold players thoughts on what weapons to bring and what role they will play.
Step 5.
Feel free to balance/all the above.
- I couldn’t care less about elite spec’s right now ArenaNet. Bring back the community. Then you can balance, make fun sigils, change up some runes, have it so you can only have 1 rally per death, etc. A balanced game doesn’t mean anything if no one is around to play it
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D/D-Ele >>> Staff. You can might stack significantly better and makes a massive difference when half your team is running around with 20+ stacks of might. Not to mention easier time blasting smoke and chaos fields. In contrast, Staff is a very, very powerful bunker. Throwing water auto at your feet, combined with regen can easily recover ~1700+ health a second, makes a warrior bunker go kitten SON. That’s without the aid of water fields.
I personally favor:
2 Medi-guards
D/D ele
shatter mesmer
zerker GS warrior
The roaming power with this is brutal.
You can say GG to every teamfight. Medi-guards can blow up anything squishy that can threaten the mesmer, while the zerk warrior and shatter mesmer can just melt anything tanky. Without any high damage, the bunkers are dead meat, with CC provided by the ele, mesmer and mediguards, zerk GS can freely destroy bunkers in seconds. D/D ele provide the buffs and sustain as well as condi-pressure. The name of the game is hit hard and move on, enemies in downed state is better than dead enemies.
I prefer quick, powerful roaming, making sure every fight will have uneven numbers. Keeping the enemy team unable to recover and rotate well. Breaking a rotation is infinitely better than holding home point at the start of the match.
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For some strange reason balance has been lingering on my mind, so I figured instead of making a lengthy thread post that would probably get buried tomorrow and completely ignored by ArenaNet, this could be a fun game! How do you guys perceive balance? What is more important in skills? Nerf what you don’t like, buff what you do!
How to play:
- Nerf-and-buff the poster above skill or trait.
- Leave a skill or trait to be nerf-and-buff.
I’ll start
Engineers-Overcharged Shot: Increase the recharge by 10 seconds BUT is now directional targeting (like Whirlwind Attack).
Next poster nerf-and-buff
Rangers-Hunter’s Shot
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I hate to say this but to me, Chill is specifically designed as a counter to Elementalist that it is working as intended. ArenaNet even gave Thieves Ice Shard Stab as a stolen item from Elementalists as a tool to counter them.
Ah yes, Gunk throw is also the engineers counter steal.
/sarcasm.
That doesn’t explain mesmer steal, the extremely useful when fighting against anything.
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Like most status effects in a mmorpg, they tend to hinder one class more than another, this is referred to as counterplay. Method to stop a pesky archer kiting you? Solution: you snare them. Method to stop a sorcerer nukng you? Solution: you silence them.
Chill is a counter to Elementalist with that comparison. Yes, it cripples Ele but you can still rotate through attunements due to the short debuff duration. Least it’s not a silence that nullifies all skills, Elementalists also have better condition cleanse than most professions for the chill to be quickly removed.
I can see reapers being a major obstacle for Ele but it isn’t the first time we have professions countering each other i.e. Thief > Mesmer.
You are confusing ‘counterplay’ with ‘countering.’
One is good, the other is not._
As for ele’s condition cleansing, remove the ability for some classes to proc 4-5 different conditions from their auto attack. THEN tone down the amount of cleansing.
Excuse my wording for the ‘countering’, it’s 3am as I type this.
As for the proc’ing 4-5 different conditions from auto attack alone is VERY situational. Only mesmers with staff have a chance of achieving that. Most condition applying auto attack focuses on stacking a particular condition. Even with sigil procs, 5 from spamming 1 alone is unlikely.
Very situational? Try every meta engineer build.
Like most status effects in a mmorpg, they tend to hinder one class more than another, this is referred to as counterplay. Method to stop a pesky archer kiting you? Solution: you snare them. Method to stop a sorcerer nukng you? Solution: you silence them.
Chill is a counter to Elementalist with that comparison. Yes, it cripples Ele but you can still rotate through attunements due to the short debuff duration. Least it’s not a silence that nullifies all skills, Elementalists also have better condition cleanse than most professions for the chill to be quickly removed.
I can see reapers being a major obstacle for Ele but it isn’t the first time we have professions countering each other i.e. Thief > Mesmer.
You are confusing ‘counterplay’ with ‘countering.’
One is good, the other is not.
_
As for ele’s condition cleansing, remove the ability for some classes to proc 4-5 different conditions from their auto attack. THEN tone down the amount of cleansing.
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For this meta? There are some minor tweaks that need to be made to make it much less frustrating
By all means it’s not a healthy meta, as the ‘meta’ builds can flat out hard counter ENTIRE professions.
As for the past metas, ArenaNet kittens up HARD. Like, HAAAAAARD.
- Immobilize Stacking limit removed, allowing players to land 20+ seconds of immobilize.
- Dhuumfire allowing Necromancers to blow up people with conditions with no counterplay.
- Engineer Turrets allowing stupidly powerful point control.
- Stun bug, increasing the duration of all stuns to nearly a minute.
- Tornado Rez, Elementalists self rezzing with tornado.
- Skyhammer
Now lets announce their greatest sin.
Letting these changes RUIN the PvP game for 6 months.
There is absolutely no excuse for that. Any developer will laugh at ArenaNets attempt for a Esports.
And the worst part is, how quiet they are here on the forums. Where they let threads go on and on with 0 acknowledgement.
Remember that whole thread with 100 plus replies not to long ago regarding ranger damage?
Wouldn’t it be amazing if someone said this"Rapid Fire is powerful but it does have counterplay. We personally like where the longbow damage is, however, I personally don't like for the animations for Point Blank Shot and Hunter's Shot. I'll pass some animation ideas to the team. Rangers have powerful range but those skills can make them uncatchable to newer players. In contrast, I'm considering to have hunters shot heal the ranger a little to emphasis the important of landing this skill and reward good defense."
We’re not the plague ArenaNet, we’re puppies. We lick and we bite, just accept that.
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There are a lot of things wrong with Elementalists, Ride the Lightning just in general, Magnetic Grasp randomly failing, Staff water auto self healing insane amounts, Water Trident being a very slow projectile and lets not forget the really good sustain we have.
Out of all the bullkitten ele has, Chill is by far the worst. We are the ONLY class where our entire utility can be slowed by 66%. We rely on swapping HEAVILY attunements due to the long cooldowns on our skills.
I’m not okay when our weapon swapping is completely crippled by a single condition where other classes get a free ticket out just because F1-F4 doesn’t change your weapon skills (kinda, Death Shroud, but Necromancers can still weapon swap) .
Nerf ele’s, fine, we are OP, but for the love of Grenth, FIX CHILL.
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Guys, you cannot help ArenaNet, they don’t want help. At least, for now. Lets face it guys, ArenaNet knows what they want regardless of what we say.
Right now the meta has a viable build for every class, but it’s still not healthy.
- Elementalists has tons of sustain and can pump out damage.
- Engineers has tons of CC on low CD’s with countless proc-ing making countplay against any attack a pain.
- Warriors being stronger bunkers than Guardians ever were.
- Guardians are incredible damage dealers with defenses relying on blocking.
- Thieves relying a ton of blind rather than invisibility
- Necromancers 1-shotting anyone below 50% health.
Mesmers and Rangers getting the short stick, no matter what they run, 2-3 of the 6 listed above will just completely hard counter them.
_
What’s going to happen is when the new elite spec’s for every class gets released, completely revamping the meta.
So… What happens next after bringing back the PvP player base? Will ArenaNet have another Dhuumfire catastrophe and leave it alone for 6 months or are they finally going to change their mantra and take good care of PvP.
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Puck you have good intentions but in my opinion, it’s futile.
From what I can see, ArenaNets combat team isn’t big enough. At one point Powerr could go toe to toe with me, now, he’s not much of a challenge. ArenaNet has fallen behind their own design and it’s up to them alone to admit they need to catch back up.
With the new trait system coming with elite specs, a lot will change. However, ArenaNet is ONLY focusing on that, like it’s the magicial cure to the small community. It might bring people back, but you shouldn’t have lost them to begin with :\
Trust me, our voices been heard but it’s up to ArenaNet to listen. I’ve stopped saying my opinions and suggestions because of the sheer lack of updates.
Remember Guild Wars 1 Random Arena’s? You get a random team, you play matches until you lose or get 10 consecutive wins.
Yeah… So, why the !@#$ doesn’t Guild Wars 2 have that? Is it because Eeeespuurts focus?
Simple solution, revert immobolize so it’s unstackable.
Now it’s the most broken condition, and some classes are absolutely broken because they have access to permanent immobolize stacking..
That would be lovely, I would so be for it, sadly, it can actually punish team work because a 3 second immobilize can be DECREASED to 1 second by an ally :\
Having the cap at 4 or 5 seconds long would be better.
Maybe on immobilize, but not anything else.
For DoT conditions, yeah. But say, 10 seconds of chill, 20 seconds of cripple, etc.
If this were to be changed, the amount of condition cleansing needs to be toned as well.
I’m not talking about the stat spec of increased of duration, I mean should conditions not go after a certain time.
As far as I know, conditions cannot go above 1 minute but… Shouldn’t it be lower?
With the new trait system coming, with a new condition cap rule coming as well, this is something that REALLY needs to get looked at.
Instead of having a limit, 1, 3 or 5 applications, mind you, this idea also PUNISHES players that use conditions that are with players that don’t rely on them. Shouldn’t it have a max, 30 seconds, 4 seconds, 15 seconds etc?
For example, you can apply 10 or more stacks of immobilize BUT there is a 5 second max time cap for immobilize. So even if each stack of immobilize is 3 seconds long, it will tick to 5 seconds long and no higher.
Or you can have 10, 1/2 second long immobilize stacks, but instead of lasting for 1 and a half, it will cap at 5 seconds.
This is VITAL for the way Guild Wars 2 combat is designed, look at this scenario.
- An Elementalist, a Warrior and a Necromancer used Signet of Earth, Dark Pact and Pin Down at the tame time. That 9+ seconds of immobilize.
That is a problem. - A thief comes in and uses Infiltrator’s Strike, that 9 seconds INSTANTLY gets reduced to 7. A net turret hits, it instantly gets reduced to 6. Lastly, the warriors passive Leg Specialist, he leaps, reducing what originally started over 9 seconds, got reduced to 4.
That is a problem.
Why not just make it a time cap instead of an application cap?
That will allow skills to spam low duration conditions and not punish for using them.
This is also prevent condition durations from going insanely high.
It’s a win, win.
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I’ll agree to support getting rid of chill of death since that’s what every complaint seems to be about these days if we do something about getting insta killed from stealth, unkillable condition clearing warriors, infinite block mediguards, 2100 range pew pew rangers, infinite dodge theives, celestial rifle engis, moa, celestial elementalists, fresh air eles.
Unless of course necro is just meant to be the one without that little something special because right now chill of death is pretty much all we got.
Well tbh nerfing Sigils would stop most of those builds being as powerful as they are.. I was going to type more but I think thats enough as long as the reader just goes through them all and imagines them with all Swap and Proc Sigils sharing CD again.
Lets be honest here, Sigils aren’t exactly ideally setup.
There is no indication when Sigils or Runes go on cooldown. How about an icon IN your health bar? Why is it a % chance on crit? Increase the recharge and have it activate on critical, don’t have a chance of a chance.
Not to mention a lot of Sigils vastly outshining others at this point.
I remember when LoL had a dodge mechanic, it was terrible because of the RNG. You can get a person very low, super close to dying and they’ll dodge your next 3 attacks, get away, at a 5% chance to dodge.
ArenaNet PvP team needs to step it up, they have no idea how disappointed I was that Arcane Precision still exists in the new trait preview. That is beta !@#$ design. It’s ArenaNets shining shame that they really need to step up their game if they want to bring people back to PvP.
_
I hate to say it, I love GW2 PvP but I feel defeated. I’d be happy to help, got 4k hours playing, I know some people with 5-6k game time. Like my PvP suggestions don’t matter. A warrior trait that DOUBLES the effectiveness of leaps. Cool! Warriors have only 1 combo field on 1 weapon…
ArenaNet is doing their best to keep the game fun and balanced but their ideas look lackluster :\
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People are really upset with all this ‘trait’ or ‘sigil’ procing for high damage.
So I am bumping this, an easy solution to balancing this problem.
I completely despise OP’s who bump their own threads without adding something new to the discussion…
Oh yeah, let’s just contribute to the QQing sigils and trait procing threads. Because more QQ and no solutions to fixing the problem, fixes the problem.
https://forum-en.gw2archive.eu/forum/game/pvp/Nerf-Runes-Sigils-Say-NO-to-RNG-1/first#post5088548
https://forum-en.gw2archive.eu/forum/game/pvp/Vee-Wee-s-Thoughts-About-GW2/first#post5088532
https://forum-en.gw2archive.eu/forum/game/pvp/Random-Procs-Spinal-shivers-air-fire
Hate me as much as you’d like, I’m still right :P
People are really upset with all this ‘trait’ or ‘sigil’ procing for high damage.
So I am bumping this, an easy solution to balancing this problem.
Interesting.
But I have no problem killing power rangers. So I fail to see what the problem is :\
Ok you have to think of the end game “meta” as a team build that is designed to compliment each other and max out each build and team effectiveness. A individual “meta” build on one character does not mean that your helping your team seeing as one “meta” build is typically designed to work in a team structure not necessarily as a individual player solo quing. That being said the “meta” is fine as long as its a general guideline but if all you run is pure unfiltered “meta” you’ll get countered more often and additionally possibly hinder your team instead of helping. Start thinking for yourself and you might find you enjoy the game more on your own unique build that’s tailored to your unique playing style.
Exactly, I play D/D ele without stability or a stun breaker (Lava Axe OP). How do I survive? I dodge. I know what attacks to avoid, so, I dodge them.
Yet nearly every ele I come across I see 3 Cantips or 2 Cantips and Arcane Shield. It’s the level of skill you have to keep in mind.
Meta builds really have a lot in common, you can pick up and play it. Easy to use, easy to master. But take a note from the LoL pros, there is a clear difference between pro and high level play. Find something that fits your play style and expand it.
I may not be using something that is ‘meta’ but it doesn’t have to be, I make it work and I make it kill.
I’ve already made a post about how to make fun sigils.
https://forum-en.gw2archive.eu/forum/game/gw2/How-to-Make-Fun-Sigils
In my opinion, there is nothing wrong with the idea wabout Fire and Air sigils, except for one thing, Fire Sigil can critical (which ironically, can also trigger air sigil itself).
If sigils or trait proc’ing cannot land a critical hit, it will save a lot of headaches, preventing instant cast from traits from dealing 4-6k more INSTANT damage from critical and sigil procing.
Which, I also made a thread on: https://forum-en.gw2archive.eu/forum/game/pvp/Make-it-so-trait-procing-cannot-crit/
Remember when Mug would hit 6k? It was instant cast and was a big problem. You could smash a thief onto his butt, then down you with a steal. With Discharge Lightning and Chill of Death now in the meta stamp for the same problem, traits dealing instant damage, which also triggers the sigils.
As for Static Discharge, buff the damage, move to grandmaster, problem solved.
_
Fire and Air isn’t a massive problem, just tone the amount of instant critical.
Have it so player skills can ONLY land criticals.
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P.S. don’t bring “omg necros counter engis” that was true before celestial, now even necros get crapped on by engis tnks to celestial amy/CCs
Confirming this. I remember the days of fighting Engis in a respectable battle, perhaps with an advantage as a Necro. Now I’m literally hunted by them along with Thieves.
Source: I main Necro.
Condi necro still destroys engineers (even if the celestial build survives a little longer). But condi necros were pushed out of the meta by eles and shout warriors, and the “meta” power necro build is ridiculously weak in comparison. That’s one of the main reasons engineers are so powerful now: nobody plays condi anymore.
Seriously? Condi necros were pushed out of meta by dd eles and shoutbows?
Or how about: Condi necros have so little self survability and the class is not in a very good spot and that’s why no one actually plays it?
When it comes to engi, there are things that deserved a nerf long time ago. However, dd ele was the only spec out of the cele meta that got touched. Nothing ever was done about IP, Slick Shoes, Overcharged shot…people were asking for these things to be adjuted, but it never happened. Cele engi and Shoutbow are one of the best specs in game atm while dd ele is falling out of the meta.
I’ve seen plenty of condi-necromancers, in WvW with perplex runes and 100% longer conditions while boasting ~1500 condition damage and Corrupt Boon that can practically 1-shot you depending on your setup.
Dhuumfire meta was Guild Wars 2 worst meta, we can all agree blowing up people with conditions isn’t fun, rewarding auto attacks or trait/sigil procs instead of timing skills well.
Cool stuff, the only problem is that this was about pvp. Almost no one runs a condition necro in pvp anymore due to their poor survability. However, terromancers is actually quite difficult to play unlike power necro, which is the spec that does most damage on AA. So I’m sorry but your argument isn’t valid in pvp. I don’t know about wvw, I don’t play that.
I was joking about the viability condi-necromancer, being ONLY good in WvW -.-
Terror necro’s are good, the problem is power necromancer is TOO good. Destroying anyone that falls below 50% health. At this point I wish Close to Death and Chill of Death had 33% health proc instead of 50%, making counterplaying a bit easier.
Granted, there are tons of other things wrong with necromancers right now but one step at a time I suppose.
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P.S. don’t bring “omg necros counter engis” that was true before celestial, now even necros get crapped on by engis tnks to celestial amy/CCs
Confirming this. I remember the days of fighting Engis in a respectable battle, perhaps with an advantage as a Necro. Now I’m literally hunted by them along with Thieves.
Source: I main Necro.
Condi necro still destroys engineers (even if the celestial build survives a little longer). But condi necros were pushed out of the meta by eles and shout warriors, and the “meta” power necro build is ridiculously weak in comparison. That’s one of the main reasons engineers are so powerful now: nobody plays condi anymore.
Seriously? Condi necros were pushed out of meta by dd eles and shoutbows?
Or how about: Condi necros have so little self survability and the class is not in a very good spot and that’s why no one actually plays it?
When it comes to engi, there are things that deserved a nerf long time ago. However, dd ele was the only spec out of the cele meta that got touched. Nothing ever was done about IP, Slick Shoes, Overcharged shot…people were asking for these things to be adjuted, but it never happened. Cele engi and Shoutbow are one of the best specs in game atm while dd ele is falling out of the meta.
I’ve seen plenty of condi-necromancers, in WvW with perplex runes and 100% longer conditions while boasting ~1500 condition damage and Corrupt Boon that can practically 1-shot you depending on your setup.
Dhuumfire meta was Guild Wars 2 worst meta, we can all agree blowing up people with conditions isn’t fun, rewarding auto attacks or trait/sigil procs instead of timing skills well.
I think pretty much everyone knows that engi are OP. They have been for a long time. It was just hidden a bit because everyone focused their rage on the turret spec for so long.
its just because no one plays condi anymore, and stab is rare. revenant looks like it’s going to give engineers a hard time.
It could, when I played the beta I had no problems with perma stability.
However, like everything else, including the trait preview, everything is expected to change.
Oh, Arcing Shot is a ground targeting projectile! I think… no, wait, Arcing Shot is a melee attack.
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