Zerker ele(dd/sf) vs zerker thief(panic+exe)
Zerker ele(dd/sf) vs reaper
Want to see how badly that goes for ele
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Going into water is good and all but there is one issue with it. Anet wants to create build diversity by nerfing ele, at the same time implementing mechanics for other classes that further force ele into water. Go figure.
Just thought of this:
We could use some downed state equalization. Some classes are way stronger in downed 1v1 then others. Nothing sucks more then losing after getting opponent downed first, putting few hits in then getting down and killed by him
If you’re going to make tutorial you should include fights that demonstrate the build capability. With out that it’s rather worthless.
Agreed with most things above, but if I had to pick few that hurts me most(of the top of my head) are:
Elementalists needs ELITE skill that is worth calling ELITE none of things we have now comes even close to it, we’ve been on it since release or even before! And our calls were not heard.
We have 2x more skills then other classes, but what good does it make us if they have twice the cooldown and half of them are just bad(for example firewall, fireshield, most auto attacks, scepter water 2)
RTL – used to be fun skill, almost signature ele skill. As it is now its just meh. Cooldown needs to be reduced
Minor traits: make them matter, they have to be useful for ele that has them, not dead weight(Zephyr’s Speed, Aquatic Benevolence)
I agree in most part but:
-DT needs to be ground targeted
-Firewall needs to be remade/replace – totally useless outside pve
-Fireshield needs to be remade/replace – again totally useless
-Gale – other then what you’ve listed I’d say it could use few secs lower cooldown
-your trident idea, although neat, imo doesn’t really fit scepter
CC spamming ele with Lightning Rod
Ele do not have access to all that many interupts/stuns and these that we have got mostly long cooldowns.
I agree with OP about the conjures, make them like kits, or at laest “like kits after casting them for X sec”
One of big eles problem is that having twice as many weapons skills should cover for our weaknesses but many of these skills are just bad and many of these that aren’t require setup with other skills to hit or have long cooldowns
Aquatic Benevolence
As I’ve said in other threat. This trait is useless for ele. Either add some bonus that will help ele itself or move it to major trait and don’t force it on us. There are great many situations where one is alone, and we don’t need trait that gives us nothing in such situations.
Zephyr’s speed
Again 10% only while in air is useless. In long run the bonus is little enough to give us no edge on other classes with their mobility/swiftness or even edge on other ele with no such trait.
In short run it is too little to help us get away from danger or catch someone running away. Again especially since most classes have either greater passive, swiftness generator or mobility skills mostly on low cds
It can’t be back
a rush with 1200 range is too much (oh wait, warrior gs?)
Would be nice if Warriors had 10 more weapon skills.
Would be nice if all extra skills ele have were useful.
Would be nice if all extra skills ele have were had cooldowns low enough to be even comparable with other classes skills.
Would be nice if all extra skills that actually can do damage didn’t require other long cd skill setup to hit.
Probably other need some love as well but:
Zephyr’s Speed – useless 10% only when attouned means nothing. Make it 15 or more active across the board
Aquatic Benevolence – Trait that doesn’t help ele is not a good trait. Give it some kind of bonus for ele
Feel free to add your opinions these or other minor traits
When you list it like that it might look like a lot. It isn’t though, they are separated by weapons and most have really long cd while their effectiveness is comparable to similar skills of other classes whos cds are mostly lower.
Agreed with op. Such huge difference in hp and armor is harmful in many ways. Not only eles compensate by going into water which limit build diversity. we also are at disadvantage when it comes to finishing/downedstate/getting ressed. Zerker ele can’t possibly finish anybody(especially other class zerkers) without blowing cooldowns(how big the cooldown depends on class you are finishing – which on its own is not rly ok. and amount of enemy around) win downed fight, or be ressed while being attacked. Our “4 weapon sets” do not compensate in such situation.
Alternative solution is buff all of the useless weapon skills – so you actually want to use all of them and normalize downed state. That way downed state is equal for everybody, finishing is easier and less punitive for ele that cant move.
Still leaves issue of having to go either celehero or “one shot” build. With the later being in many ways inferior to other classes burst builds
Why stop there why not just remove all the profession in spvp and give a ‘balance’ skill set based on the mode (conquest/deathmatch/stronghold)?
Difference is while alive all classes are the same at core – All can move, attack, dodge, mitigate damage though skills, use terrain to their advantage. In downed state you are so limited there is no room for actual play, your class either is stronger or weaker and there is absolutely nothing you can do about it.
Sure you could argue that while alive one class can be stronger then other – but there you can at least play around your weaknesses and strengths. You can’t while do that if there is no room for play – like in downed state.
Thought this would be good time to bring this issue back up, with expansion coming up maybe anet will find it worth giving another look.
(edited by Nutshel.7264)
Let me explain: different classes got different hp/armor stats and compensate with different skills/utilities. That’s fine the problem is that all of that is gone when you get downed. Some classes by nature got more passive tankiness then others making them easier to res though damage for example warrior vs ele.
The other issue is about unbalanced attack and secondary skills. Some classes get huge advantage in downed combat. Ranger will win downed 1v1 most of the time – the only one I can see wining against it is warrior, power necro can reliably kill people that try to finish him with auto attack while other classes can stale their demise for few sec at best while hitting like wet noodle. My proposition:
1. unify health and armor in downed state regardless of class, possibly ignoring gear as well
2. unify downed attack damage and animation
3. keep class exclusive secondary skill – interrupt/stale skill – might need tweaking
4. remove/remake 3rd skill to put them all in like when it comes to effectivness.
5. keep talents increasing potency while downed – you invest in it you deserve to have upper hand.
There should never be situation that person who goes down first and eats few hits before downing the opponent then wins downed fight. (1v1)
There also should never be situation where different classes take different amount of damage(meaning different amount of time to res them as well) if equally powerful dps is applied to them together with equally powerful healing. (XvX)
FGS is the one of the few things that every ele can use to kill Trebuchet, Gate and even Lord extremely fast. It can also kill Turrets at some extends.
Extremaly fast? No. That was before fgs nerf. It’s now so, so. Not worth elite slot imo
Yes please. I also do not like being posed this way right before Easter
This event kittenes me of for several reasons. Not being religious person myself but I can see this being insensitive for these that are.
I mostly agree with “PvE is boring as hell” statement, in some other games I did enjoy pve in limited dozes, in gw2 I can’t really stand it, with few exceptions. One of which would be jumping puzzles, these are usually fun. The other thing to do in pve is to try and break a map, meaning try to get out of normal map bounds
I’d recommend you trying spvp and wvw(at higher lvls) in between pve. That way you get to experience every aspect of game and decide which one you like (if any)
@zxstanyxz.8769 It was clear he knew he was perma invis, and he tried to abuse it. It looked like deliberate “trolling”.
Ele is in good spot, kinda, maybe. Yes we have place in all game modes, yes we are versatile. However there are still ton of problems with ele, all of which have been present since launch. Our elites are not really elite, we have no built in survivability and are squishy which leads to well known builds – no build diversity. Anets pitiful attempt to fixing diversity led to nerfing our most useful utilities(cantrip) while making others barely any better then they were. Some of our grandmaster traits are inferior to other classes Adept/Master of similar nature. There also is the part where ele got to work harder then some other classes to accomplish similar or inferior result. To top that off it seems that in back of some people heads ele is still op class which doesn’t help with resolving our issues.
TLDR; Ele is good in all aspects of game but got lots of issues with no resolution in sight.
Just seen this happen in obsydan sanctum, it was some SFR engi, this was definitely deliberate action not result of random bug. All symptoms same as before, nothing in log etc
@Andraus.3874
I could not find any other report on forum(other then in collective bug post), but that could be due to forum search engine being crap.
Also I did not post any video so I have no idea what you’re talking about
@Cheong.3862
1. I am not trying to cover anything lol
2. Check your post before sending, it’s horrible to read
3. It could be hack, it could be bug, since I have not found any exploit that would allow this and few unrelated people reported same issue it is possible that it is bug.
yes I do know this is mentioned in the bug compilation post, but this is game breaking and needs to be adressed separately.
Just played match where 2 engis were invisible, they did take damage(I think cuz I’ve seen them drop healing turrets), they were recognized by server as in could contest point. They were not visible in combat log. Their turrets and projectiles could be seen as well as their aoe circles.
In the same match there was invisible ele, but can’t confirm if he was invis all the time or only part of the match.
After match I’ve seen multiple other people (not from the match) report similar issues. This needs to be addressed asap.
@Nutshel, since we have the only 5skill shield in the game, and that’s not really very static aside the skill 5, i’m sure they’d do fine :p
I meant I’d be afraid that if we got shields they would be made to be defensive, put up bubble, shield this shield that. Instead I’d love to see spin on dual shields used primarily as offensive, though that niche could be already taken by dd.
Magicslinger could be fun as well, either pistols or riffle.
I wouldn’t mind dual wield shields, though knowing anet they would make it boring and static
yet another example of anet having good idea and totally kittening up implementation
I didn’t manage to finish once
When I was leveling my ele back 2012 it was a blast till around lvl 35. Then I hit power gap and struggled to kill anything at my ~level. The class is just weak during leveling, sure you can use LH or bow to gain little ground but they have long cds even then you will have worse time then other class would(did mesmer necro engi thief and warrior(not fully)).
What I did when struggle started was trait defensively(water/arcana), defensive utilities(Mist/LF/AoEarth) get yourself 2x dagger or better dagger/focus go wvw and follow zerg. I fond leveling that way to be far more enjoyable.
There is absolutely no reason to exclude this from solo queue, at least not one that I can think of. This is something that should be allowed everywhere where any kind of pvp can happen.
You’ve kittened up with the design? Fine, now fix it for everybody not only for few
Hammer needs to be either dodgeable or do damage percentage wise. It’s sickening that warrior can tank 2 or 3 hits and not get downed while more squishy classes are left with 20% hp after one hit
What is the reason to exclude this from soloq? It needs it as well!
Seems I’ve failed to mention it was ranked solo q match, not hotjoin
So I’ve logged in, started playing there was “your game will restart in 20 min” message about 3 min into game, about 2 min later game restarted to apply patch. After logging in we were ported back in game that at this point was started anew(match restart) but it was 3v1.
Such thing should never happen, fix it and remove wins and loses for that game. ( I was in the winning team).
They’ll reduce our base health pool and increase our cooldowns.
I can see them do that, but I would not be much surprised if they decided to “tone down” damage as well. Just to make sure
They also could fix our elites by halving their up time and reducing effectiveness! Can’t wait!
disclaimer for anet: above is just jokes do not take it seriously, ele need proper fixing
OT: fix focus fire skills, reduce focus cooldows, bring back rtl cooldown, fix fire grab cd and cone, bring back stun breaker to LF, give us proper elites that are actually useful and can make real impact in fight(like other classes can with their), nerf hambow
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It would be good for min maxers but even better for people in pvp wondering “why did I die?”/“How do I improve?”
Combat log is essential to player improvement and understanding of game, how can one improve after failure when they can not see what caused it?
The “thing” we have now that you call combat log is not worthy of that name, it is close to useless just as death breakdown is.
Combat log should have high time stamp resolution (1 sec or less) and log following and possibly more:
-condition ticks
-condition appliance(with source: player and skill)
-condition cleanse(with source: player and skill)
-condition fade
-buff gains(with source: player and skill)
-buff fade
-buff steal
-healing taken – regeneration included(with source: player and skill)
-skills that does not damage but cause other effects(such as scorpion wire, magnet, updraft)
-stun/daze/knockdown (with source: player and skill)
-stun/daze/knockdown fade
-stun/daze/knockdown break
-direct damage + crit/normal (with source: player and skill)
-evades(where it came from and what skills it evaded)
-blocks(what was blocked)
-damage modifiers from traits and such (self only)
-cooldown going off (self only)
All of that with proper filtering options such as:
-only done by me/affecting me
-only on allies
-only on enemies
-all
-do not display(list of things to ignore – should be possible to include everything that can be logged)
Possibly more.
Chop chop make it happen anet
(edited by Nutshel.7264)
..
If you lose a fight, try to find out why. And no, “that class is so op” isn’t the reason. Look at what led to your defeat. …
This would actually be good advice if there was proper combat log , you know… one that logs combat with proper resolution(1 min resolution is laughable) and logs everything not just direct hits(condi ticks, what applied them, when they fade, what buffs you’ve got and where you get them from, when they fade, regen ticks, heal usage – both enemy and your, interupts etc).
My 2 cents to countering evade/shadowstep thieves – ofc depending on your class:
-when thief engages and shadowsteps away if possible move to place he got his shadow step returns to – directly counters his “hit’n run” strategy
-if you can see thief and you know he is going to engage try to stop his initiation/dodge /block/stun and get close – you don’t want to eat these sigil procs right away.
(edited by Nutshel.7264)
My problem with all the suggested ways of dealing with warrior is that I can’t really damage them.
If its bow+axe kind of warrior unless they are terrible I don’t feel like I could possibly win in straight up fight.
Fight starts: warrior covers whole point with fire then proceeds with immob/bleed stacking with bow – usually dodged. Then switches into axe pops invulnerability and proceeds to attack me – can’t dodge forever, can’t kite due to cooldowns(stability, invulnerability, immune to condis) and usually by the time his CDs fades I’m already low enough from all the fire/torment/bleed etc that I have to go defensive – can’t seem to recover, eventually I will run out of heals, stun breakers, cleanses, energy and will eat that 8k evis. If I don’t go defensive and manage to do some decent damage to warrior he gets his defensive traits pop up and I cant touch him again – by now I can’t stand on point anymore.
The only viable tactic seems to be engage have them pop the cooldowns, run away (lose point) and reengage when they fade and hope you can outlast them when trait cooldown pops and kill them before utilities come of CD…
now i see what all this 4v5 qq threads are about^^
seriously – noone care bout hotjoin
this forum^^
Nobody cares cuz its broken and this is one of main reasons why it is so broken. You can’t even expect new/bad players to learn game in hotjoins while they are like this.
Imo hotjouins should be removed, they should work just like soloq but with no match making at all, ranking and lower rewards. Just gather 10 players thrown em into game and expect them to play till end of map – punish for leaving, then throw everybody out again. Leave custom rooms like they are though.
generic female mage archetype 4/10
Tried to give mine less whory, more heavy, combat making sense look
Lightning Flash is a broken skill. It used to work better than it works now.
Now it ruberband back, doesnt work at all (stairs and bridges) or gets you stuck in the ground.
I’ve been ruberbanding and getting stuck in textures since beta…
I would be careful with resign, it would have to be very limited and only available in certain situations to prevent rage quit abuse
@kishter no one cares about hotjoins
Could someone explain to me why after almost 2 years the game still does not have a ready system that actually prevents 3×5 or 4×5 from happenings?
I guess it is not all about system, but about players.
It’s not, if proper system was in place that would prevent games from starting with one team down a player or 2. Sure it would not stop ppl afking after game started or leaving – proper punishment system is needed here.
@Lukin because anet released unfinished, unpolished product and didn’t deem necessary to finish the job, they don’t seem to play or much care about spvp and their update/dev cycle is way too slow to fix all the kitten that need fixing. So instead they spend time developing one time content(living story) and gem store stuff(sure they need to make money, but its not excuse for not fixing game).
And remember, no single profession should be the best at everything!
Warrior didn’t get the memo.
Thief S/D too much damaged with survivability they have.
Bunker condition builds – good effective damage paired with good survivability
Bunker guardians – too strong compared to other bunkers, doesn’t require attacking enemy in order to survive(especially bad on legacy mid point, just run in circles) – negates some mechanics (confusion, ele auras, retaliation, reflects)
my tactics against necros(just about any kind of necro) is to facecheck them, if I can put them on defensive with opener combo keep on fighting, if they are any good and did not get scared run away and come back with friends.
Bump, happened today again, Though this time we’ve managed to win somehow.
Matches don’t start without 10 people present in Solo que would be excellent.
Matches don’t start without 10 people present in Team Que would be awful.Fight the matches you can win, Dodge the ones you can’t, Top 100 NA all day.
No rewards for Matches Forfeited for either side.
Accounts should be flagged as deserter instantly if they are not logged in. 1 day ban.
Implement Better Rank decay; 20 slots on 2nd day not played. Deserters auto-eat the rank decay and won’t be able to stay on top of the leaderboards.Also this assumes leaderboards will actually be meaningful at some point in time.
This would really hurt me the most, as I have dc’d pregame 1000 times now.
Would not be a problem if implemented correctly. For example players are ported to match map only after all 10 have accepted. They are not shown enemy team before that.
Also still if you do not accept you should still be penalized. Idea is so that people who did show up are not awarded lose and waste 10 min because of one afker(soloq).
In case of teamQ there should be some penalty for team for not accepting(time out or something of sort) just to keep them on ball, since they are not supposed to know anything about forth coming match there should not be any rank penalty in this case.
Also if you have connection issues you should change ISP, you are screwing your team mates.
Remove the glass and add barriers. Make the cannon evadable. Either that or remove the map, it isn’t fun in this state.
I would also scale cannon damage to max hp per person, so that damage that tickles warrior doesn’t take 90% of naked ele hp.
How would you suggest expanding AFK detection?
Initial thought is before starting the countdown timer for a match start force players to manually ready up for the map.
So do your match making, where you try and find 10 players of similar ‘quality’, utilize whatever existing logic there is to expand that quality range over time.
Give players X seconds (60 for example), to ready up prior to joining the map. Give players 2 options when requesting ready up, Ready | Cancel. If not all 10 players have readied up to join the map, boot the ones that haven’t, and search for fillers. Don’t allow players that have already been booted/cancelled to be found for the same match, to prevent potential abuse. To avoid syncing, flag players that cancel / are booted for inactivity, and avoid matching them up together in the same matches.
After 10 players ready up, match up the teams based on whatever ‘quality’ balancing logic y’all have.
Finally send them to the map.
What problems do you forsee with this kind of suggestion?
I assumed the OP was talking about intentional in-game AFK, which is much harder to detect. Not starting matches unless 10 people are actively present is another story. It requires a large overhaul to our PvP infrastructure, but it can be done.
Canceling match unless all 10 pressed “join” surly does not require major overhaul and it would be good first step… Forcing afk players into match doesn’t accomplish anything. Every player that did Queue for game should be present when it pops, if he/she is not then that person is removed from queue and other 9 are returned to it, also not accepting queue puts your queue on cooldown, simple right?