Phaatonn, London UK
Phaatonn, London UK
but we like self deprecation…
I don’t deserve to be liked
Phaatonn, London UK
Edited and got rid of self deprecatory bitsss…….
Phaatonn, London UK
The Map
There are bits that feel like they need more built on them for LoS (line of Sight; i.e using terrain to avoid attacks) purposes. Most small scale skirmishes on conquest maps were focused around areas that had a ton of potential for LoS – really all of them if you count porting too.
I really felt there were parts of Stronghold where that open field brawl feel worked well, such as just after the first gates are broken. Suddenly the ability to disengage as a defender drops massively (there’s a small exposed ramp to your left and a very open and exposed road behind).
It works here because it changes the pace of defense dramatically. The offensive team wants to make a push at this point because killing the guards allows them to maintain the momentum of doorbreakers, and the defending team will try and stop this despite their terrain changing dramatically, introducing verticality, less disengage etc.
There were points on the map however where the terrain was too punishing, especially for glassier builds. The area that stood out the most was the treb hills.The LoS potential here felt limited to the degree I didn’t want to go up there on some builds, because some (power necro/ turret engineer etc etc) was waiting to autoattack me to death. The defender already gets to freecast as I come up, it seems a bit unforgiving when you get to the top only to find there’’s nowhere to hide.
The LoS terrain based around the hero channeling points also felt underwhelming. Those areas seem to be designed as swing factors in otherwise even matches, however again there didn’t feel like much diversity with just one rock to run around – especially as it opened up into a lane making disengage even less forgiving. There needs to be interesting fights here if they are going to decide matches, and an open area encourages too much ‘build wars’ for my liking as it limits play style to a slog fest.
The third (and perhaps the most important) LoS issue was with the terrain outside the second (and final) gate. There wasn’t any. As it seems almost inevitable defenders are outnumbered in ‘their’ lane, during that final lord zerg as a defender you end up either playing peek-a-boo from the gate portal or just constantly making a push from spawn (or spamming bombs from the other side of the gate trololol).
There really is nowhere to run once you’re defending the final gate;, let alone to counter-push as a solo or duo.
I’m not suggesting you put obstacles right by the gates, as you need to be exposed while cleaving mobs, however being able to dash across to the other side of that top plain and hold up somewhere there without being sniped out by two power rangers while a shoutbow trails you would be nice. Solo defense at this stage needs to be at least a little bit useful because at the moment it felt like offense was the only way to go after a certain stage for the whole team, let alone leaving sufficient players defending to meet aggressors in an open field.
Conclusion/Positive bits
What I’m most excited by with Stronghold is that there looks to be so many ways to approach a match. That’s what Guild Wars 2 needs more than anything else to be more viewer-friendly.; unpredictability and variety. It feels like this is definitely a step in the right direction.
Phaatonn, London UK
(edited by Phaeton.9582)
Hi Everyone,
Needless to say I smashed out about 19 hours of stronghold on Tuesday/Wednesday, and want to give some feedback and suggestions on the game mode.
Also wanted to say that overall I thought it was great. Builds I never thought would work were excellent, and the potential for group ‘plays’ etc seemed huge.
…that being said here’s some suggestions for improvement.. you asked for feedback so here we go..
This stuff is more in depth than a lot of posts I’ve seen, were people are making comments on overall gamemode decisions. Here are some suggested tweaks to more subtle things like LoS terrain, point allocation etc, as well as highlighting some rather unrewarding mechanics in the gamemode currently…
Heroes
Winning through the point system seemed to rely almost entirely on channeling heroes (completely dwarfing other swing factors such as pk’s.
The dynamics of hero proximity were a bit underwhelming. Yes they made you less vulnerable, but it was still very difficult to prevent them being killed, and as they were the only thing focused in transit the damage reduction had little to no impact on gameplay.
Perhaps by increasing offense in players too? Or a telegraphed cc mechanic in transit would make things more interesting.
Essentially heroes felt like primarily for channeling points and after that a more resilient doorbreaker. They need to provide a real aggressive impact on a match on a PvP level, beyond being a meatbag hammering at the doors.
Supply running
Intercepting supply was the most disappointing aspect here. You ended up with some dropped supply, on completely the wrong side of the map to use it. Furthermore the act of running supply didn’t feel very engaging; with no impact in movement speed or abilities such as running the orb on spirit watch. It didn’t feel like you were carrying precious supply, or that there was any realistic threat of interception.
The one game I had against the devs they all rushed our lane at the start; maybe that’s a valid tactic I didn’t see in the wider beta, but whenever I pushed to intercept supply it always felt like I could be doing something more useful – despite the clear risk of sandwiching yourself in a position your team wouldn’t normally be near to.
The Timer
Winning on points was never fun. This may be due in part to the current point allocation system – as mentioned above hero channels felt like the biggest factor. I understand your requirements from the offset have been to keep the games under 15 minutes; and it already feels like the average match time will be much longer than that of conquests, however there needs to be a debate about making stronghold ranked matches potentially longer during these even stand-offs. It looks like others gave the same feedback on that.
They are after all the games we want to play provided the matches are even due to an evolving strategic counter-play (not cheesy comps and ‘boring’ strategies stalemating).
Phaatonn, London UK
(edited by Phaeton.9582)
I sometimes use a similar build but with double shortbow and quick pockets, I use it vs turret engis.
Getting those 25 bleed stacks.
Was testing Condi s/d last week with quick pockets.
10/0/0/30/30 worked best for me, however running venoms gave much more pressure in team fights so testing some other Condi s/d builds now…
Phaatonn, London UK
How many rangers played this Josh?
Can you explain me why so few rangers ?
Most people find ranger gameplay unrewarding, regardless of strengths/weaknesses..
Basically zerk= not enough mitigation/sustain/disengage
Cele = not enough CC pressure (read: punishing skills). Bleeds not relyable pressure on cele.
Rabid = not enough pressure without heavy cc. Condi pressure alone on any class is inadequate unless the build offers something else (cc, boon hate etc).
Unfortunately if ranger was given any of this in its current state it would be brainless and OP.
It needs a complete overhaul.
Phaatonn, London UK
(edited by Phaeton.9582)
Also sorry but every class has weapon sets to combat stealth. If you learn how to deal with stealth on ‘your’ class it might be a more immediate solution for you?
Stealth plays actually add something to the game when used in a team scenario. Why would you remove them? I’ve seen even TCG fudge them if they’re not on their A game…
Phaatonn, London UK
(edited by Phaeton.9582)
This is silly. d/p 5 is good k. Discuss that skill then.
I wish there was a viable smoke field on engi…
So that leaves… Well…
Phaatonn, London UK
+1
The reward tracks are too short for anything meaningful beyond the continued accumulation of wealth.
Pvpers just want gold. Save the exclusive rewards for tournaments!
Phaatonn, London UK
Talk about dangling out of reach…
Still no invite to the testing Gaile….. :’(
Phaatonn, London UK
Not encountered a cele engi that can beat my gs war yet. In fact its beaten every turret engi I’ve dueled this weekend too. Lol.
You should start a twitch stream and show off your dueling skills.
Was actually thinking I should make a montage vs shoutbow/turrets.. shame I didn’t record last weekend.
And to the stun lock hero above, I actaully have ‘kitten’-rolled to guard, ele, theif and engi as well as keeping my warrior up to scratch. I think you’ve been misinformed.
Also you don’t actually use 100b on a turret engi, its useful for cleaving the rocket turret granted. It’s the 3 and f1 skill that you should be landing on them without fail.
Why do people obseess over the 2 skill, like it defines the whole weaponset? It’s like people just watched some 2013 video of a guy hitting 15k on a zerk 100db and assume that must be what its used for.
If you think that’s cool though, I’ve got builds on other classes that will blow your minds. for real…..
Phaatonn, London UK
(edited by Phaeton.9582)
sorry, are you discussing if guard is a better bruiser? really?
guards of any kind are greatly inferior in this role to a well played celestial (warrior/ele/engi).
If you want a 70%+ win ratio in solo q, start thinking versatile builds that can rotate in and out of nodes, tanking 2 ‘average’ players at a time.
celestial sustain builds are the only ones able to achieve this effectively.
If you’re talking about a dps roamer, then sure medi guard is great in this role. Realistically you’ll need a thief or necro in the comp to help clean up eles, but aside from that a good choice. Nobody runs warrior in this role though so not sure what the deal is with this thread….
essentially what guards can do is provide pressure while being pressured. No other zerk class can achieve this except thief,…
Phaatonn, London UK
(edited by Phaeton.9582)
or even just rock and paper.
You’ll pretty much win everything then by that logic.
Phaatonn, London UK
Think you should go about learning rock, paper and scissors if you don’t have friends that can play them…
Phaatonn, London UK
Not encountered a cele engi that can beat my gs war yet. In fact its beaten every turret engi I’ve dueled this weekend too. Lol.
Phaatonn, London UK
not even kidding.. will get in another streamer for your kitten too
Phaatonn, London UK
..only if you’d be willing to play venomshare and come EU
Phaatonn, London UK
They are apparently also trying out a new condition system (no cap or at least a much higher cap), and that alone would require quite a bit of stress-testing.
Intresting… Double rabid sword warrior new meta XD
Can anyone think of any other way to push caps in spvp? Vulnerability on engi/mes maybe?
Phaatonn, London UK
I know Orange Logo didn’t run ele in the finals, but that team could win with 5 naked spirit rangers if they so desired.
You are vastly over-estimating the skills of oRNG, or writing off a team like the abjured. Also, you kind of miss the point. oRNG didn’t run a team with no ele because they were hipsters, their actually team-comp was designed to be the COUNTER to eles. The abjured have like-wise swapped to a no-ele team that is so potent at taking down cele builds.
Teams that can coordinate bursts actually make eles and cele warriors pretty useless. Watch the games that the Abjured, for instance, played recently with their power necro, medi guard, cele warr, cele engie, d/p thief comp: Elementalists and cele warriors get blown up so fast and don’t have any way to truly recover. They are using the weakness of bruiser builds (who are great against sustained damage with high prot and regen uptimes, but very susceptible to burst with no real way to recover) to their advantage. When you properly run a zerker comp like this, any elementalist on the opposing team is just a liability. Sure, the ele could hold a point in 1v1’s like a boss. However, the zerker comp forces outnumbered or 2v2/3v3 engagements where at least 2 team-members are always able to focus any ele in the vicinity, making the 1v1 capabilities much dimished.
As teams start to follow the leaders and move to more zerker comps, eles prevalence will lessen. In fact, against a comp like oRNG or the abjured run, a bunker guard would actually be VERY good due to superior capability to stall out fights through superior support, kiting, and burst mitigation/recovery capabilities. Stalling out fights really combats their snow-ball strategy and gives you opportunity to establish superior map-control and break out of their preferred setup. With a bunker guard stalling or winning a mid-fight, you could push 3-points and force oRNG to send a zerker into a 1v1 or try to hold a point 2v1 with a bruiser.
This kind of adjustment is the metagame that gw2 has been missing for a long time.
Good post – hammer guard is certainly an effective way of shutting down cele engi, and can punish other bruisers too if timed right.
Necro comps are just as snowball reliant IMO however. As I said in the post above, to me it’s the zerker/rabid matchups which decide it. D/p thief is a massive amount of pressure on a necro, with ‘middle finger’ sceptre guard also proving a favourable matchup.
In the same way d/p was used vs helseth, which again tipped the scales on the zerker/rabid 2v2 matchup. There are of course counters to d/p, both in class and playstyle, but I don’t think this was exploited by their opponents at this round of wts.
Phaatonn, London UK
Dat meta ranger
Phaatonn, London UK
3 cele 2 zerk/rabid
Celestial need to be meta warrior/engi/ele.
Rabid/zerk need to be picked on matchup, and following that the weapons they use should be picked to counter the opponents 2 rabid/zerk further.
Just a thought
Phaatonn, London UK
Mr D, you seem to be attracting a lot of hate in this thread! You are making it! Soon people will give you as much abuse as they give me.
He basically complain about everything in this game that beats his warrior in 1vs1, just how you complain about everything that beats your ( condi ) necro.
He doesn’t really though does he. He also has said he thinks shout warrior (what he plays) should be nerfed to make it more skill based….
I’m tired of reading this word over and over : skill, skill, skill…
Always the same people using the same word over and over and none of you even know what it means, so pls do tell me what skill means in a videogame!
-Am I skilled if I press buttons faster than you?
-Am I skilled if I press buttons in the correct pattern?Skills, skill…what skill even means in a videogame?
If you’re looking for “equal” base start where the winner is decided purely on tactical level..why do you even play a MMO? You should play a game with a single class, there maybe you’ll find your “skill”
- Mechanical ‘skill’ (which both reaction times and ability decisions come under)
- Rotational/map awareness ‘skill’
- Communication ‘skill’
all three very real and quantifiable in this game.
Yes there is a substantial strategic comp element to spvp; classes and build choices make a big difference.
But to suggest this makes gameplay so irrelevant that player ‘skill’ isn’t applicable is ludicrous, sorry.
Even with one class and mirrored builds however, there would be no way to quantify directly player skill in the precise fashion you’re describing; most objective team games have too many complex variables and too many elements that make up player skill to compare on an individual level all aspects beyond an estimation.
That doesn’t mean player skill isn’t the biggest factor at all levels of spvp.
tl;dr: I’m tired of talking to idiots at work, this is pure venting. (not saying you’re an idiot peace+love+hugs etc etc)
Phaatonn, London UK
(edited by Phaeton.9582)
not that i don’t respect your opinion on the matter Henry; I don’t like the way ports can devalue positioning on a necro..
I just hope they find a different way to solve it personally
I think I said in the other thread that I see your point and everyones point on ports. I just want ANY change dude. Literally anything which changes things up = I am happy. Make it 10-15 points a kills in conquest. Nerf an amulet or two, buffs some runes. Just make some changes to keep things fresh. if that comes in the form of port changes then it might not be ideal but at least it is SOMETHING which is why I would be for the changes. I am for change for the sake of change I guess. The game is pretty redundant at this point.
reminds me of a post I made on march 3rd 2014…
Apart from competition and prestige, what kind of things are most attractive to the high-level players?
snip
Problem statements:
“The game isn’t fun in this meta”
“The meta has been the same for months”
The first statement is probably the biggest one. The player asks himself if this is the perfect time to play. The answer is often no, and so begins the battle between brain and raw addiction (hence the “I quite” posts where players don’t actually quit). Eventually the brain wins..
Action: Watch top player streams; there are moments where builds shut them down without room for counter play. These specific matchups need to be addressed as a priority; they make people quit.
Action: Players want to think a game is constantly being balanced. Conversely many of us sit around thinking of ways to unbalance your game, hence the constant need for adjustment. We enjoy doing this.
Again I know a key objective for the balance team currently is to remove the disparity build-wise between spvp and other aspects of the game. This is a non issue for us. In fact the idea of PvE having an impact on balance is a frustrating one, as we see this as a different game entirely.
Much of this can be solved by regular tweaks to the % damage/healing on skills in spvp. We’re talking in the order of 4-12%. Many of us see such changes as sPvP maintenance.
What falls out of this is the message that the game is actively being balanced, and also shows the game is changing. Players want to know that when Joe Blogs beat them with his cheesy hambow last week, this week his sustain has taken a hit and the matchup will be different. It’s an example of a small % tweak which is much more exciting for a competitive player than say, a buff to shouts.
Of course we want other stuff. Game-modes are a big one, as you guys are well aware. But I think one of the biggest changes that needs to happen first and foremost is a change in the way pvp balance is perceived. It’s not development.. or a feature. It’s maintenance. And just about every player in the mists is looking for new ways to vandalise it.
I know how you feel. but at least unless they cop out on all the specializations changes there will be major waves to the meta come HoT release.
also recommend learning thief while you wait, at least that was the most productive class i learnt in terms of improving my gameplay overall. Personally.
Phaatonn, London UK
(edited by Phaeton.9582)
not that i don’t respect your opinion on the matter Henry; I don’t like the way ports can devalue positioning on a necro..
I just hope they find a different way to solve it personally
Phaatonn, London UK
phd has been harboring hate for thief/mes for well over a year though…
I would too if i jut played war: thief mes can absolutely smash most war builds, or at least prevent them yolo pushing….
Phaatonn, London UK
nice vids ty
Phaatonn, London UK
Seems like a nerf to me.. anything with more that 1 cc can cc a lich without running boon removal… That’s pretty big if you time it right….
It refreshes every 3 seconds. So if you hit it right as the first pops up, then you have a 3s window to try to chain CC before another stability comes up. It will be significantly harder to actually chain CC Lich for longer durations when every 3s you have to burn a CC just to remove stability. This is a buff against any team that has a way to remove boons, since that stability would have been gone right away regardless, it is only a nerf against teams that have no boon removal (read: fantasy land).
You could easily get 4 seconds of cc in there though… I’d imagine it won’t break stun when the stab refreshes…
Phaatonn, London UK
But remember
Lich Form: This ability now grants 1 stack of stability every 3 seconds, with a 3-second duration.
Which basically nullify steal from thieves
It also makes thieves not completely necessary as a team can keep the Lich stunlocked (which it should b/c lich will wipe the time if not) by focusing with cc’s. This is a good implementation imo.
I’d imagine 2 stacks every 3 secs would at least require some coordination in a team fight though… As soon as you CC a lich it’s basically dead….
There’s plenty of necros on the forum to provide feedback on this though, just a suggestion…
Phaatonn, London UK
But remember
Lich Form: This ability now grants 1 stack of stability every 3 seconds, with a 3-second duration.
Which basically nullify steal from thieves
Seems like a nerf to me.. anything with more that 1 cc can cc a lich without running boon removal… That’s pretty big if you time it right….
Phaatonn, London UK
Multiple players will now be able to interupt stability channels in Stronghold.
As it’s really stronghold this change is for they probably won’t tweak the numbers untill further into the beta testing at the earliest (they seem a little high currently, probably being conservative)….
…except on necro.. think someone on the team wanted to go home early… :p
Phaatonn, London UK
(edited by Phaeton.9582)
Armor of earth 75 base cooldown
Signet of dolyak 60s base cooldown
Balance stance 40s cooldown.Seems balanced.
At least now wars have a reason to use signet over balance stance.
signet of dolyak 48s traited though..
Phaatonn, London UK
good news then.
So what you guys are saying is that, people as usually were whining because they enjoy whining.
To be fair there were a lot of people shouting about z axis ports being an exploit to bait us, as well as some disinformation about Chinese patch notes…
I’m not looking for forum arguments… honest….
Phaatonn, London UK
He’s just mad that Greatsword warrior with berserker stats isn’t optimal in PvP
:<More like he’s mad he can’t make it work even though it works to an extent.
GS cele war however can be really, really nice vs sustain comps….
come at me forums.
Phaatonn, London UK
Guard is hard countered by Cele ele. This isn’t an exaggeration. If you want to out-rotate a guard comp, try and force the 1v1… there’s no place for a pure +1 in conquest IMO, and if you can put them in the situation where they’re either 1v1 or have to switch up team rotations then you’re doing well.
Just offering some advice for a possible strategy; I appreciate abjured lost to Orng, but it shouldn’t set precedent for all machups against zerk guard going forwards…
On my cele war I’d run fear me which can rinse them too, as the heal is an easy interrupt… again just highlighting weaknesses in matchups 1v1, which is an effective approach to take as we need to remember these guys aren’t bunkers like you see with celestial classes, and therefore can be pressured heavily by them even if the Guard is competent…
Phaatonn, London UK
If you ask me this change will be positive for anyone who wants to be the zerker on their team and isn’t a teef. The ability to abuse the Z-axis gave them a mobility that other classes have no access to.
I play a decent amount of Mesmer, and I think this change will end up being a positive change overall because now their (often times) hardcounter will be more limited in terms of mobility so we may end up seeing less of them. Less teef = less risk to playing a Mes. Especially if this means teef Sword 2 needs LoS in order to work, no more retreating behind cover when things look bad. Now, when they use that skill they still have to be exposed to some sort of risk when they return. Same with other shadowsteps.
Is this change bad for teefs? Yes. Is this good for classes that lack teleports? Yes. It’s not OK to have only 2 classes (MediGuard) dominating the Zerker spot of a team.
EDIT: This will also help Necros I would imagine. Before, someone could just port up to them and ruin their positioning, now that may not be possible so good Necros who know where to stand will be rewarded. So once again, bad for some, good for most.
Sorry, but if you think Medi Guards dominate the Zerker spot of a team, you Should to try other builds. I can outdamage every MediGuard with my Mesmer. (I main Guard and Mes). Played Necro a few Weeks and even he did more damage.
Ok just to give a bit more info on this, for anyone who thinks my posts are lacking qualitative information….
Firstly on Guard… frankly I found sword to be much weaker than scepter for my personal play style over a year ago. The added mobility just isn’t worth it vs the huge positional advantage of the scepter coupled with the ability to burst/cleave/LoS with scepter 2. Sword is better for pressuring mesmers (but scepter is already v strong), and chasing thieves but vs thief you just have to learn to lay scepter 2 at your feet in order to pressure them with this weapon set 1v1. Ofc those that still run sword will find it hugely hindered by the patch however.
As for Judges Intervention, although it can be used for mobility it’s a definite trade off, sacrificing sustain/burning pressure and stunbreak (crucially) means if my gameplay up to scratch I won’t be wasting it on the initial engage unless its a pure gank on a zerk/rabid, and only for very clutch rotations OOC. It’s can also be unreliable with z axis for porting (less so than sword 2 however), with the exception of khylo, so there’s only a few spots I would ‘abuse’ (lol) this (and only BoK where it has a substantial impact on rotations beyond a neat way to ninja points on keep/temple/alter).
Basically it’s not the end of the world on Guard by any means. As I’ve said before personally I’m more disappointed about limiting the use of verticality on mes/zerk ele/theif. On thief, sword mh will be hit much harder than d/p, but their mobility is so high anyway that they will still easily be able to chase down other zerk classes (sorry guys).
Mes on the other hand loses a major get out of jail free card, as well as some really interesting staff ports which were a great mechanic for the class, the kind of skill cap stuff which we should be asking for all professions, not removing…..
Zerk ele is fundamentally flawed due to CD reliance anyway, but as has been pointed out it will at least limit the mobility on Cele ele somewhat.. I don’t think it’ll affect its role in the meta however, as it’s more their in-combat ability which gives them the edge, not their ability to port onto ledges…
Hope this wall of text was a bit more illuminating…
Phaatonn, London UK
Personally this will have no impact on my guard, but really enjoyed the use of blinks on ele mes and thief.
I’ve read somewhere ports will require LoS (China patches), which means Judge’s will be affected aswel if I understand it correctly
LoS would be a pain tbf….
Still nothing on how z axis would impact zerkers that rely on it for survival, do you have a link to the chinese notes?
Phaatonn, London UK
It’s sad ppl are so desperate for balance changes now they get excited over this from a meta game perspective.
Personally this will have no impact on my guard, but really enjoyed the use of blinks on ele mes and thief.
Any z axis changes will hit mes and zerk ele really hard, but as mes is already good at range on the flat the buff to compensate could be irritating… Unless they just turn it into another brawler..
Phaatonn, London UK
(edited by Phaeton.9582)
And I don’t believe you were ever good on your Warrior back in the Quickness days to know “what is high skill cap” and what isn’t. Smart move to re-roll into Guardian.
thanks for the feedback man. i’d mention your 2012 gameplay but i ’m not sure who this is XD
Phaatonn, London UK
this isn’t about balance. don’t make this about balance. this thread is about limiting gameplay, and people that just want to play deathmatch and/or warriors voicing their support.
Phaatonn, London UK
If you want to play glass, take the risk involved.
We are talking about classes, that have not ability to stay or hold point (not about medi guardian). But they have some mobility in exchange. And they are not too meta state (mb 1 thief because of map mobility, but much less mesm). Some kind of bruisers take 3-4 slots in team. Now by loosing this advantage (= more risk, less reward?) we are all coming to drab battles of sumo fighters on the spot? Or total drop stealth like classes in favor sword warrs (or other classes with remaining mobility)?
Ok, it’ just grumbling.
no point arguing with them using logic. this is the internet.
they just want to hurt the game with their ignorance.
if, god forbid’ a dev is reading these posts, all i’ll say is if you listen to this handful of people there will be major backlash when the majority experience the change.
port is ‘cheap’, complaints should be treated in the same category as ‘stealth op’ and ‘remove downstate’ threads…….
Phaatonn, London UK
(edited by Phaeton.9582)
this has to be a joke
only new players would have a problem vertical with ports. no exceptions.
What? A lot of people have ‘a problem’ with people exploiting a map to have unintended mobility.
Zero good players.
Just trying to further lower the skill cieling for more money.
It’s kinda pathetic that people think Vertical Range is fair game. It’s just as pathetic when people think Guardian is anywhere near hard to play just because it has “instant cast skills” which you can “time.” Couple that with a vertical range teleport, it’s just flat out cancer. Guardian’s don’t need that crap. So do Ele’s. It’s for a greater cause even though Thief and Mesmer will get hit by it.
In-fact if “Guardians” are gonna get worked up over this change then that’s just fail.
i play every class, it doesn’t matter to me if they nerf any one in particular.
but every time they remove something that makes this game more interesting, in this case the use of blink cooldowns to disengage, existing pvpers should complain.
also whatever this guard rant is about, it’ll barely effect guard.
I don’t think its fair to consider exploits ‘interesting’. Secondly, they still can be disengages. You just don’t get to magically end up on a cliff free of harm, the interesting part is out pacing and out positioning your enemy, not taking advantage of poor pathing knowing your enemy can’t.
Lastly, I don’t really find it ‘interesting’ to have a certain few classes who can just disengage whenever they feel like it. People are supposed to die. People complain that bruiser builds don’t die faster enough and that its boring, there’s honestly nothing more eye-roll-provoking than getting a guy to 10% and then him teleporting on a cliff and being completely gone. It might be fun for the guy who just gets a free walk all the time, of course, but its really not interesting. If you want to play glass, take the risk involved. Cop-out mechanics are actually boring for everyone but the user.
honestly why are you typing this.
also
People are supposed to die. .
no, they’re not. that’s why bunker comps have been meta for the majority of release. no loot bags here man…
Phaatonn, London UK
(edited by Phaeton.9582)
this has to be a joke
only new players would have a problem vertical with ports. no exceptions.
What? A lot of people have ‘a problem’ with people exploiting a map to have unintended mobility.
Zero good players.
Just trying to further lower the skill cieling for more money.
It’s kinda pathetic that people think Vertical Range is fair game. It’s just as pathetic when people think Guardian is anywhere near hard to play just because it has “instant cast skills” which you can “time.” Couple that with a vertical range teleport, it’s just flat out cancer. Guardian’s don’t need that crap. So do Ele’s. It’s for a greater cause even though Thief and Mesmer will get hit by it.
In-fact if “Guardians” are gonna get worked up over this change then that’s just fail.
i play every class, it doesn’t matter to me if they nerf any one in particular.
but every time they remove something that makes this game more interesting, in this case the use of blink cooldowns to disengage, existing pvpers should complain.
also whatever this guard rant is about, it’ll barely affect guard.
Phaatonn, London UK
(edited by Phaeton.9582)
this has to be a joke
only new players would have a problem vertical with ports. no exceptions.
What? A lot of people have ‘a problem’ with people exploiting a map to have unintended mobility.
Zero good players.
Just trying to further lower the skill cieling for more money.
Phaatonn, London UK
they can’t work vs d/p thief… the rest is fair game…
Phaatonn, London UK
so you’re angry about the gamemode
k
Phaatonn, London UK
this has to be a joke
only new players would have a problem vertical with ports. no exceptions.
Phaatonn, London UK
(edited by Phaeton.9582)
Celestial Engi/Ele needs to be toned down. Warrior needs compensation if this is through nerfing the amulet. The rest is just noise.
Phaatonn, London UK
to be fair to the op, builds in this game vary from multiple cc’s every 10 seconds to perhaps 1 cc on a 60 sec cooldown….
On the other hand…boon conversion will be funny……
Phaatonn, London UK
Taunts have no place in the guild wars combat system. It is an overused, ill-conceived status that undermines the comprehensive design of combat. Such an effect is no greater than a telekenetic lockdown on an entity; this is not a good thing. This kind of effect results in an oversimplified and unexplainable phenomenon, specifically in this case a player losing total control over their various faculties. For anything less than total mind control, my character should not become a simpleton that has no cognitive ability.
Taunt should be fine as long as it isn’t spammable. Stability and Stun breaks will still work. Though this is the sPvP section, Taunts are kinda needed as some sort of aggro. Like for PvE there was no way to have a certain aggro, but this game has no trinity so it wouldn’t’ matter too much. For sPvP, it’s a good way to peel for your team other than just cross heals and soft cc.
If taunt is a long duration cc it will be bad. Long duration cc is bad.
If anything a taunt shouldn’t be easy to land and a decent duration, since it is a “taunt”. Nothing more than 3 seconds. Any long taunt should have some sort of skill shot and a decent cool down, a somewhat decent telegraph and not too short or too long. So it isn’t too bad if people know how to position/dodge correctly. AoE Stability and Quickness in general are rare in any class, unless you invest in it. So hopefully Taunt isn’t easy spammable like I said. If it is a long duration, then yeah QQ threads everywhere. The problem is that there isn’t any dimishing return for the amount of CC that you can receive. But yeah I don’t mind Taunt as long as it has some sort of counterplay/balance. Same goes for Resistance, hopefully it is as rare as Quickness or Stab, and not too spammable. We’ll see what A-net has more in store..
The only part of taunt I’m looking forward to is how it’ll interact with on block skills like warrior mace 2/guard mace 3.
Phaatonn, London UK
(edited by Phaeton.9582)