Prior to the changes listed above it was very difficult to load up targets with enough conditions to bomb a group. Either the target died of condi before Epi fired or it never got that far.
Once players discovered it, guild groups started building around it. After the news got out, the meta changed and Epi is everywhere. I get hammered with it constantly now. Because of the craptastic combat log, it is difficult to know when it is the skill that kills a player so it often goes under reported.
At any rate, no single skill should spike damage high enough to flatten five players. Much less by using damage over time effects. The fixes are pretty easy. Remove it or cap how many conditions it can transfer. Even limiting it to five makes it potent.
This reads like Epidemic changed the meta, and not that the meta forced condi groups. I ran with small man glass teams pre-HoT. You had a lot of 10ish man groups like AoN that glass bombed into zergs, but HoT killed that playstyle.
The balance of Mitigation vs Power damage and the risk:reward for both sides of that equation were ruined with HoT. So, now those small man groups turned to what the meta made itself more vulnerable to: small man condi teams. The impact was huge on larger groups, and now entire zergs build around using it.
I take issue with implying Epidemic changed the meta because I have talked to many of the small man people who switch from Glass->Condi with HoT, and they don’t enjoy it. Many of those small man squads that spread the condi meta to larger groups switched because it was the only viable way to play outnumbered, but they 100% dream of the Pre-hot day when power bombing was viable.
can you define “failure” for me
I’d like to point out that while condies have changed over time, so has the meta. Epidemic and condi necros’ viability changing owes a lot to the HoT meta steering wildly away from the HUGE spike power damage and actual cleanses of pre-HoT. Now people stack mitigation, resistance, and dropped mobility.
I played a lot of condi necro pre-hot and post. It’s so kittening easy to get up in zergs grills, and I don’t even get killed when I’m caught for a few seconds. I could pitch a tent and have tea in the middle of a modern zerg. Mitigation has lowered the damage of zergs by a hilarious amount, which is a primary reason that less-than-queue zergs started using condi instead of power after HoT.
Groups also sacrificed mobility after HoT, so the lag time between when power damage lands has also diminished. Overall, we saw Warriors lose their frontline spots to Revs. Guardians are as slow as who they need to put Stability on. It used to be just Guards and Warriors, who could both move extremely fast when they wanted to. Now, the entire frontline slows down so the slower revs can get their Stab on engages.
The reason people bring Revs is for mitigation both physically and for conditions, but people still don’t understand the nature of Resistance. The boon is good for only one thing: mitigating soft CC. It’s not at -all- good for actually preventing condition damage (in large zerg sizes), and I’ve personally used mallyx revs to kill their entire squad.
I would love to play glass again, but the HoT changes have shaped the game for condies to be not only good, but necessary to fight the slow mitigation monster.
It comes down to time spent looking for a fight. The people who largely post on forums like these are the exception; they care about the score, siege, and """server pride""". Most people want to log on a fight enemy players.
EBG is the most played map because it’s densely packed in several ways. You can go to EBG and find or force a fight in seconds. On Alpine or Desert BL you can take every single camp and most towers without anyone caring at all. The minority that cares about ppt, siege, and server pride really enjoys being able to do that, but the majority that just wants to PvP in a multiplayer game hates it.
there’s never been a point to WvW, and why should there be?
it’s a videogame, so your goal should be having fun. WvW is worse because the people who had fun pvping stopped having as much fun, not because there’s no “point” to the game mode.
the truth is that people who had fun through player interaction was the backbone, and people who had fun through sitting in a tower and letting a scoreboard dictate their life schedule was not. HoT’s bad balance killed the backbone’s fun.
splitting servers to be small ghost towns won’t accomplish anything as far as I can see
maybe you guys should try running as 10 in t1 or versus Yaks Bend and see why barely anyone bothers
you either roam as few numbers, or you zerg to force server-size fights. the middle ground has been washed away with defensive buffs over the years
Players zerg because the defensive buffs over the years DEMAND players zerg to take objectives. This is the side effect of making it easier for smaller numbers to defend things, it mandates that you need larger numbers to take things.
For the first couple years I ran in smaller groups and was consistently able to break into keeps and towers to force things. That just isn’t possible now, and if we run into a fortified wall with just one dedicated guy with siege, it isn’t worth 1hour to fight 1 guy and break in.
Defensive buffs are dumb, remove fortified walls, bring back old arrow cart damage, make it all paper forever.
+1000
I’ve always wanted this idea. Siege should be neutral so spamming a ton of it has a downside. If you’re yaks bend, and then break outter, grats those 1,000 arrow carts are now shooting you instead.
@ Op anon doesn’t solve anything. I’ve sniped a ton and we just go based on who looks to be driving from movement.
@ Commenters – lol if you think pinsnipe only works from driver running far ahead. Ignoring yank/corrupt, which works if the commander is even 1 yard ahead of his zerg, I’ve seen talented snipe groups do 2-3 glass thieves that can hit the commander from inside his own zerg and sync’d within less than 1 second of each other
commander sniping is usually only an issue of numbers, it gets far easier the zergier it gets. You don’t see snipe builds in smaller equal numbers because you can’t afford the builds to hit critical mass.
my 80th time posting this, but: tankiness is the issue. Sustain is the issue. Epidemic has ALWAYS existed, and was tried about 100 times in competitive scenarios and it wasn’t that good.
What changed that it works now?! it’s how amazingly tanky things have become. Groups have done a few things:
Lowered their power damage for tankiness because it simply scales better
Replaced Cleanses with Resistance almost completely (Guardian is probably the only class that still brings natural and utility group cleanses)
Lowered their catch potential overall: this means less backliners, less mobile warriors, rangers are staff at most, and generally enemies are easier to evade now in a zerg than they ever have been. Potentially because the meta revolves around guardians, and guardians are limited in mobility for their Revenants. Previously, guardians were buddies with Warriors, and warriors could initiate from farther out.
The punishment to this meta adjustment is that it’s easier than ever to evade with condition specs, and even if you are caught, you can often times just walk through the enemies garbage damage and catch.
I think it’s backwards as hell to reward this tanky meta adjustment by nerfing one of the only punishments for it. Our goal should be to nerf the tanky meta, and an increase in power and mobility will do what it did to condition comps for years prior to HoT. If you’re reading this Anet, don’t listen to little zerglings that want their terrible bunker meta buffed even more.
If anyone think people play less because of scoring, linking, or maps, then you really are out of touch with the people who quit.
It’s because game balance went to hell with HoT leading to REALLY dumb and boring roaming, GvG, and zerg metas. People that still play propose even dumber ideas like nerfing condies which are only going to make this issue worse, because then we get even more tanky and sustain, yay!!
WvW lived on the basis of the game being fun to play, not score. Maybe an expansion that drastically changes balance can change direction, but small changes are worthless for regaining a playerbase.
how about 3 servers with no HoT forever
I think anet would be surprised how many would transfer there
No blood lust
Super hard to get around
No one goes to them but ppters
The server that has the red BL is put at a disadvantage
every keep can be glitched into
Do us all a favor and get rid of them. thx
Players say Devs, we want new maps
And Devs granted new map
Players say Devs, maps are too big, small populated servers can’t cover/manage
And Devs removed new map
Players say, Devs, we made a mistake, we want the map back
And devs took a poll and added map backSee any pattern here at all OP?
It looks so easy to create fiction and be an apologist for poor game decisions. Thanks for the example!
If your basis of DBL being justified as a map is that democracy is good in game design, you honestly should rethink your entire life.
Running your game design based on player democracy is the stupidest thing I’ve ever heard of. Democracy among game devs is even terrible, that’s how balance in this game has gotten so bad.
if you look at all warrior 1v1 matchups rifle might overall be worse, but in certain 1v1’s is far better
I think in group roaming tho, rifle is pretty sick. Honestly 99% of the Rifle or Not Rifle is if you’re kittened giving up shield, and having support makes the choice not as hard.
desert BL is objectively a bad map
the ONLY argument i’ve heard about it being good is from people who want to avoid other players (by extension, guilds use it to avoid randoms as well). Why is it a real argument that a multiplayer map is good because you want to avoid other players??
Alpine borderlands isn’t even close to a good map. It’s only hindsight that we appreciate it. Before DBL that kittening map was never played, but then Anet showed us how bad design can go.
Condi is a reaction to mitigation ramp. Condi became viable because mitigation is so stupidly good now, that small man glass groups just are not effective at all. Anyone proposing condi be nerfed when it’s just a symptom are asking for an EVEN SLOWER meta. Conditions are the last line to countering the main problem.
If you instead focus your attention on a world of non-HoT mitigation and healing, then glass comes back. Glass comes back, condi groups simply don’t have relevent ramp damage comparatively. The difference between now and classic GW2 re: condi usage is that glass groups kept condi groups in serious check if equal skill levels*.
*Also if people realized that Resistance is in no way a counter to condi. It was so much harder putting conditions on good groups that use actual cleanses. That actually requires more group coordination though so people will just keep thinking pumping Resistance will save them from epis.
(edited by Pinko.2076)
This is another factor of the mitigation creep of HoT, not the power creep. Also, this has nothing to do with pirate ship at all. Pirate ship does not even exist as a thing; it can only exist in the universe that created it, which was because of the way old stab worked preventing frontlines from because able to close distance.
Warrior is strong, but they’re one of the few that can actually run glass which I think is a good thing.
I’ve played a lot of Asura gs/rifle war, and people that say it’s an easy tell are being loose with the term “easy”. I kept rifle stowed until I zerk, weapon swap to rifle. Your 3/4 second cast is now 50% faster with quickness, and you’re a short character with ideally a very ambiguous rifle skin. Also, they probably spent 1 or 2 dodgerolls just now dodging your zerk setup with your opener set, so it can be rough.
another take on why condi is strong because of mitigation meta: amount of effort 1 single ele healer can nullify
5 glass: you try to bomb, popping a bunch of kitten to be able to get in melee range, their ele can undo your entire efforts with 2, maybe 3 buttons. Good luck killing the earth form ele with 5 glass. 1 trait nullifies all your precision and ferocity
5 condi: you try to bomb, can do it from ranged, 1 healer isn’t going to cure 5 good condition players. Multiple people you’re bombing need to devote multiple buttons to survive. It’s hard NOT to get kills, and easy to run from non-glass zergs
re: any condi mentions
condition in zergs is only more prevalent because of mitigation’s impact on the game. This happens in 2 ways:
Glass squads just don’t deal enough damage when outnumbered. Previously, a lot of high skilled small squads (AoN and their ilk) with glass gear was the preference to bomb much larger zergs. That doesn’t work nearly as well as condi does now, because the Mitigation stacking is too real, so those players are much more likely to run condi in outmanned numbers (trex). (a side note, it’s also more successful because zergs completely rely on resistance in most cases and, contrary to what zerglings think, this does not counter condition bomb)
Condi squads used to be MUCH less viable because every (good) zerg balanced toughness with power/pre/fero so every member was contributing decent damage, and the melee bombs were really kittening deadly. You died in 1 second if you had a positioning mistake, and Necros… had positioning troubles running from a zerg. That’s not the case anymore – Necros got reaper form AND zergs do not do nearly as much damage because of mitigation stacking. You can often times just walk through the enemy zerg frontline and live these days.
If the balance of Mitigation vs Glass were restored, you’d see much less condition focus in zergs. Conditions in zergs is a symptom, and mitigation stacking is the cause.
EBG’s draw is it’s the most condensed map with a slightly higher queue cap, and a large objective in the middle that almost guarantees fights if you hold it or attack it. This results in a very low amount of time required to find enemy players to attack.
None of the other maps have ever offered that same list because Alpine is designed with a defender’s advantage that negates most of EBG’s benefits. DBL is design with… something in mind that negates ALL of EBG’s benefits.
but how could it be deserted, the PvE groupthink reddit that voted because they didn’t want Anet to feel bad insisted it was a good map. It’s the best map since EoTM, the last smash hit that’s widely played by people looking to karma train and avoid all human interaction.
They can’t improve on it without basically making a new map. The BL’s issue is it’s way, way, way, way too kittening big. This in the face of the game’s WvW population being smushed together because playerbase is shrinking.
They designed EoTM and the #1 complaint by FAR from us that actually did roam there for a while is the size is way too large. Eventually, WvW people completely abandon EoTM. So they move to make another oversized map and put it in WvW. Surprise, most WvW people don’t play on the map because it’s still too kittening big.
edit: Even Alpine BL’s are a bit too large, people only embrace them because of shell shock of just how bad a map can be with DBL. The entire northwest/northeast of the map is functionally useless. You could make Alpine 30% smaller or more and lose nothing of consequence.
linking is great for most tiers, which is an improvement for the statistical majority of players
Formerly t1 was the only somewhat close tier in population. Now, having done t2/t3 extensively, those are MUCH closer than they used to be. The overwhelming majority of the populaton is in tier 1-3, so I don’t know how it can be considered a failure.
The stomping in t4 (if it really is that, I haven’t seen it) is not something new. Formerly, it was common in t2-t4 for one or more of those tiers to have as much or worse of a stomping, and they were similarly Glicko locked. For all practical purposes, they’ve made more tiers closer and less tiers stomps.
unfortunately, this and most forums are filled with t1 players who get informaton second hand from their braindead commanders. you won’t hear mitigation being brought up as the real issue, because it allows population with minimal planning to roll through any smaller group.
Smaller groups like trex use conditions because it’s what works. Go back in time to AoN who also did small group stuff vs zerg, and their method was extreme power damage. Small groups will always use what works, and mitigation has completely ruled out small man power groups vs much larger numbers.
Condis seems stronger because what is actually overpowered is mitigation. Healing, blocks, dodges, boons, rite of the great dwarf.
Anyone who says to nerf condi doesnt actually understand the problem with WvW right now. If mitigation was like the old days, you would see a HUGE amount of glassier build. Those glassier builds would counterbalance the condies.
In zergs, rangers are bad. No proper aoe, best burst is easily reflectable and there are millions of reflects in the game. For heal staff 1 has to change. It is a good weapon but auto sucks.
In roaming, in my opinion, with the latest changes ranger/druid will become less powerful. Especially with the boon stealing from thief and warrior. Everyone says ranger has good mobility but i think it has good speed. Pure running speed. Rangers do not have a teleport skill that can be used to jump on the stairs, walls, etc. Still it is way too fast
For me problem is with ranger weapons and utility skills. Staff 1, shortbow, longbow, signets… these all need reworks for ranger to work better. (I am not including pets, I have given up that dream long ago)
But again, if you can kite well, you can easily kill many professions, but not all of them.
noticed it to my Arrow got deflected times i was fighting a mesmer who was attack a team mate and my Arrows did nothing he had a projectile bubble
Yeah there is a lot of projectile hate in wvw. It helps to spend a little time on each class so you learn the visual/audio cues and the cool downs for these skills. That way you can try to save your weapon swap for these moments.
Most of those skills won’t affect our melee weapons and our staff auto isn’t a projectile so it goes right through a lot of it.
i find druid staff skills lack any condition these beam do dmg and thats all no bleeding or weakness or anything
What kind of build are you running? If you really want to you can add condi’s through traits and sigils.
not playing ranger anymore atm tried lot of build tried condition but hated shortbow range
Shortbow is the worst weapon in the game for any build, Longbow is a weapon with 5 good buttons. Conditions come from traits/sigils.
I absolutely love my druid for roaming and use longbow/staff for composite damage condi/power damage (~2k power ~1k condi ~65% crit unbuffed ~85% crit with fury). I really love madking/rampager with skirmishing/survival/druid. I’ve been solo roaming for ~2 weeks with it and have won countless 1v1, 1v2, and 1v3’s. I genuinely think there’s only 2 bad matchups, and one of the specs/classes is extremely niche to find roaming.
compared to the other popular druid builds, I played pure power druid and thought it was entirely too counterable by more classes than composite. Pure boonbot ranger was amazingly boring and lacked the kill speed I like, simply lower kills per hour. Pure condi sword/x axe/x has so many weak matchups and relies on people to play into your hand to land most of your condi burst.
the mitigation ramp from HoT morphed the meta to how it currently is, not conditions or boons
the boon and condition setups largely existed before HoT but were mostly irrelevent because everyone did a lot more power damage on average, and spikes/bursts with power were much more reliable with lower average mitigation on zergs
something that shouldn’t happen: I’ve played condition and minstrel specs and literally walked through an enemy zerg when outpositioned very consistently. this is absurd, the 3 years before this I would melt even with Dire. If mitigation is nerfed and zergs go back to a large focus on power damage, the boon classes are wasted space and condi specs are easy kills
nerf all mitigation, blocks/invulns, dodge spam
boons aren’t suddenly the problem and neither are conditions, HoT mitigation morphed the meta to allow these things (and MANDATE conditions) to be more relevant
Yes forming a Karma train keeps you safe and you get more kills and die less. This has been known for years. You end up losing the match and stuff gets papered when a group could save it, but whatever. Blob fights would be better but that lag man jeez.
you’re saying a High pop server is somehow blobbing more than the Very High and Full servers they’re fighting? you are on mental gymnastics
the urge to increase defense only encourages zerging which increases the urge to increase defense. please realize this and anet STOP adding dumb defensive kitten (shield gens, shield disables, auto-upgrades).
if you were to make camps un-soloable suddenly you’re adding more reason to zerg up on top of all the other things. then, oh no, a year after that the same people that wanted unsoloable camps want MORE defense because everyone is zerging! then zergs again get bigger
the trend of increasing defense to address zerging is completely kittening backwards. remove ALL upgrades ALL NPC’s ALL siege, and maybe even all structures.
the backbone of players that keep this game mode alive is large group pvp, because that isn’t available in spvp (because no we can’t copy WoW deathmatch! We gotta copy MOBA’s for ESPORTS!!!!!)
maybe stop putting completely counter-productive obstacles in the way of people doing the thing that keeps this game mode alive?
1. Maguuma- Ratio: 1.89
Let the jerking begin… #Magswag
more like: let the train of rationalizations on why Mag has been top KDR in literally every matchup they’ve had besides “the server houses more quality players on average” begin
this would imbalance the game highly in favor of classes that use cele stats well
there’s a very good reason ANET gave up and finally just removed cele from spvp – it was never going to be balanced unless they overhauled a few classes
Celestial hasn’t been removed in wvw. This wouldn’t change it in the manner you suggest as celestial is a thing regardless if this idea was in or not.
Although yeah, necro for example doesn’t make spectacular use of healing power. Perhaps they could change the life steal healing coefficients, after such a change, for pve/wvw. Just a thought.
I guess I just think there is both too much dmg and too much bunker and anyone trying to run balanced stats is getting caught in the middle by not having enough dmg to kill bunkers and not having enough defense to negate hard bursts.
I’m just thinking that narrowing the stat gap people can choose to build around would bring everyone under the same roof.
I said removed from Spvp which is a different ruleset than WvW. Anet doesn’t care at all about WvW ruleset, but does give attention to spvp (sometimes). It was removed in Spvp after ENDLESS seasons where celestial was just too good on classes that utilized 5-6 stat spread efficiently due to various class imbalances.
Your recommendation on necro is a tip of the iceberg if you just give everyone clestial stats, you’ll need to go over every class and ensure they can all reasonably use 5-6 stat spreads on multiple talent trees and weapons. At that point you’re just completely rebalancing the game.
The reason Celestial ISN’T imbalanced currently in WvW is the extreme stat diversity allows for far more extreme options than Spvp offers. Builds in WvW are generally far more specialized because of this, so celestial falls behind except in niche builds.
A much simpler solution to narrow statgap is to make Ascended gear operate the same as Exotic, or just give out Ascended gear as easily as exotic gear. Additionally, allow WvW some way to access Raid-specific jewelry stats that are otherwise completely unattainable to people that don’t raid (viper, trailblazer, commander’s etc.)
Siege disablers, shield gens, any bullkitten that perpetuates a siege longer and longer makes the game worse. I say this coming from a server that gets near 0-50 ppt overnight. If you are defending a keep 5 vs 40, then at this point you’re forcing the 40 to pay a “tedium tax” to take the keep. To make the 40 pay the tedium tax, the 5 will also go through tedium of playing with siege. There’s no winners in escalating and drawing out siege fights.
this would imbalance the game highly in favor of classes that use cele stats well
there’s a very good reason ANET gave up and finally just removed cele from spvp – it was never going to be balanced unless they overhauled a few classes
I run druid quite a lot, and saying you can’t condi it is completely wrong. You want high frequency condie classes like thief or mes that can reapply and play a survival game until there’s no cleanses left.
Cleanse on cele as the only form of cleanse won’t keep pace with the condi roaming builds like mes/thief. I run a different build now with Survival skill cleanses and even that won’t keep pace with certain condition classes.
Other weaknesses: only 1 source of stability, so good warriors are an issue (assuming you’re fighting and not just running), as well as any spec that can chain some CC out when stab is down.
The build has favorable matchups and can run a lot, but it’s definitely not unbeatable.
stab is also a boon u know? and also u have to account for the excessive amount of condi boosted since patches
uhh yes it is a boon, and that doesn’t relate to frontline’s decline and then resurgence
pirate ship meta was directly related to stability changes that made it really bad for pushing through anything.
Then anet buffed stab again with an ICD on how fast it can be removed, and instantly frontline was good again.
Stab being a boon doesn’t mean boonshare is why frontline was useful again. If you nerfed mes boonshare, frontline would still be useful compared to pirateship because of the stability changes.
boonshare is a completely seperate thing to the fall and rise of frontline’s relevance, and if mes boonshare was removed, frontline would still be very useful.
It is unfortunate but those boons allow frontlines to be really useful again, unless you want to revert to the days of pew pew pew?
frontline being useful again has no relation to boonshare meta at all
they became bad because of stab changes, then became good because of stab changes
boonshare is a separate thing that is hyper-buffing your frontline after they were made useful again
i don’t think any servers are bad at wvw. i have thousands of hours inside wvw and i’ve played on a handful of servers and every single one of them has the mentality that the servers they play against in any matchup are bad/keep huggers/siege humpers etc. i honestly think this is due partly to the fact that there’s no cross server communication in wvw and the enemy players just become <Server Name> Gold Soldier.
the truth is that every server is playing wvw in the exact same way. we all have pugs/pugmanders, we all have roamers, and we all have guild groups. we all have blobs and casual players that stay in keeps and fire acs at passing guild groups.
instead we should focus on which server has the most cancerous, elitist guild groups that try and lure pugs out of EB so they can do ‘muh zerg bust’ when in reality rolling 40-50 deep against an unorganized pug zerg on another server is just an effortless bag farm – the thing guild groups actually seem to be after. the second any kind of challenge arises, they just switch maps to find another easy, unorganized bag farm. if that doesn’t work they’re guaranteed to go troll on gw2wvw because they are le epic uncaring stoic internet hero.
inb4 trite ‘lel u mad bro’, packet-of-salt.jpg replies
I disagree. I’ve been on 5 servers and all 5 were different.
You’re talking about bad players if they’re using 40-50 to fight 40-50 and calling it zerg busting. You can 1:2 ratio (in >15 vs >15) if you’re in a good group vs average pugs, and higher ratio if they’re very bad.
I play power builds the vast majority of my time, and Condi is nothing compared to invul/mitigation’s impact on fun. Perma dodge, block, invis. If you aren’t facing that, you’re facing stacking mitigation, healing, invuln.
I would rather they take the hammer to the huge amounts of immunities and mitigations they dumped into the game. Anet either doesn’t understand the hole they’re digging into or doesn’t know a way out. Warriors Adrenal Health buff was them throwing their arms up and conceding to the boring route they’re taking instead of addressing how much HoT kittened up fun PvP.
The troublesome condition builds people talk about in this thread are only troublesome because they combine the condi with the mitigation/invuln problem.
The players make the game mode, not anet lol.
and devs create the framework for players to work in so…
many of the reasons power builds were phased out wasn’t actually condi, it was other power builds gaining in popularity.
Many thieves didn’t abuse d/p properly for a LONG time, but when it caught on, the roaming meta instantly lost 80% of viable power roaming setups.
I also miss those days, but there were other issues that led to the roaming meta changes beyond just Dire and condi buffs.
I think Anet’s idea of siphoning population from the top and feeding it to the bottom could work, but they’re ignoring the flaws of Glicko. The system is not good at adapting to large population shifts and the “glicko pit” that can be created is also unrealistic.
It’s possible they could create a balance NA scene with 4 tiers that shift regularly with their population shifting experiment, but they need to manually adjust their ranking (or reset them) to allow their population tinkering a chance to work.
People in tier 4 that think they’re being stomped by zergs now have no idea how hard they’d have to be stomped before the server stomping them can escape the glicko pit. If they ever did escape, you would likely get SBI or SoS down to nonchalantly do the same thing for however many months until they can escape too.
TL;DR Anet, you should reset or adjust glicko manually to account for the system’s inability to adapt to the huge population shifts you’re inflicting upon it.
I’m on Maguuma.
DR, you shouldn’t miss us.
Just pray you wind up on a server that isn’t so dumb as to watch DB and FA take all the bloodlust.
Maguuma is a T3 server for a reason you know.
Cuz it’s full of too many people you shouldn’t miss.
I’m on Maguuma.
DR. You should enjoy us.
Pray you don’t wind up on a server that cares about taking bloodlust.
Maguuma is a T3 server for a reason you know.
Cuz it’s full of too many people you will miss.
core necro should definitely get looked at to get some of the buffs reaper got. at the very least putting some form of stab ANYWHERE on old DS would do amazing things for it’s viability compared to reaper.
the stability problem was 99% of my necro woes and why I dropped necro so often. the movement of #2 is just icing as reaper. it still feels weird being the most reliable safe-stomping class in most engagements, where pre-hot I had to pop my elite for 1 stomp every 3 minutes
I hope they make more deathmatch maps and return courtyard with a pvp deathmatch queue. I really enjoyed courtyard, and the problems the map had with zerging were much more to do with the map design than the idea of deathmatch.
I slightly agree with the OP. I think the 3 is much worse than the 1, but the 1 being good would make that not matter.
I’ve pvp’d a ton on necro since HoT and the 2, 4, 5 are actually really good. Sigil of int → weapon swap GS is extremely potent for 5→2 or just 2 off of CttB or RS 5. Soldier’s necro crits 5-7k on a GS swap with this.
4 and 5 are both solid, although the cooldown on 5 is a bit brutal. comboing the 5 onto 1-2 players into your own aoe or a DH’s can easily assure kills. The blind well is never not good.
1 and 3 are both bad, and it’s not much to do with damage. The big problem is life force regen. This one issue is why dagger /x is so much better. Spvp is blind-spam city right now, and the dagger 1 cuts right through that with much higher attack rate which translates into reliable lifeforce and pressure.
Allocaton of trait lines makes creating new builds extremely difficult. There’s so many must-haves spread out, and warrior does not have inherent defense to live without these lines.
Berserker is barely good enough to warrant making new builds even if we could live without must-have traits.
Blind spam is the #1 problem when I try to play warrior after HoT. Hammer was already hard to work against good players with heavy blind access, but now it’s (blind) being kitten out without regard all over points. Forget trying to use cleanse on f1.
The former “good” matchups where a warrior would pick on a class with massive CC chains have shifted with the new tools other classes got.
