Most people do prefer to be on the same team though. Hotjoins auto-switching was practically designed to keep 2 or more people from team stacking for too long.
You realize that this is the sPvP forum don’t you? If anything the topic title should be why do you prefer sPvP over WvW/PvE.
He’s trying to compile the worthwhile feedback from the other major content areas of the game to try and get a comprehensive list that we can show the devs and say: “This is what your very own players want.”
The best advice I saw from those two threads is that we need something more straightforward as the default mode, analogous to GW1’s 4v4 team arenas. Something where it’s very easy for someone to go in, run into a few enemies, have a fight without being zerged down, and then if they’re the last person standing they get the chance to be the hero and can show off their skill in the final 1v1 and sometimes 1v2 situation.
Which makes me think, fine. Add a 3v3 or 4v4 quick arena mode that you can easily queue up for. It would also solve the problem of not having anything you can queue for with just 2-3 people easily.
I know this is a terrible breakdown, but one of the WvW points bother me: more freedom.
I’ll have to look into the thread for details, but are they saying that they dislike being forced to fight in certain situations? They prefer lots of kiting and disengaging as long as they don’t die?
As for PvE I haven’t done much on the “more teamwork, less selfish” side as compared to PvP, so I maybe I just don’t recognize it.
Well, that’s my two cents of annoyed and unfair criticism.
MM Necros have no stunbreaks
Which most MM builds don’t run.
Okay, let me get this straight again. Are people complaining about rank, MMR, or skill levels?
And yes, the system increases the range of MMR put into a match the longer people queue for, so if you play during peak concurrency your average game quality goes up. I’ve even had Skyhammer matches that could be called bearable.
So ignoring rank, how many people are having problems because they’re playing off-peak or have an MMR too close to starting players, causing their average game quality to go down?
Surely this won’t be the new place to conveniently redirect topics so they never see the light of day.
Depends. The next balance patch will probably have a discussion post there.
This suggestion would only really be a nerf to Shadow Refuge, wouldn’kitten Assuming that you still only get revealed from an attack, so you can just not attack and then use a short duration stealth after your previous stealth completely ends.
I have a contention with the point of Retaliation only being useful for bulkier classes. There’s a reason why Warrior’s only source of Retaliation is a grandmaster trait.
Well of Power pulsing stability along with condition conversion would make it a much more potent support weapon.
Reaper’s Precision I would prefer as an adept minor trait rather than major trait.
Reanimator needs a replacement if they move it; they commented during the rounds of the last balance patch that adding it to another trait would constitute a need of a replacement, and that replacement would have to be carefully chosen because a current MM build would be getting a free buff out of it. It might be easier to just swap it out with another trait, but what can you put there?
Well, you’re still getting a boost to your condition damage stat. How much of a percentage is that increased? You’re also getting boosts to your defensive stats as well.
Not being able to heal at all while in Death Shroud is the big clincher for me. It’s the primary reason why Life Leech is horrible outside of MM and regeneration is the crappiest boon for Necros despite having easy access to permanent regeneration.
I’m starting to wonder if the hate for the condi meta is less about burst being objectively better and more about the fact that once you’re bursted, it’s over. But once you’re condi stacked, you’re just looking at a hopeless situation that you’re left feeling helpless over.
The only option would be to compound the damage or some kind of control effect for reaching max stacks, yes. The simpler answer might be to just compound the condition damage of the extra people to some degree on top of the stacks already there.
Why are you so zoomed in?
As an extra to my earlier post, overall D/D helps power more than condition builds, but is still pretty decent for condition builds. If was going to even it out for condition builds, I’d lower the damage on Backstab by some percentage and then give it an “always crits” attribute.
As others have said, the easiest way to nerf them while keeping their power level high enough for newer players is to have certain on-kill sigils and traits work off them. I don’t think rallying should be an option (didn’t we use to have this with the Necro Jagged Horror?), and certain traits might be too strong to proc after minion or spirit death, but that can go on a case by case
It’s funny, it might be my current rating or just luck but I’m having more fun in Solo Q now. Crafting pet builds to deal with the meta on the side, while ending up in matches where my teammates talk and at least strategize before the start and then end the match with the losing team at 300+ and sometimes 400+.
The only thing that cramps my style currently is Skyhammer.
Doesn’t Scizer (I’m pretty sure I’m spelling that wrong; the Cheese Mode Thief) still run S/D?
A few things that came to mind when I read through this thread:
- Death Blossom is capable of stacking over 20 bleeds on it’s own. That is enough incentive for people to play D/D as a condition weapon. It may not be the strongest way to play this weapon, it is certainly possible. (Personally I like to stack 20 bleeds on monsters in PvE and then run away to heal up while my bleeds do all the work from there)
- Plenty of players like this skill and love their condi-thief. If the skill gets changed to do something else entirely… many of these thieves will not only lose their pet build, but also have outrageously expensive condition gear that is now much less useful or even useless. (Ascended trinkets/daggers even)
- Does the D/D set need anything else in particular? Is the weaponset currently not viable?
Basically: what is the cost of changing this skill to have better synergy with the power approach?
The point is it feels wrong to make a build all around a single move. I understand people have builds that work this way, but hardly any Thief that takes themselves seriously actually runs it. Maybe for fun, maybe for lol’s, but realistically it just makes for a miss matched weapon set. Ask any Thief and D/P is more viable in every manner. D/D does more damage and takes less ini but has much less utility and is much harder to use. I feel like the best part about D/D is the high risk high reward. Death Blossom offers no reward at the cost of a lot of ini. I don’t mind keeping Death Blossom’s current mechanic, it just needs some work either way. Just trying to get some attention on it.
It’s funny you say that and all the Sword/x builds are defined around their primary usage of a single skill, with the other skills as utilities to make it work.
I’ve been running a Deathblossom build since a few months after launch (admittedly for fun, because I wanted low stealth use build and ended up preferring conditions over the power of S/D and S/P), and here’s how I feel about the skills on it.
Skill 1: Applies poison on the third skill of the auto-attack. Also regenerates 10% of your endurance bar on hit with the second skill.
Skill 2: If there are might stacks abound, and/or the person is at 10% health or less, it’s worth using. If there’s a field, it’s worth using for an aura if you’ve already got bleed stacks on the enemy and will auto-attack afterward.
Skill 3: Main damage source, but most people don’t realize that you should pace yourself once you get 6 stacks of bleeding on someone. If you flip over behind them, you should consider just auto-attacking before the next one so you get some endurance regenerated and apply a second condition if there’s time. Also, it’s a whirl finisher that’s incredibly helpful in team fights if someone puts down a light or water field.
Skill 4: Cripple to use on those with Swiftness (like kiting bomb Engineers) so that you or your teammates can hit things easier. An extra finisher for Fire and Poison fields, especially when there are more than 1 person around.
Skill 5: For stomps.
The only thing I don’t get much use out of is Backstab.
I’ve been running the build a lot more since the Assasssin’s Reward buff in solo queue and find that the poison uptime (along with poison on Steal trait) helps me against Hambow if I dodge their Earthshaker and the Deathblossom (along with Signet of Malice) helps me melt down Minion Master builds.
(edited by Proven.2854)
You can’t avoid conditions on you, and chances are if you’re in Acro you’re not in SA, meaning you don’t have much condition removal. I think it would be balanced to add condition removal every 4 or 5 initiative spent on top of the current Assassin’s Reward healing, which would justify it as a grandmaster trait and add sustainability for acrobatics thieves, because in the current state, you’re dodging until you mess up and get bursts down or you kill them fast enough. With condition specs this is an entirely different ordeal, as the damage still ticks down while you’re dodging and healing with Assassin’s Reward.
Pain Response is really strong, if unreliable much of the time. So if they were going to buff Assassin’s Reward with condi removal and it could be stacked with Pain Response, I could see it removing 2-3 conditions every 10 initiative spent, with possibly an internal cooldown on top of it. It’s really harsh, but with a condi removing Assassin’s Reward, Pain Response, Shadowstep return along with either Infiltrator’s Strike return or the condi removing Signet a Thief would have a ton of condi removal and still have 40 trait points to play with.
But a hypothetical Thief running Assassin’s Reward for condi defense couldn’t take both Sleight of Hand and Executioner, so it might be feasible.
It’s finally out.
So people are straight up taking dishonored stacks rather than play Skyhammer at this point. Just got out of a 3v5.
I’ve actually been avoiding most 4v5s. Had one last night for the first time in weeks, and after that game I went on to win five 5v5s in a row.
Don’t blame the rank.
The system spreads around the MMR of both teams. This means that a few low rank people may have a higher MMR than they should because they lucked out and won their first few matches. As long as the new players keep playing they should eventually get pushed down. Their match with you on their team was unfortunately their time to be pushed down a bit.
If everyone can reach the finish line, then the only thing that decides who is the best at the competition is who reached the finish line first. If that becomes the case, then the ones that showed up early will always have the advantage.
Asking them to implement achievement point caps is a few steps away from asking them to remove the achievement point leaderboards.
How can you present an argument like this? You say we’re arguing against math, but you don’t present it. You’re making an assertion with these balance changes. The onus of proof is on you. I should not have to ask for your evidence behind these assertions. They should be presented right in the posts. It doesn’t matter how long it would make the posts. Or at the very least you could have a link to a doc someone could read for the details.
Otherwise all you’re going to get are pats on the back from people that already agree with you without caring about all the details and getting called trash by people that don’t agree with you and would need the math presented first before you could convince them.
(edited by Proven.2854)
If the points with panels were designed more like the mid point in Khylo (puts you out of line of sight of the point and you have to walk around/take a jump pad to get back) things would be great.
But they also need to do something about the cannon.
The point of my build was just to be a constant reapplier. I do not try for any long lasting burning. Instead, if you get close to me and the point I’m on I’ll constantly give you burns to negate the existence of your cleanses.
With Virtue of Justice and Supreme Justice, why do people care about one long burning uptime? Because of fear of kiting? When I look at Engie, Necro, and Warrior it’s not about the length of their bleeds and burns that people care about in PvP, but the speed and consistency of application. The burning duration that does exist in the build is primarily for linking Supreme Justice applications once a person is out of cleanses. Then at the end of the day, burning by itself isn’t going to cut it anyhow which is why I tried branching out. Alternatively I can run this build with a Soldier’s Amulet and some other trait changes.
I built the build in PvP first since it’s the cheapest way to test builds. If I like a build enough, whether or not it’s viable, then I bring it out with some alterations for PvP. If it ain’t going to be viable why spend the gold on it just yet?
Taken from another thread, but I basically got the reply I was looking for:
The main thing is that any condition weapon would need to allow for two things: The ability to consistently apply a second condition other than burning, and the ability to spike that condition. Consistency helps with overall DPS, but real condition builds rely on being able to dump a large amount of stacks on a target at once. Trickles tickle, spike damage is what gets kills. We will never have a real condition build without being able to spike conditions. It’s one thing to maintain burning and a couple of stacks of bleed. It’s something else entirely to dump 15 short duration stacks plus burning.
Bold added for emphasis. Don’t take this post as an attack or anything; it’s just the most reasonable reason I’ve seen stated with the issue of Guardian Condition builds, from someone I feel has the most balanced perspective.
Personally, I disagree a bit. The current meta viable condition builds are Warrior (Sword/Sword with Longbow), Necro (Terror, with and without Dhuumfire), and Engineer (Grenades and Bombs), and they’re considered frustrating to play against and OP. What people would prefer is more consistent application that can overpower cleanses. I feel like Burning application is in a good place for this, and Guardians can gain the ability to supplant it with something other than another condition, whether it be with extra support options or control options.
But, if one wanted parity with the other classes such that all (or at least the considered viable ones e.g. Berserker, Rabid, Cleric, Settler, and Soldier) gear choices were viable in some type of build for all classes, then yes we’d need an extra condition of some sort. I’d prefer Torment, since Guardians are slow anyhow.
I wouldn’t play this while drunk. If you can consistently dodge the Hammer F1 (causing Cleansing Ire to not proc) the fight goes a lot easier.
What I’m really trying to say here, is that the OP assumes that a lot of variables are constant or are constant enough for his/her purposes that he/she can make various assumptions that, realistically, can’t be made. If you do make those assumptions, then you’re either basing your ideas off of an unsupported personal bias, an extremely skewed statistical distribution, or off of variables that are overall fairly impertinent to the matter at hand when taken in the context of all of the other variables. That’s the real flaw in the OP, and that’s why his/her results are, for all practical purposes, completely meaningless.
Then help me out here. What can I do to make it a better test? What should be cut?
I’m not saying either heal is better than the other. I want to know which is better. I do admit I shouldn’t have added the Cleric’s set in retrospect; It’d only be important for Unload. I also don’t have enough numbers on Thief animations and while I could time it myself I wouldn’t have the precision desired.
I also made sure I put in the last section about raw number of hits needed to outheal Withdraw. That alone doesn’t take into assumption any other variables; just the number attacks needed with the healing power gained from the two main healing power amulets and respective jewels slotted in. How to get to those thresholds, and whether or not they can be sustained, is another question I was hoping to move towards while using the fewest extra skills, like Caltrops.
Obviously I cannot control what others do. And suggesting I turn off team chat because some people abuse it is utterly thoughtless.
I just wish people would understand that the team’s goal is to win the match and that’s best accomplished by working to capture points and kill players, not scroll the teamchat with name-calling.
It’s utterly thoughtless that you assume that just because your goal is to win and focus only on that, everyone else should do the same. Some people play for fun and don’t really care about winning. Some people play the game to actually laugh and have a good time. If they’re enjoying themselves, in a manner that has nothing to do with you, in a chat you have no control over, you have no right to complain in the forums about that, in my opinion.
At the end of the day, maybe their opponent had a bad moment, just like they had a bad moment. The point is, they had fun, you didn’t have fun, or at least you don’t appear to. They won, you lost.
Wait, so then why are these enjoyment focused people playing in solo queue?
Maybe because its more fun than hot join?
Why would it be? Because you want a competitive match with punishments for leaving? Because it has better rewards? Both of those reasons would be looking for a quality match, and joining such a match while performing actions to lower the quality seems counter intuitive.
So I must be missing something.
Obviously I cannot control what others do. And suggesting I turn off team chat because some people abuse it is utterly thoughtless.
I just wish people would understand that the team’s goal is to win the match and that’s best accomplished by working to capture points and kill players, not scroll the teamchat with name-calling.
It’s utterly thoughtless that you assume that just because your goal is to win and focus only on that, everyone else should do the same. Some people play for fun and don’t really care about winning. Some people play the game to actually laugh and have a good time. If they’re enjoying themselves, in a manner that has nothing to do with you, in a chat you have no control over, you have no right to complain in the forums about that, in my opinion.
At the end of the day, maybe their opponent had a bad moment, just like they had a bad moment. The point is, they had fun, you didn’t have fun, or at least you don’t appear to. They won, you lost.
Wait, so then why are these enjoyment focused people playing in solo queue?
Death Blossom hits 3 times per second and costs 4 initiative.
In 15 seconds, Death Blossom can be activated 6 times.This means Deathblossom can do 18 hits in 6 of those 15 seconds.
A single auto-attack chain completes 4 hits in 2 seconds.
When not using Deathblossom, auto-attack can do 16 hits during the remaining 9 of those 15 seconds.
That’s 34 hits in 15 seconds under perfect conditions.You can’t do both auto-attack and Deathblossom in the same 15s time frame, thus your “34 hits in 15 seconds” is inaccurate — even under perfect conditions.
You start with 13 initiative. You use 4 Deathblossoms. 4 seconds passed during that, so you got 4 initiative regenerated during that time. That’s a 5th Deathblossom.
Now, 5 seconds have passed, you only have one initiative, what do I do for the other 10 seconds?
This is why I asked for full cast animation times for Deathblossom. From my own informal testing, it came to 1 second. On the wiki they at least confirm that auto-attacking takes 2.07 seconds for a full chain, but even then I’m trusting that after cast was taken into account.
I’ve noticed that as you add more HP, SoM approaches 5% of health healed per DB (on a single target).
I am running over 1000 HP right now (apothecary and passiflora) and I am just about at 5% of health healed each time I use DB on a single target.
5 targets would mean 25% health for every DB.
The drawback I have with SoM, and I try very hard to make it work is not the amount of healing it gives – it’s good, and it seems to be balanced right.
The problem I have is that for that amount of healing, the disadvantage is that you have to be hitting something to get it.
There is so much CC in this game, that this becomes a major drawback, and I don’t think the healing amount was balanced taking this into consideration.
If you can’t hit, you can’t heal.
The difficulty in balancing a skill like this is that it’s going to partially be dependent on the players skill….I mean even more so than other skills.
A CC’d Thief using SoM heals = 0.
Additionally, the healing benefits from increased attack speed, which there is so little of in this game – Critical Haste doesn’t actually provide that much benefit (2 or 3 seconds every 30?) and to my knowledge, there is no other way to increase attack speed (there’s that crappy haste utility, but I never use it).
I think that SoM needs a 25-33% boost in healing per strike – at least for PvP. I do alright with it in some PvE, although dungeons are hard.
You need to dodge CC. When you dodge CC, you get 0 heals from SoM, but you also take zero damage from the CC and zero damage from the follow up attack. Under perfect conditions, you don’t have to dodge, so much of my post is theory crafting.
I’d rather be able to steal a big ol’ bomb from engis.
As much as I like Throw Gunk right now because of its combo applications (I actually wish the field last longer), getting a big bomb would be great. Although the complaints from this would compound with the stolen Fear skill Thieves already have.
Signet of Malice will perform far greater in group situations due to death blossom hitting up to 5 opponents 3x, and AoE fields like Caltrops and Choking Gas also tick SoM. In general if you’re running at least 500 healing power with this build, SoM will always outperform Withdraw.
For now, I’m running this build in PvP with some success (although I don’t know how much of that success is due to the build or just my own twitch skills and game knowledge). But when a solo queue pops I advertise myself as a close point bunker. Often times that just means one person from the enemy team coming at me, maybe two.
Also, I’m trying to move away from using Caltrops because it’s not like I’m running a lot of Immobilize. One dodge roll and a few steps gets you out of Caltrops’ range. I’m currently trying out Scorpion Wire as it’s an extra CC for dealing with Stomps/Revives/Heals as well as keeping them in Caltrops, but I’m also considering dropping both of them and adding Signet of Agility along with Shadow Refuge for better group support for those times I’m in a team fight.
So I made a Death Blossom condition build for fun, but a post in another thread the other day made me want to check the math on the amount of healing I’m doing before Assassin’s Reward is taken into account.
This is under perfect scenarios, with one major assumption that absolutely need someone to double check for me. All values taken from the GW2 wiki.
Assumption: Death Blossom takes exactly one second for entire animation.
(Someone please get me an actual value on this. I haven’t seen anyone anywhere note any after cast animation on most Thief attacks.)
Assumption: Player is running with +3 max initiative trait.
Signet of Malice
Death Blossom hits 3 times per second and costs 4 initiative.
In 15 seconds, Death Blossom can be activated 6 times.
This means Deathblossom can do 18 hits in 6 of those 15 seconds.
A single auto-attack chain completes 4 hits in 2 seconds.
When not using Deathblossom, auto-attack can do 16 hits during the remaining 9 of those 15 seconds.
That’s 34 hits in 15 seconds under perfect conditions.
Scaling for Signet of Malice is 0.05 per hit per point of healing power.
Settler’s Amluet and Jewel together give 644 healing power.
Cleric’s Amulet and Jewel together give 923 healing power.
644 * 0.05 = 32.2 health per hit
923 * 0.05 = 46.15 health per hit
133 health healed per hit with 0 healing power.
165 health healed per hit with 644 healing power.
179 health healed per hit with 923 healing power.
32 * 34 = 1088 extra health in 15 seconds
46 * 34 = 1564 extra health in 15 seconds
4522 health healed in 15 seconds with 0 healing power.
5610 health healed in 15 seconds with 644 healing power.
6086 health healed in 15 seconds with 923 healing power.
Average 301 health per second with 0 healing power.
Average 374 health per second with 644 healing power.
Average 405 health per second with 923 healing power.
Withdraw
Scaling is 0.6 per point of healing power.
4344 every 15 seconds with 0 healing power.
4730 every 15 seconds with 644 healing power.
4897 every 15 seconds with 923 healing power.
Average 289 health per second with 0 healing power.
Average 315 health per second with 644 healing power.
Average 326 health per second with 923 healing power.
For Withdraw to beat Signet of Malice
Withdraw > 32 hits with Signet of Malice at 0 healing power. (4344 > 4256)
Withdraw > 28 hits with Signet of Malice at 644 healing power. (4730 > 4620)
Withdraw > 27 hits with Signet of Malice at 923 healing power. (4897 > 4833)
I added Cleric’s out of curiosity, but I’d be willing to do a proper breakdown with Cleric’s for Pistol Whip and Unload if there is interest and numbers are provided.
And if you want to compare to Warrior healing abilities, go here: https://forum-en.gw2archive.eu/forum/professions/warrior/Warrior-Healing-Abilities-Hp-sec. But don’t forget this is without Assassin’s Reward taken into account.
(edited by Proven.2854)
The point of my build was just to be a constant reapplier. I do not try for any long lasting burning. Instead, if you get close to me and the point I’m on I’ll constantly give you burns to negate the existence of your cleanses.
With Virtue of Justice and Supreme Justice, why do people care about one long burning uptime? Because of fear of kiting? When I look at Engie, Necro, and Warrior it’s not about the length of their bleeds and burns that people care about in PvP, but the speed and consistency of application. The burning duration that does exist in the build is primarily for linking Supreme Justice applications once a person is out of cleanses. Then at the end of the day, burning by itself isn’t going to cut it anyhow which is why I tried branching out. Alternatively I can run this build with a Soldier’s Amulet and some other trait changes.
I built the build in PvP first since it’s the cheapest way to test builds. If I like a build enough, whether or not it’s viable, then I bring it out with some alterations for PvP. If it ain’t going to be viable why spend the gold on it just yet?
Honestly, I wished this was kept in. A semi-invulnerability (doesn’t help as much against condi pressure) that requires you to line up two cooldowns (spectral armor or walk along with your DS cooldown) would have been fine. It’d be similar to the same defensive power stance warriors get for a limited amount of time. But, it’s that very fact that probably got it nerfed.
Saw your recent thread about creating a Power/Healing Hybrid. Reminded me of this Permeating Wrath build I decided to try after the patch. Figured I’d post it for critique.
http://gw2skills.net/editor/?fUAQRArf5elYgSCXGyIEf4ES2DR6AVQrHEEC5PYF0IA-TIAgzCmA
To try and pierce the understanding of the Devs, it felt like they put condi duration onto power lines for the use of snare conditions, much in the same way precision got tied to condi damage to limit many condition builds to needing precision for proc-on-crit effects. Especially since for most classes, power or condi based, they get the majority of their crit chance from armor/amulets rather than traits.
Unfortunately, they were fast and loose in terms of this rule.
Furthermore, for most classes Vitality or Boon Duration marks the support line, while Toughness or Healing Power marks the self preservation line.
Most of the efficiency I get from using Signet of Malice with Assassin’s Reward comes from the fact that I have healing power as a major stat on my amulet/gear. I do need to go back and double check that math to make certain Signet of Malice comes out ahead, but the Assassin’s Reward buff + the base Initiative regen buff (which also provides more weapon evades) definitely upped the survivability of the build after the Dec. 10th patch.
As for losing access to Hastened Replenishment and Vigorous Recovery, I survive using Power of Inertia along with Thrill of the Crime + Bountiful Theft + Sleight of Hand. I have boon duration increased from Acrobatics so as long as I’m consistently hitting with Steal I have decent uptime for Vigor while also running around with perma Swiftness and Might stacks.
I’ve had decent fun running a D/D Deathblossom build using Signet of Malice and Assassin’s Reward with Settlers Amulet/gear. Viability is a whole different issue but there’s a build there. It’s pure attrition but holds a point well and has some amount of sustain power in a team fight (especially if the point is small or there are minions/spirits abound).
Proposed change: Trait activates when you’re applied with bleeding, burning, or poison while under 75% health, rather than any damage at that threshold. Make it a primarily condition tanking trait like Merciless Ire.
Overall, I like it. My only issue is that some amulets work differently for different classes. One example is Warrior, who can run Rabid and be a Melee Attrition fighter with Sword main hand.
I feel like part of the reason is because there are “apex” amulets for certain stats. If you’re running power, most people will laugh at you if you use anything other than Berserker, or maybe Knight if you’re playing WvW. If you’re running condition then it was almost always Rabid/Settler until Dire came along for PvE/WvW. Guardian support builds would run Cleric and hardly anyone else would bother putting a support build out afterward.
Assuming the players are trying all possibilities then either the amulets are fine and the professions are not, or the professions are fine and the amulets are not. You make the argument that it’s the former, but I’m bothered by the latter having an effect on things too.
Helseth was playing earlier, and was happy. Game must be moving in the right direction.
Water Spirit makes all the spirits much weaker to condi pressure. Also, with the amount of burst coming back…
I see. The game currently only has “spectator slots” and “player slots”. And by disabling “spectator slots”, only “player slots” remain. Which is why servers are suddenly 8v8 or 10v10. So for those with their own custom servers, you just have to lower the total amount of slots, “spectator” or “player” doesn’t matter, for now. Or just change the password and lock the server until the bug is fixed.
Here’s my wish list: Introduce a recipe for finishers that gives you one of the current gem store finishers at random as a limited use item.
Now do a time investment analysis of time it takes to get 1000 glory vs time to get 1 gold.
I can earn 2-3 gold in 15 minutes in some of the speed runs of dungeons. :p
300 + gloryand 30 silver 1 team match, for pvpers gold has been always more precious, now their around on same level, but if its true that they are removing glory then gold is still more precious.
It’s 300 + 750 glory for a team queue win, and only 200 for a team queue loss. So consistently winning in team queue is worth over 1 gold if you consistently win, going by the OP’s metric.