Showing Posts For Proven.2854:

Gold and Experience in PvP

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Posted by: Proven.2854

Proven.2854

We’ll probably get 2 weeks to a month of advanced notice. The vendor may probably stay in the mists taking glory for a while after the update anyway, even though no more glory can be gained.

I also don’t think glory will be retired until next summer at the earliest. Probably next winter.

Call me Smith.

Gold and Glory to level?

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Posted by: Proven.2854

Proven.2854

I have no idea why they’re implementing this if they plan on removing glory all together.

Because there are literally people with hundreds of thousands of glory sitting in their account right now. The new vendor will probably be both a glory sink as well as a way to tune rewards PvP primary players will be using their new gold income on.

Call me Smith.

Enemy endurance bar

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Posted by: Proven.2854

Proven.2854

As Jon said though, showing the Endurance bar wouldn’t be a fix for endurance sigils. And those are the main things that make endurance jump up and down. Depending on class (Ranger and Engineer) you know how much natural regen they have, and if any class has vigor that’s already an upper cap on endurance regeneration.

Also, I dislike the comparisons made to chess. This isn’t chess. This is a game that does use an element of hidden information when it comes to traits/utilities/runes/sigils/class mechanics. As time in the match goes on, you figure out each other’s hidden pieces of information and change tactics accordingly. Showing endurance, one the equalizing bars in the game, is like showing mana in some other game.

Call me Smith.

Sensotix' Thoughts On The Dezember Patch

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Posted by: Proven.2854

Proven.2854

Senso, I DO time my interrupts. My entire build revolves around shutting down my target not by permanent daze, but by precise interrupts. I do predict casts from time to time, like people tend to mash a skill when they are dazed to use it as soon as daze ends so I do an other daze 1/4 second after the first ends.
The only random interrupt in my build is F3.
I have sword offhand, Greatsword and the daze mantra.

yea but the problem is that such a lockdown build is hardly tourny viable..especially not in the current meta

That depends on how your team is built. Such a build can shutdown a Necro or an Engineer or any class that is a problem for that matter.

yea but those two classes arent really played atm..we see a lot of thieves warris guards and spirit rangers and a lockdown build vs warri is not really effective thats what i meant

Then what do you want the reward for timed interrupts to be? You can have damage, buffs, or debuffs, and all of them were considered crappy until the buff choice became easier to grab and the damage choice did more damage.

The problem with these new interrupt traits like Bountiful and Halting Strike is that while from your perspective, these are timed interrupts, there’s in truth no real skill involved whatsoever. There’s no mana system in GW2, so people are almost always casting skills; against a class like an Ele or a Thief it can often be more difficult not to interrupt something with a daze.

In essence, if the interrupt was timed against a critical skill and planned out properly, the interrupt itself should be reward enough. If you still want to keep the idea of rewards on interrupts, there needs to be some sort of conditional attached (for example, a trait that rewards interrupting leaping skills, or heal casts, or elites, etc). At the moment, these traits are thoughtless damage heaped on to our class, and they mostly encourage spamming interrupts off cooldown. There’s no skill at all in it, an overhaul is sorely needed.

If there’s one thing I learnt from playing my Shutdown specc, it’s that spamming is a bad idea. You can say it is all about spamming from an audience point of view but when you play it, it’s a whole different ball game.

Okay, but I as I said, if you’re interrupting right, then the interrupt itself should be a reward. There shouldn’t be extra rewards (such as more damage) just for simply landing an interrupt on anything. If you throw down a Staff #5 on a group of players or three-clone Diversion a single target from a distance you’re practically guaranteed to interrupt something. My issue isn’t with interrupts it’s with these bonus traits that ask so little from us as players.

Well, we have the traits because interrupting by itself isn’t strong enough, since for most skills it just puts them on a 3-second cooldown.

Call me Smith.

Sensotix' Thoughts On The Dezember Patch

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Posted by: Proven.2854

Proven.2854

Senso, I DO time my interrupts. My entire build revolves around shutting down my target not by permanent daze, but by precise interrupts. I do predict casts from time to time, like people tend to mash a skill when they are dazed to use it as soon as daze ends so I do an other daze 1/4 second after the first ends.
The only random interrupt in my build is F3.
I have sword offhand, Greatsword and the daze mantra.

yea but the problem is that such a lockdown build is hardly tourny viable..especially not in the current meta

That depends on how your team is built. Such a build can shutdown a Necro or an Engineer or any class that is a problem for that matter.

yea but those two classes arent really played atm..we see a lot of thieves warris guards and spirit rangers and a lockdown build vs warri is not really effective thats what i meant

Then what do you want the reward for timed interrupts to be? You can have damage, buffs, or debuffs, and all of them were considered crappy until the buff choice became easier to grab and the damage choice did more damage.

The problem with these new interrupt traits like Bountiful and Halting Strike is that while from your perspective, these are timed interrupts, there’s in truth no real skill involved whatsoever. There’s no mana system in GW2, so people are almost always casting skills; against a class like an Ele or a Thief it can often be more difficult not to interrupt something with a daze.

In essence, if the interrupt was timed against a critical skill and planned out properly, the interrupt itself should be reward enough. If you still want to keep the idea of rewards on interrupts, there needs to be some sort of conditional attached (for example, a trait that rewards interrupting leaping skills, or heal casts, or elites, etc). At the moment, these traits are thoughtless damage heaped on to our class, and they mostly encourage spamming interrupts off cooldown. There’s no skill at all in it, an overhaul is sorely needed.

It’s just as it currently is, you forget that
A) The extra reward for interrupting a key skill is still the fact that you interrupted a key skill. The only thing I can see added as a conditional is forcing the interrupted skill onto cooldown, which may not be a bad idea if only specific skills (or a specific trait) allowed this. But then that one skill/trait may become too powerful.
B)The Mesmer is built to not have a lot of reliable interrupts, and it’s also already a class where utility bar space is at a premium. Spamming your interrupts for an early advantage usually means you lose the fight unless you’re playing a burst spec. At which point there is counter play from popping your stability early or some other defensive cooldown. Halting Strike alone isn’t enough to make a kill, so you still have the option of just dodging the incoming Mind Wrack or whatever is coming afterward.

Call me Smith.

Sensotix' Thoughts On The Dezember Patch

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Posted by: Proven.2854

Proven.2854

About the Diamond skin trait; i think i understand what anet is trying to do.
This seems like a classic case of good for the game, bad for the player. 1 Ele with diamond skin will necessitate the use of a direct damage class and a direct damage class will in turn necessitate the use of a Condi class and then a Condi cleansing class and so on.

The thing about this chain is that it breaks down when the team begins to split up to take different points, it becomes less about team fights and more about solo 1v1 battles. And in those cases trump cards like diamond skin stand out a lot.
If anet wants to introduce diamond skin and also keep the other slightly powerful traits they’ll need to change the game mode because like i was alluding to earlier only the re-enforcement of the team fights will make such a change stand.

It’s things like this that remind me how much I’d love it if the game used the push style TF2 control point system, rather than cap whatever you can conquest.

Call me Smith.

Sensotix' Thoughts On The Dezember Patch

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Posted by: Proven.2854

Proven.2854

Senso, I DO time my interrupts. My entire build revolves around shutting down my target not by permanent daze, but by precise interrupts. I do predict casts from time to time, like people tend to mash a skill when they are dazed to use it as soon as daze ends so I do an other daze 1/4 second after the first ends.
The only random interrupt in my build is F3.
I have sword offhand, Greatsword and the daze mantra.

yea but the problem is that such a lockdown build is hardly tourny viable..especially not in the current meta

That depends on how your team is built. Such a build can shutdown a Necro or an Engineer or any class that is a problem for that matter.

yea but those two classes arent really played atm..we see a lot of thieves warris guards and spirit rangers and a lockdown build vs warri is not really effective thats what i meant

Then what do you want the reward for timed interrupts to be? You can have damage, buffs, or debuffs, and all of them were considered crappy until the buff choice became easier to grab and the damage choice did more damage.

Call me Smith.

Sensotix' Thoughts On The Dezember Patch

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Posted by: Proven.2854

Proven.2854

Sen, I love your channel and videos, and I agree with your intentions for a lot of your post. But there’s a lot of logic in there I don’t agree with like Dahkeus and DiogoSilva before me.

Like, Diamond Skin: There is active play in there. This is a fact. You’re doing more work for the skill to maintain it then you would for something like Healing Signet. What you should be focusing on is the fact that it’s hard counter.

Berserker’s Stance: Again, the argument here should be that at 8 seconds duration it’s a hard counter skill.

There’s Thief evades: “other classes don’t have that possibility which makes it unbalanced imo”. That’s a reason that sounds like “I don’t want this class to have this unique ability because it’s unique”. You should be arguing how strong the evades are combined with its damage and/or escape ability.

Remove the snare from Chill? Make Cripple stack in intensity? I actually agree with the Immobilize suggestion (although some will say that’s too long). But you can’t just nerf two forms of soft CC like that in a game with dodging and teleports.

Halting Strike: Just say you want it removed. If you lower it’s damage it’ll probably never get picked again. I personally think it should be a harder ability to trait for.

Torment change: Torment then becomes weak by itself and to only be used in combination with Immobilize and hard CC. Sort of a condition version of Unsuspecting Foe. As it stands, the whole point of putting a negative effect like this is to have the target make a hard choice. If you don’t want to punish movement then you should just skip to saying this trait should be removed.

Actual arguments:
Changing Condi scaling because of Pin Down: You have an argument here but this is just something I disagree with. I think Power builds should have some access to decent condition damage skills and vice versa. If they’re going to keep hard counter skills and traits in the game then you have to give more options to keep them balanced. I’d also just prefer if more things were designed like how the Guardian has a few extra burns to help push his direct damage over the top, rather than focusing on more burst and crit damage. I remember during the early days of PvP where having burst Thieves and Mesmers around meant that you either played Rocket Tag with them or made a bunker build. We completely lost balanced builds back then.

Fresh Air: This depends on where ANet wants to go with the class. If they want the Elementalist to be an all rounder taking the strengths of every element constantly, then the Elementalist needs a redesign when it comes to Attunement Swapping and I don’t think the upcoming attunement cooldown changes will help much. But Fresh Air is one of those abilities that goes in the opposite way: It allows Elementalists to specialize in an element. And I don’t think that’s necessarily a bad thing to work towards.

What I do agree with:
Actual passive play like Automated Response, which gives you a huge comeback benefit for free when you’re losing that your opponent can’t do much to counter. Diamond Skin is something you have to build up and maintain (It’t like a skill that depends on you having a certain special meter built up, where that special meter is your health). Berserker’s Stance at least has some semblance of timing necessary and the enemy can focus on kiting during that time (although the main reason why it’s such a hard counter is because of it’s long duration versus Necro’s primary method of kiting: conditions). The only balancing factor that makes me okay with it being in the game (and an RPG game no less, where the style fits) is the fact that it’s a Grandmaster trait, much like the Warrior’s Endure Pain trait.

Runes: Runes need such an overhaul. Some runes just overshadow everything else. Lyssa, Nightmare, you know them. Some runes are just “pump my stats more!” and you take them depending on whether you run this or that amulet.

Autoattacks: I’m glad you made the point to include both high damage and high condition stacking autoattacks. There’re a bunch of ideas I have for changing a number of autoattacks but I don’t even want to list them because there have been hundreds before me. The only time I’m fine with it is when you have nothing else that’s anywhere near as effective sustain wise (Necro Dagger) or you make missing the last hits of the chain extra harsh (Warrior Axe, and as you mentioned, Mesmer Sword, are great examples of this).

Call me Smith.

(edited by Proven.2854)

Tab Targetting Not Prioritizing

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Posted by: Proven.2854

Proven.2854

They reverted the change because it had unintended consequences in PvE. They’ll probably bring it back as an option at least once they set up the system to be able to split the functionality between PvE and PvP, if at all possible.

Call me Smith.

What if camps started with 0 supply?

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Posted by: Proven.2854

Proven.2854

@Dawdler Not being able to take supply from camps actually brings it much closer to the Edge of the Mists design, where you can’t grab supply from resource nodes and the supply teleports automatically to towers/keeps.

My only worry would be that the beginning of a matchup, not counting the supply brought over from the previous matchup, would involve teams starting up Siegerazer for supply and siege while another group would probably go over to the enemy and harass their Siegerazer event. Some part of it feels a little silly, although enough people bringing supply from a previous session would make the point moot.

Call me Smith.

How to combat the ZERG.

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Posted by: Proven.2854

Proven.2854

Bottlenecks are pointless in this game simply because all players can occupy the same space at the same time.

Maybe i am missing the mark here, i do not hate zergs, but i do feel that because of the game mechanics a zerg is not being handled properly and the devs have not implemented the correct tools to deal with them. Personally i think this would be a simple fix that could go a long way to fixing the “Zerg” problems.

Pro tip: 1 choke + 1 superior ballista + a bit of mastery = 1 dead zerg after theit commander called out stability and charged everybody through the tiny space.

Pro OP tip: 1 choke + 2 or more superior ballista + a bit of… you get the idea.

The opportunity to secure ourselves against defeat lies in our own hands, but the opportunity of defeating the enemy is provided by the enemy himself.
~Sun Tzu

The lack of collision or zerg debuff IS the zergs weakness, because his behavior becomes predictable. That is the definition of “ZERG”.

I agree with this. There is a problem where a lot of people want to beat zergs with a smaller force, without extra effort. So they come up with ideas that simply punish bigger groups to be as effective as their smaller group.

If 40 people clump up in 1 zerg, they cannot defend everywhere and attack only one thing. There are inherent weaknesses to zerging around. 4x 10man groups can attack and cap 4 locations at the same time where a zerg can only rush to defend one.

You want to defeat a larger group of players, a group that has invested more human resources into its force, you need to put something else against that. Be it superior skill, superior planning, superior equipment (i.e. Siege placement).

But you have to pay your dues.

I’d add to this by adding more objectives (if we could get larger maps). More things to split off and do that would cause more coverage issues if everyone balled up. Just make things more inefficient for one big group to do. Current tower design takes a little bit too long for a 10-man group to quickly grab too, so maybe another type of objective between tower and camp difficulty.

Call me Smith.

What if camps started with 0 supply?

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Posted by: Proven.2854

Proven.2854

Do people actually want zergs to attack camps? One of the reasons why you have zergs is because there isn’t enough compelling stuff that just a few people can do that zergs can’t do better for greater benefit. So, lower the benefit.

Without zergs crashing in to flip camps, they could be upgraded easier and more supply could go into towers. You could also increase the supply each dolyak sends or even increase dolyak speed making tower and keep upgrades still manageable.

And there’s the chance of creating a larger need to defend towers and keeps, so more people will be stationed there and more zerg combat would be focused on them. It would create a need to go home and resupply instead of just running karma trains. It would make siege less spammable as it would be harder to supply a lot of it at once.

That’s what I envision, at least.

Call me Smith.

What is Mechanically wrong with Conditions:

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Posted by: Proven.2854

Proven.2854

I never really thought of the attention issue for power classes vs. condition classes, but that’s mostly because when I run conditions I prefer the more terribad melee condition builds. Mainhand Sword Warrior needs to consistently land its burst and/or consistently apply cripple to stay in range. Deathblossom Thieves have to manage their dodges along with the opponent’s response.

It would also explain why many of the hard counters for conditions coming out (Berserker Stance’s change, upcoming Diamond Skin, etc.) seem designed on giving you a reprieve from your opponent’s spam. That said, I still like Diamond Skin because of the need to keep your health high. It won’t be the be-end-all in team fights and may push out Ranger home bunkers.

Wouldn’t the active nature of Cleansing Ire also be better then? The only issue would be from the Longbow’s burst skill.

And you have to worry about making condition duration too short. If they’re too short and high powered then they might as well be Power burst builds. That’s probably the reason why ANet is moving in the direction they’re going because the opposite would just be another flavor of Power.

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Why gw2 does not stick

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Posted by: Proven.2854

Proven.2854

The next step from this is 3 second fights just wait for it.

Burst meta -> Bunker meta -> Condition meta -> Stun meta -> Burst meta?

That would make sense. Very easy for Thieves/Mesmers/Elementalists to blow up a stunned target.

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What if camps started with 0 supply?

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Posted by: Proven.2854

Proven.2854

Because of the changed supply mechanics of the upcoming Edge of the Mists map, I’m curious as to what kind of behavior change we’d get if a change was made to encourage people to get their supply from keeps and towers.

I’m mostly just tired of seeing 50 man groups charging a supply camp, but hopefully this would also make towers and keeps more important to defend as they’re also supply batteries. To at least make life a bit easier, you could tie this change with increasing the amount of supply dolyaks deliver.

Thoughts?

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Change "Invulnerable" to "Downed"

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Posted by: Proven.2854

Proven.2854

It’s what you look for when taking a person out in a heated battle. You’re attacking, watching their health go down, and eventually see “Invulnerable” “Invulnerable” “Invulnerable” pop up as they make the transition to the downed state.

But you also use “Invulnerable” for other skills. So instead, could the buff gained when being downed be changed to give pop up text saying “Downed”?

Call me Smith.

Bunker engi is so OP/lame

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Posted by: Proven.2854

Proven.2854

The build is pretty insane and has nearly no Counter. We tried it yesterday in Team-Q and our engi could outlast 2 warriors for about 1 minute. It’s more or less the new-bunker ele, with more cc.

I saw a team using it on GW2PvPTV last night, you team?

Anyway, the biggest trouble he had came from Thieves and Warriors running extra stability. There are probably other options out there.

Call me Smith.

What is Mechanically wrong with Conditions:

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Posted by: Proven.2854

Proven.2854

OP is being disingenuous. What he described is that fast weapon auto-attacks with conditions don’t punish failure as harshly.

He then goes to describe Pin Down, which often needs to hit to convert into an Arching Arrow/Combustive Shot hit. And because that’s an obvious setup you often save condition removal for it. Not to mention it’s compared to Hundred Blades, which is better compared to Arching Arrow/Combustive Shot while Pin Down is better compared to any other snare or stun skill.

There’s Crossfire, which is an auto-attack skill, and more analogous to his anecdote. But to say there’s never a bad time to use it would be ignoring reflect abilities.

Then he compares another auto-attack, from his anecdote, and compares it to a skill rarely used for other reasons (primarily because the auto-attack is a better power equivalent for an auto-attack that does all the work).

So, to answer the OP’s intention, there need to be higher cooldowns on higher damaging condition abilities. Although the reason why they tend to not have as high a cooldown as skills like Fire Grab is specifically because blowing a high cooldown on a skill which can have its damage negated from a lower cooldown condition clear would be an inherent weakness.

And at the end of the day, if more Power builds are using Condition abilities without at least using a high Might stack build, I’d like to see how far they get. If the Power Necro meta actually moves towards using Dhuumfire instead of Close to Death, I’ll eat crow.

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Adapt the WvW arena to tPvP deathmatch

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Posted by: Proven.2854

Proven.2854

People want an arena that big for 5v5?

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No DR on CCs ?

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Posted by: Proven.2854

Proven.2854

Arguing about cooldowns is a bad argument. CC cooldowns need to be shorter than stunbreak cooldowns if you actually want Offense to be stronger than Defense, which you tend to have in a game to make sure it ends.

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Suggestions (Hotjoin and Solo Q)

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Posted by: Proven.2854

Proven.2854

Prefixes in general sound like a great idea. To take from the recent Pokemon, there’s a Battle Chateau where you work your way up from a Viscount, to Earl, Baron, etc.

Call me Smith.

Where is the meta heading?

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Posted by: Proven.2854

Proven.2854

I’m probably missing something, but what’s going to cause PU Mesmer’s to be OP after next patch when they have the same stealth problems in conquest mode as thieves do?

Call me Smith.

SoloQ: Vets don't want to carry

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Posted by: Proven.2854

Proven.2854

I haven’t heard of any top players complaining about the teams not being stacked.

Where are you getting this information?

What I -DO- hear top players complaining about is being in matches where half the players are single digit ranks… Like someone else said earlier, those matches basically come down to who gets the least terrible players on their team. Splitting solo Q pools into tiers would fix this. The common counter-argument to that is that wait times would be insane. However if pvp had more incentive to offer its players population wouldn’t be a problem at all. Funny how the puzzle is fitting together. I hope anet goes through and reaches our expectations.

Hey, let’s look at this the other way. If there were more people playing and getting decent then you wouldn’t have the current need-to-carry problems for the veterans either. So adding tiers would just be a quick fix that would make things worse for players overall and not solve the real problem.

Solving the real problem and not adding tiers is the best solution.

How is adding incentive and creating tiers a temp fix?
Not once did I mention vets have a “need-to-carry” problem.

Yeah, I reworded what you said. Why? Because of the overall discussion. Thread title and all.

How is what you’re suggesting adding incentive? How would it help the game? It would make the overall experience worse with longer queue times until more players are brought in. But if more players are brought in, get good at conquest, and move up in the ranks, then you don’t even need tiers.

Tiers are not the answer.

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Immobilize Interrupting

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Posted by: Proven.2854

Proven.2854

They don’t interrupt you but, at least in my case, they generate skill lag. Whenever I get immobed, i’m usually forced to hit my next skill at least twice in a row. As a thief, this can be rather detrimental since i need to manage initative.

I wonder if it’s related to the fact that you can immobilize someone right before they dodge, they dodge anyway, and then are in the new position immobilized. Whatever causes that issue could be also causing a skill lockout issue.

Call me Smith.

(edited by Proven.2854)

Basic Tips for tPvP

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Posted by: Proven.2854

Proven.2854

@deda and @Verdelet, I’d keep the “Don’t run into Outnumber fights” as a rule. In order to break this rule you need to have more knowledge about the game than a beginner would. Just leave it at that and mention that a number of these rules can be bent or broken once you get better or are running specific builds. Like far point assaulting.

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SoloQ: Vets don't want to carry

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Posted by: Proven.2854

Proven.2854

I haven’t heard of any top players complaining about the teams not being stacked.

Where are you getting this information?

What I -DO- hear top players complaining about is being in matches where half the players are single digit ranks… Like someone else said earlier, those matches basically come down to who gets the least terrible players on their team. Splitting solo Q pools into tiers would fix this. The common counter-argument to that is that wait times would be insane. However if pvp had more incentive to offer its players population wouldn’t be a problem at all. Funny how the puzzle is fitting together. I hope anet goes through and reaches our expectations.

Hey, let’s look at this the other way. If there were more people playing and getting decent then you wouldn’t have the current need-to-carry problems for the veterans either. So adding tiers would just be a quick fix that would make things worse for players overall and not solve the real problem.

Solving the real problem and not adding tiers is the best solution.

Call me Smith.

Where is the meta heading?

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Posted by: Proven.2854

Proven.2854

I can’t say all of the changes, but I really think Mesmers are going to be REALLY strong. Their biggest weakness was S/D, which is being fixed, and their cleansing options have been buffed pretty heavily recently. On top of that, they were never weak, just countered by the stuff that was strong. The last time a class got buffed to remove its weaknesses, we got the current warrior.

Uhm no. What are they fixing on S/D? Nothing, they already did last patch. Have you felt any change? Mesmer is ok, and will be ok, there is nothing coming that will change anything here.
Oh no! I forget about the buffs in the inspiration line and the trait switch in illusions… not. Every change listed will have absolutely no effect on the only viable 20/20/0/0/30 shatter mesmer.

I should have been clearer, S/D THIEVES are being fixed b/c they no longer have free-stunbreaks on infiltrator’s return (the #2 skill), which allowed them to so totally and completely crap all over mesmers when combined with the sword evade-spam. Mesmers now have the tools to survive/take down these theives, and never lost some heavy burst.

I also have been playing around, and interrupt mesmers have some REALLY strong skills/traits, esp: mantra of distraction (2-3x instant daze whenever), chaotic interruption (root for 2+s on daze, so a stunbreaker+condi clear needed to escape burst), bountiful interruption (5x might + other boon on interrupt), 8x vuln on interrupting a foe with daze (5pt and 15 pt in domination), as well kitten dmg vs. foes not using a skill. Combine that with some of the other powerful tools and there is a build in there somewhere that locks you down and bursts you annoyingly hard (probably S/P with GS).

Shatter will still be plenty good as well, and a good number of builds will really benefit from clearing 2x condi every heal for only adept-level trait.

is mesmer complaining about S/D’s “free” stunbreak on sword when they have the same thing on their staff, called phase retreat?

i dont play mesmer but as far as i know phase retreat has something called recharge!

10 sec base recharge, and it sets a clone, and doesn’t need to be preset so it’s very much a semi-spamable oh kitten button.
Shadow Return on the other hand needs to be preset, and has a limited usable time, so it’s useless if the enemy gets the drop on thr thief.

So, one is used offensively and the other is used defensively. Which class was used more in the current meta again?

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Where is the meta heading?

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Posted by: Proven.2854

Proven.2854

Based on how people are playing right now, it feels like it’s going to move more towards CC→Burst. Whether the burst comes from Power or Condition Damage can technically go either way, but if Warrior Hammers stay then Necros will have problems and things will probably lean more towards Power.

Call me Smith.

In defense of condition damage

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Posted by: Proven.2854

Proven.2854

You know what, here’s another question? What’s the time to kill that people want from a Condition playstyle? Because if it’s too long then you get people dropping them for Power specs instead. Is it possible to have a balance?
Edit: Changed “short” to “long”. What a typo.

Call me Smith.

(edited by Proven.2854)

Are number pop ups too large?

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Posted by: Proven.2854

Proven.2854

It’s primarily a problem with critical hits. They’re a little too emphasized…

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Custom Arenas = Anet Farming PvPers

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Posted by: Proven.2854

Proven.2854

I wish there was some way to convert Influence into Gold. You can then boost the influence gain from PvP and work with that.

Call me Smith.

In defense of condition damage

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Posted by: Proven.2854

Proven.2854

Problem is pretty simple, and I’m not sure why it’s never been addressed:

That’s why I asked for settler’s amulet builds, since that’s the only condi amulet that has two defensive stats. Since the best condi builds are carrion/rabid atm, I can only deduce that the “two defensive stats” thing is not an issue, except for possibly s/s longbow, as others have mentioned. I believe that’s a problem with healing signet and cleansing ire more than the way conditions are designed, however.

You don’t need settler’s to be tanky. Rabid is plenty in reduction of physical damage. As I said previously, there are no amulets that do the same via condi damage, and thus is why condis are stronger than physical damage. Not to mention most condi skills promote a spamming style of play…so it doesn’t help at all.

1. I thought Power scaled way better than Condition Damage, even without Precision.

2. If Vitality is the primary counter to conditions then you have an option right now: Barbarian Amulet. No extra crit damage, but you get more of that from traits and runes. Takes a hit on Power, but Power still scales better than Condition Damage, right?

How exactly does power scale better than condi dmg when power goes hand in hand with 2 other stats in order to reach it’s full potential? For power to excel you need both precision + crit dmg. For condi dmg to excel you need….wait for it….CONDI DMG! Big surprise. That means you need to invest in 3 stats for power to work efficiently, while investing in 1 stat for condi dmg to work efficiently. Power scales better than condi dmg?

Woah, if you want to talk about “full potential” then conditions have two stats: Damage and Duration.

Power does scale well. Precision boosts it, and Crit Damage puts it over the top. But you can always stack more Power and get something out of it. Also consider that for most Glass Cannon builds you get a lot of extra Crit Damage for free from traits. Power (and Crit Damage) from traits are worth more than Condition Damage from traits. And if you choose to run Berserker you can usually kill any tanky build if you can get them still for a few seconds. Toughness gets diminishing returns since it’s the divisor in the equation.

Call me Smith.

In defense of condition damage

in PvP

Posted by: Proven.2854

Proven.2854

Problem is pretty simple, and I’m not sure why it’s never been addressed:

That’s why I asked for settler’s amulet builds, since that’s the only condi amulet that has two defensive stats. Since the best condi builds are carrion/rabid atm, I can only deduce that the “two defensive stats” thing is not an issue, except for possibly s/s longbow, as others have mentioned. I believe that’s a problem with healing signet and cleansing ire more than the way conditions are designed, however.

You don’t need settler’s to be tanky. Rabid is plenty in reduction of physical damage. As I said previously, there are no amulets that do the same via condi damage, and thus is why condis are stronger than physical damage. Not to mention most condi skills promote a spamming style of play…so it doesn’t help at all.

1. I thought Power scaled way better than Condition Damage, even without Precision.

2. If Vitality is the primary counter to conditions then you have an option right now: Barbarian Amulet. No extra crit damage, but you get more of that from traits and runes. Takes a hit on Power, but Power still scales better than Condition Damage, right?

Call me Smith.

Enemy Players on Minimap, thoughts and gripe

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Posted by: Proven.2854

Proven.2854

The issue with the number of Mesmer’s at a given point doesn’t take into account how rare it is to have more than one Mesmer on a single team these days…

Call me Smith.

[merged] The Skyhammer Thread

in PvP

Posted by: Proven.2854

Proven.2854

is this the map where you can get rank 50 fast?

Was. Since they altered the glory gain system it isn’t anymore.

Call me Smith.

[merged] The Skyhammer Thread

in PvP

Posted by: Proven.2854

Proven.2854

My biggest issue with Skyhammer is that it feels too much like a TDM map.

Call me Smith.

State of PvP in EU

in PvP

Posted by: Proven.2854

Proven.2854

I think the passive epidemic is going to be the next major thing to complain for months to come and it started with zoos.

there have been complaints about minion-nekros since release …

The complaints only really started to compound themselves when Spirit Rangers became tournament viable, along with other passive builds like Warrior with Healing Signet coming into the fray.

Call me Smith.

State of PvP in EU

in PvP

Posted by: Proven.2854

Proven.2854

Except for the irony of running to WvW to avoid Hammer Trains, yeah, I think the passive epidemic is going to be the next major thing to complain for months to come and it started with zoos.

Call me Smith.

new decay system is in

in PvP

Posted by: Proven.2854

Proven.2854

Did people forget that they said they were going to reset the leaderboards in two weeks if the new decay system works as intended?

Call me Smith.

Enemy Players on Minimap, thoughts and gripe

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Posted by: Proven.2854

Proven.2854

Reread the patch notes. They stated clearly that they added them there.

It also only works off of line-of-sight. If you don’t see the guy about to gank you, your teammates won’t know until too late either. You still have to pan your camera around or scout.

Right now, this is godly for Hotjoins (especially the 5v5 ones) and Solo Queue. You can actually reinforce people and not let them get ganked alone by 2-3 guys.

A game without voice chat included in the box needs to have something that facilitates coordination like this without using text chat.

Call me Smith.

Any motivation to not afk when losing?

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Posted by: Proven.2854

Proven.2854

Because your teammates hates you. I had such a guy yesterday. He wrote: team is not ressing. I am afk.
He did not leave the base until we lost. He was not afk but he was just chatting and blaming people. Hate….. just hate….

Just block him. There’s no reason to listen to that negativity.

Call me Smith.

Let us Prioritize our Cleanses?

in PvP

Posted by: Proven.2854

Proven.2854

The game shouldn’t have covering conditions with so much condition spam going on. It should just go with a condition cleansing priority queue leading to a more certain level of play. Something like Fear > Immobilize > Torment > Cripple > Burning > Bleeds > Confusion > Weakness > Chill > Poison. You could then also sort the condition bar so it’d be easier to see how long you’d need to wait out a condition before being certain to cleanse the one you want.

You could also then apply this to boons and boon ripping for the same effect. Ordered Boon bar, with Stability, Vigor, and Retaliation being three of the highest priority boons.

At the very least I’d like more skills and traits that prioritized certain boons being ripped or certain conditions being cleansed outside of the handful we have now.

Call me Smith.

Guardian December Patch Preview

in Guardian

Posted by: Proven.2854

Proven.2854

A random thought, since Hammer is pretty fun with its low cooldown Blast finisher, have you thought about changing Hallowed Ground into an Ice Field rather than a Fire Field? Picture a cold temple to the north instead. Using it with Hammer procs Frost Aura, which will also Chill enemies trying to kite the Guardian after failing their burst combo.

I’m also of the opinion that Glacial Heart should become the Hammer cooldown trait. You can then make Zealous Blade the Greatsword cooldown trait, and then change the original Two-Handed Mastery into something cool for Staff only.

From there you can have the underwater weapons tied to any of those three traits as you see fit.

Call me Smith.

Collaborative Development Topic- Game Modes

in CDI

Posted by: Proven.2854

Proven.2854

I don’t want character progression. I don’t want to unlock skills or be able to become absurdly strong relative to my opponents. There are ways to make the map progress over time without the progression having to come from the characters and their abilities. It may be a personal preference, but if it wasn’t I’d be playing one of those MOBA or Hero Brawlers instead.

Call me Smith.

Collaborative Development Topic- Game Modes

in CDI

Posted by: Proven.2854

Proven.2854

@ Not having RPG elements in our game when compared to most MOBAS: Keep this in mind. It’s what gives the mobas their flow/pace. We need to build mechanics that change the pacing/feel of the map in a similar way, without hampering the fun players have. I think you get the same thing out of an RTS, but in a different way. Both sides start off with few resources and weak units. Over time they build up in both areas, and the middle/late game are very different than the early game.

I don’t play MOBAs, so maybe this makes no sense, but if the goal is to add character growth to the experience, would it be possible to add that using mostly existing mechanisms? What I’m thinking is, let players set up their builds, with whatever powers they want on 7, 8, 9, and 0. But then when they load into the map, lock all those abilities out, so they’re stuck with just weapons and heals. Then, when they do something to be rewarded, it unlocks the 7 ability, then the 8, then 9 and finally 0, putting them at full strength. It would certainly add an element of strategy planning out what order you want abilities to unlock in.

hmmm i dun like the idea of locking skills though.

a guild wars 2 MOBA does not have to behave like any other traditional MOBA. as in the skills unlock mechanics.

i think people just want the mechanics of fighting along friendly creeps, taking down towers etc.

as for “growing powerful” refer to my post above yours.
there could be generic abilities and profession specific abilities to feel stronger.

The reason I don’t play MOBA’s is for this reason. Everyone should have their abilities and there should be no skill/power progression. All advantages gained by a team should come from the environment, e.g. taking down walls and towers, reinforcing them through gaining resources on the map, or making your lord stronger by killing the opposing teams npcs. Gear/skill/level progression will just make a game obscenely long. If people wanted a direct port of Dota or LoL, they should just go play those games. Anet has a chance to evolve the game into something distinct with SOME similarities to other successful games, but it should NOT be a copycat aside from the standard pvp game modes like CTF and TDM. I don’t play MOBA’s because I can’t stand all the mouse clicking, but I want to see a MOBA style map minus the leveling/gear progression. Anet needs to stand by their philosophy of a level playing field for all players.

Came pretty much to quote this. We already have builds and RPG mechanics and sPvP is founded on zero stat progression. Focus on the other part of MOBAs: the culmination of an epic finish. Use NPCs and map objectives to achieve this. Keep things fast paced by aiming for a 15 minute game time rather than the 30+ of DotA-likes.

Call me Smith.

Guard Leech, Applied Fortitude, Bloodlust

in WvW

Posted by: Proven.2854

Proven.2854

Disingenuous. They are widening the gap, but by filling out the current top tier. Not by introducing a new tier.

Call me Smith.

League System will kill WvW

in WvW

Posted by: Proven.2854

Proven.2854

It’ll be interesting to see how the transfers shake out.

If your guild transfers servers now, but then participates in WvW, you run the risk of shifting your server’s position.

Even if your guild doesn’t, another guild might transfer in and do it.

Your best choice would be to watch the rankings and wait until the last minute to switch, but not everyone will think that far ahead and things might be muddled.

And if too many people resist playing, it might affect the rankings anyway.

The new update may also be fun or novel enough that people who are trying to resist playing right now will be unable to do so.

We’ll see how things go.

Yes indeed. Very interesting — in a disasters-are-interesting-to-see-unfold kind of way.

I just wonder how many guilds will accidentally shoot themselves in the foot.

Call me Smith.

League System will kill WvW

in WvW

Posted by: Proven.2854

Proven.2854

It’ll be interesting to see how the transfers shake out.

If your guild transfers servers now, but then participates in WvW, you run the risk of shifting your server’s position.

Even if your guild doesn’t, another guild might transfer in and do it.

Your best choice would be to watch the rankings and wait until the last minute to switch, but not everyone will think that far ahead and things might be muddled.

And if too many people resist playing, it might affect the rankings anyway.

The new update may also be fun or novel enough that people who are trying to resist playing right now will be unable to do so.

We’ll see how things go.

Call me Smith.

There should be more incentive for WvW.

in WvW

Posted by: Proven.2854

Proven.2854

You could increase rewards for defending by simply increasing rewards for killing enemy players, since defending logically implies fighting off enemy players. That would be less subject to abuse than increasing the rewards for the current “defend” events where you can get full participation credit by using 2 supply to repair a section of outer wall while the enemy is already beating on the inner door.

This only works when and if players are actually there. Currently, defending a dolyak can mean fighting off a wave of enemies or escorting them without seeing anyone. It should provide a reward either way, but we can’t do the latter in any good way currently.

But then if that’s the case, is it a such good idea to go into the league system now?

Call me Smith.

Hotjoin: it is time to let go

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Posted by: Proven.2854

Proven.2854

I just want to pop in and say that I actually like Raid of the Capricorn. The water easily gives extra routes to attack from, and the cannon makes a great anti-zerg tool when a team uses it properly. The primary problems with the map come from the lack of proper underwater balance (especially regarding down state) and the fact that you can’t easily setup skills for it while not being in the water.

Call me Smith.