to pyriall, do you know how much initiative skill 5 costs? you can’t barely do anything after it any more. and it blinds once per second, as soon as you use an attack like 100b you will still hit the thief.
.
Yes I know how much it costs. I also have the benefit of playing over 1000 games on every profession in every build imaginable. The common theme is that no matter what berserker build you play (outside of dps guardian), thieves make obsolete. Given their role in a team match they also make dps guardian obsolete. As I stated previously, not all professions can overload the blind with a multiple hit ability.
As to the thief doing anything after dropping it…all you need to do is auto attack out of it. If you are using dagger, you’ll have the added benefit of putting poison on your opponent. If sword, you’ll apply weakness and cripple. All the while you regain initiative.
Dude pls, stop this nonsense.
You’ve literally no clue about the thief profession and i really hope aNet won’t listen to people like you ( sad part is they do).
The only problem is, I actually play this game. Where as you obviously do not. You’re just another one of those delusional players who mistakes your success on thief as skill when in reality it is the broken nature of the thief profession as a whole.
Here’s your chance to prove me wrong. Go play another berserker build non-thief on a team and show me how skilled you were against them. I’ll wait here.
Poison on steal needs to go as well as the 900 range blind on black powder. The blind pulse on black powder needs to be adjusted as well. There are two abilities that deal with blind, one on engi and warrior. Not every profession can over load the blind, and thieves should not be immune to melee damage because they decided to hit 5.
I agree wholeheartedly.
In addition, Heartseeker should see a 20% damage nerf and be cut down to 300 range.
In addition, Consume plasma, Healing seed, Whirling Axe, and Skull fear should all be toned down. PW should lose 20% damage, Inf strike should be increased to 4 init, LS should lose 20% damage, shadow shot should lose blind, and Executioner should be reduced to 10% when the target is below 25% damage.If Anet wont just delete the class, they should at least make it unplayable to accommodate the rest of us.
Let’s talk about play and counter play berserker vs berserker. When a thief opens on you, you’ve just eaten a large portion of your health…you can: A) heal, oh wait poison cleanse the poison, then heal (oh wait you’re going to die from the next two hits you take) C) cleanse, use an immunity, and then heal (oh wait you just ate a head shot), D) cleanse, use an immunity, use stability, and then heal (that’s right, that clever little thief will just re-open in a few seconds and you won’ t have those abilities any longer.
When a thief gets the opener on you, and they will get the opener on you else they’ll just reset, you have to use upwards of 2-3 abilities/utilities. That’s disproportionate to what others have to use in dealing with an opener of another class.
Now let’s address 900 range on the initial blind on black powder. Why is it there? The thief already is guaranteed a substantial advantage by standing in the blind field, why do they need to guarantee a stealth? There is already so much you have to deal with when fighting a thief, quite frankly it isn’t fair to other berserker builds. If I see a thief using black powder and prepping a hs or steal through it, I should be able to counter it with a ranged knock back. Every situation the thief has a huge advantage in regaining an opener. Take a look at lyssa runes and basi venom. Aegis and stability? Come on man! If I see it coming, I should be able to counter it with options…blind, stun, or a knock back. YET YOU CAN’T!
It’s like people who play thieves are so blinded by the ease at which they drop other berserker builds confuse it for skilled game play.
(edited by Pyriall.5027)
to pyriall, do you know how much initiative skill 5 costs? you can’t barely do anything after it any more. and it blinds once per second, as soon as you use an attack like 100b you will still hit the thief.
.
Yes I know how much it costs. I also have the benefit of playing over 1000 games on every profession in every build imaginable. The common theme is that no matter what berserker build you play (outside of dps guardian), thieves make obsolete. Given their role in a team match they also make dps guardian obsolete. As I stated previously, not all professions can overload the blind with a multiple hit ability.
As to the thief doing anything after dropping it…all you need to do is auto attack out of it. If you are using dagger, you’ll have the added benefit of putting poison on your opponent. If sword, you’ll apply weakness and cripple. All the while you regain initiative.
The big mistake they made was giving out pve legendaries in pvp. What they should do is make it a unique legendary pvp skin.
Poison on steal needs to go as well as the 900 range blind on black powder. The blind pulse on black powder needs to be adjusted as well. There are two abilities that deal with blind, one on engi and warrior. Not every profession can over load the blind, and thieves should not be immune to melee damage because they decided to hit 5.
Just have everything unlocked period in pvp (in terms of trait/skills)….. how on god’s green earth is that hard to comprehend????
For crying out loud, just add a poll in the heart of mists or poll the spvp community forums and ask players how they want it…I can’t believe the amount of neglect the community gets, seriously listen to feedback…. the players are the ones playing the game and if the majority of them don’t like the “locked traits” feature, why would you put in the game?
I just don’t understand what on earth the point is….why try to “change” something that isn’t broke?
If you think that’s going to happen…SKYHAMMER!
Please Anet don’t focus on the things you are implementing alone ..they are nice but we have so many issues with the current game at the moment concering class balance so please nerf pistol whip in the coming patch on the 15th of april
this build holds back a lot of classes
It’s not the build, it’s the profession and its mechanics.
I have over 30 characters. Would I be able to get a refund on those as well as all the gems I purchased? I’ll gladly just trim down to 8 professions at this point, I’m not planning on unlocking skills across multiple characters of the same profession.
On the bright side, much like the heals, most of those grand master traits are horrible and don’t even compete (outside of 4 or so) with the current GM traits.
Justin…why are there no unlocks through pvp content. Why is it always a one way street in favor of pve?
PvP Unlocks -yes, please, just like in GW1 or LoL etc, gives good incentives. But please make it so that doing PvP is the best thing to unlock them, not farming money in PvE or some stuff like that that doesn´t make sense.
It’s already been stated, pve content will unlock them or you can buy them with gold. No confirmation of pvp content unlocking them.
Is it a conscious decision to always implement features that infuriate the pvpers?
Why is it that the content to unlock these abilities are pve only? Why isn’t the opposite true? Why is there no pvp specific content to unlock them? I’m not talking about unlocks through gold.
Come on guys, lets be more productive here. Saying we don’t care isn’t just wrong, it shuts down and discourages dialog between developers and players.
Don’t get me wrong, you can certainly express your opinions and frustrations, but just because we are heading in a direction you personally don’t agree with doesn’t mean we don’t care or that we are ignoring you.
Now lets get this thread back on track.
As Roy mentioned in another thread, all the current traits will remain unlocked in PvP, even for new players. It is only new traits that need to be unlocked, and you will not have to PvE to obtain them.
Also, this system is designed for horizontal progression. Unlocking traits, or what have you, won’t (at least shouldn’t, barring any balance issues) make you more powerful, they simply give you a wider range of builds and allow you to better tune your character to your play style. Many, many successful games ease players into options, and, in my opinion, trait unlocking isn’t any different.
I understand some of you are worried that we’re just adding stuff and ignoring existing problems. I can assure you, as I sit within earshot of the Skills and Combat team, that they are very aware of this and have no plans to ignore existing issues.
I have over 30 characters. Now I have to do unlocks on each one of them for the new skills? Can I get a refund?
I believe this will make longbow rangers a serious force to be reckoned with, especially on a non-conquest map. However, I think that it’s still going to be counter-able and overall it will be a good change.
It competes with signet of the beastmaster…it’s not even close. This ability isn’t going to see much play. Power ranger is very close, the problem continues, and will continue to be thieves.
Don’t knock it too much until we try it. Yeha sinking it behind a grandmaster is frustrating, but it’s an improvement. I almost feel like they listened to my suggestion some when I suggested something like this a while back. I just wish they would consider also my suggestion for adding a function to the AA that is built into the longbow itself where you can hold down the button for a longer range and higher damage shot (but it would only be that one shot, pretty much like drawing back a real bow for a long distance, well aimed shot).
If you’re going 30 in Marks, you’re taking signet of the beastmaster. It doesn’t even compare. If you don’t have signet of beastmaster, you’re not beating any thief. This should have been a skirmishing trait.
Probably arenas.
Push pull CTF, betting monies!!!
You can purchase any of the trait guides. Prices depend on tier and whether it’s new or not. So for every trait there will be an option to go out into the world and unlock it via specific content or just purchase it if you choose to go that route.
Here is a question that I already know the answer to (based on past history). Does, “traits will be an option to go out into the world and unlock it via specific content” include specific pvp content? Why is it that only pve specific content unlocks the traits? Shouldn’t some of the content, to encourage pve players to play pvp, be to unlock some of those traits strictly through pvp. I don’t mean gaining gold through pvp to purchase them either.
Do what they did previously, break the ability into two. First, the evade and second, the damage and cripple. Boom, instant counter play.
From purely a berserker perspective:
Remove Poison on steal
Remove the 900 range blind on black powder
Do something with the number of pulses of black powder
If you haven’t gotten the memo, they are trying to make sPvP and PvE more inclusive. So you are going to be seeing more PvE based rewards because they want to attract those PvEer to do PvP and the reverse to a lesser degree, since they are so few in the first place.
With that said, those rewards are terrible. At best if the current rewards stay they should be for the end of a tournament or soloQ win and not for ranking up. That is just silly.
Just wait for the new reward system. IT’S GOING TO BE AWE$OME!
Stuff that belongs to you…can I have it?
So I talked to a dev:
Following conversation:
You could at least have hotfixed healing signet and the spirit of nature renewal :/
[18.03.2014 18:15:16] Sensotix: after 3 monthsDev: Healing Signet does not meet hotfix criteria
My question now:
Thief
Trickery II—Instinctual Response: Fixed a bug that caused this trait to grant fury and vigor while on cooldown.How can this meet the hotfix criteria and healing signet and spirit of nature renewal remain untouched for quite a while again while both (Warrior and Ranger) are still being very dominant in the meta after six months already
Please explain this to me because I can’t understand the logic behind it
It’s pretty simple: One is a bug, which is not the intent of the design team.
Healing signet isn’t a bug, it’s just the product of a design team that is completely out of touch with the competitive PvP scene and even more out of touch with what the playerbase wants.
Here is a small hint to why stuff like this doesn’t get changed:
Judy is a mother of 3. She likes guild wars 2 because the art is pretty and she can make her little asura look adorable. Judy isn’t great at video games but she is willing to pay gems for a Quaggan backpack. Healing signet allows Judy to walk through content without ever having to touch the healing key or worry about health. It makes her “feel” powerful, even though the skill is doing all the work. Judy is none the wiser.Judy buys gems, you don’t. Healing signet 8% nerf is probably already more than they want to go. I’m just being real.
People who pvp would buy stuff, IF there was anything worth buying.
An 8% reduction would have been a “shave” 5 months ago. This clearly indicates that there are MAJOR changes coming to Healing Signet/Spirit of Nature Renewal that we are not capable of digesting now. What at needs to happen, is we must first hear the changes (Ready Up), must process the changes (2 months pre-patch), and then accept those changes (play another game).
lol dude. You are in for some major disappointment if you think anything more than an 8% passive nerf is coming for healing signet. They already told us the balance patch notes and anything extra will be minor/insignificant. I expect some tiny pistol whip nerf too. But other than that I expect the balance changes that we were told about months ago haven’t been changed (makes you wonder what the balance team do for that time?). Devs have already said that they kept balance changes to a minimum for the feature patch (lolz).
Having said that, most of their patches introduce at least 1 broken and unfun build. Usually a buid based around passives and immunities, and one which has no counterplay at all to it. So perhaps guardian spirit weapons? We shall see. But honestly, the balance segment of the feature patch is already confirmed as a fail (buff turrets lol – do little to address anything).
Obviously you are a thief. You must be in order to have evaded the sarcasm in my original post.
An 8% reduction would have been a “shave” 5 months ago. This clearly indicates that there are MAJOR changes coming to Healing Signet/Spirit of Nature Renewal that we are not capable of digesting now. What at needs to happen, is we must first hear the changes (Ready Up), must process the changes (2 months pre-patch), and then accept those changes (play another game).
Thanks Lordrosicky.5813 for understanding.
Before you guys continue to react over this, please pay attention to the entire post.
“However, we are not where we need to be yet, so we are continuing to investigate other ways to handle this issue.”
This should mean something to you.
I really wish you wouldn’t say things like this. Before you go insulting players, how about you take an honest look at your past history when it comes to statements you are now highlighting. We know you said; “however, we are not where…”, but that is the problem. You say things like that ALL THE TIME and NOTHING IS DONE. What is so hard to understand about that? Someone above me put it best, you guys sure do investigate a lot of things, but boy do you fall short in fixing them.
They was never a patch planned for today. They even told you a month ago just to be as clear as they can possibly be. So that they wont be any doubt in your mind.
There was a planned patch, it was also executed. Unfortunately, this patch had very little to do with pvp.
They just needed a bullet point for the notes to say, “see we did something in pvp”.
Visible MMR and placement on leaderboards is something that was discussed on SoTG and before they introduced ranked play. At first they didn’t want to display them until they felt the bugs were ironed out. Then they said they may add it if players wanted it (which we do).
I believe their hesitation is strictly them not being confident in the rating system.
Along with this; please fix the silent treb bug that has been in the game since release.
That isn’t the problem. The problem is the people that play the game and get on the forums and instead of explaining the issues they see in a concise, polite way they say rude things and then the devs don’t worry about it because they think to themselves, “Dang, if people get this mad over the game and continue to play it we must be doing something right.”
If I was a dev, not only would I not respond to the OP, I would flat out ignore them.
It’s about time people start conveying their desires for the game in a polite manner instead of these rage filled diatribes. Forum trolling is so passe.
I has nothing to do with manners…it has to do with resource allocation. So, you are saying if we were all polite then all of a sudden the CEO would send down an order to have more staff work on pvp?
You said it yourself, “The rewards weren’t that dynamic or thoughtful.” that’s GROUNDS enough to kitten the system as poor.
Sounds like you’re just giving up on saying it’s not rewarding, and looking for an excuse to vent.
It’s exactly like getting $100 for Christmas from a relative. It happens once a year, and it’s not that thing you’ve been wanting, but maybe you could use your brain, go to the store (trading post) and get some rewards yourself?
I don’t need to look for an excuse to vent. The rewards system for pvp is lack luster.
It’s more like your parents gave you a coupon to trade in for anything in the house you want.
Ok the grounds or basis in the complaint is that the system is not rewarding. Over a year and half we’ve received the ability to accumulate items to make items we have OR make dyes. Sounds like a fair and rewarding system to me.
Well, you left a couple details out in your argument on why the system is not fair or rewarding. Here’s what you can do with Glory in the last year and a half. In over a year and a half, dedicated PvPers since launch have had the opportunity to use Glory to level all characters to 80 through PvP, make insane (500+) gold from Wintersday gifts, bypass the grindy ranks and directly buy the upper ranked PvP gear.
That’s from spending glory. Dye crafting is the less favorable, more grindy way to spend glory on consumable tokens, but a proper way to ensure you get the maximum reward for your left over PvP by-products.
On an unrelated note, now we get cash from playing PvP matches, super increased Rank Points from tournaments, and tons of Bags of Alliance supplies.
A lot has changed in the way PvP players are being rewarded in the last couple months.. actually.
I agree that the system was was very disappointing compared to what could have been. The rewards weren’t that dynamic or thoughtful. They’ve more or less just been throwing money at us, or speeding up progression very fast. But dedicated PvP players have no grounds, (there’s that word again), to say that PvP progression has only received the ability to make dye, or PvP items, like you just said.
Right now though, the focus is tying up the loose ends in order for the better system to go live.. it’s actually pretty exciting for someone like me who likes GW2 PvP.
We absolutely have the “GROUNDS” to say pvp progression has been terrible. I was sitting on over 1.5 million glory when the new glory sinks came in. Those came in a year after the game was released. Very cool swag ooh much loots was given when they introduced the new vendors. After purchasing everything, our options are…dyes. I’m sorry, that’s just not a good system. You said it yourself, “The rewards weren’t that dynamic or thoughtful.” that’s GROUNDS enough to kitten the system as poor.
I have every right to complain. Who exactly are you to tell someone they can’t?
‘Grounds’
8. The foundation for an argument, a belief, or an action; a basis. Often used in the plural.
I’m saying the belief some people hold that the PvP system has no way to be rewarded for amassing PvP items is a really inaccurate stance, that makes your complaints pretty unfounded.
I’m not saying you have no right to complain in the first place. You are always allowed to whine.
Ok the grounds or basis in the complaint is that the system is not rewarding. Over a year and half we’ve received the ability to accumulate items to make items we have OR make dyes. Sounds like a fair and rewarding system to me.
Saying someone is blaming the system means the system isn’t at fault. It 100% is the system. He isn’t blaming it, he’s pointing to how broken it is.
This thread makes my head spin how much you are screwing yourself and blaming the system. Lol.
After hearing about the Glory Removal coming, I mystic forged all my Arcane Dust and Arcane Slivers into about 300g worth of Dyes, after selling them on the Trading Post. I’ve been spamming boosters and using excess glory on copper chests. This strategy landed me more dust, which meant more dyes to sell.
In the last two weeks, (or whenever the Bags of Alliance Supplies were added to PvP), I have collected 10,000 blade shards from tournament chests. I think that our plight as dedicated PvP is the same as PvE players in that we need a dump for all these freaking Blade Shards.
From the Bags of Alliance Supplies, I also have gotten enough ‘Found Belongings’ in order to buy and resell 40g worth of Watchwork Sprockets on the Trading Post.
Saying someone is blaming the system means the system isn’t at fault. It 100% is the system. He isn’t blaming it, he’s pointing to how broken it is.
I’m a dedicated Tournament PvPer.. and the system currently makes me feel well compensated and rewarded for winning Tournaments. If you are too lazy to use the system and liquidate your PvP material collection into dyes (like the guy above posting his PvP material collection screenshot) then you have no grounds to complain about the system being broken.
I have every right to complain. Who exactly are you to tell someone they can’t? The system isn’t rewarding. I have converted materials and sold dyes. Woopiee!! Very much appreciated, very fun. It does absolutely zero for me. It’s not a reward. Maybe you’re too lazy to realize it’s a crap system.
This thread makes my head spin how much you are screwing yourself and blaming the system. Lol.
After hearing about the Glory Removal coming, I mystic forged all my Arcane Dust and Arcane Slivers into about 300g worth of Dyes, after selling them on the Trading Post. I’ve been spamming boosters and using excess glory on copper chests. This strategy landed me more dust, which meant more dyes to sell.
In the last two weeks, (or whenever the Bags of Alliance Supplies were added to PvP), I have collected 10,000 blade shards from tournament chests. I think that our plight as dedicated PvP is the same as PvE players in that we need a dump for all these freaking Blade Shards.
From the Bags of Alliance Supplies, I also have gotten enough ‘Found Belongings’ in order to buy and resell 40g worth of Watchwork Sprockets on the Trading Post.
Saying someone is blaming the system means the system isn’t at fault. It 100% is the system. He isn’t blaming it, he’s pointing to how broken it is.
You should probably use it to make items you already have and then just salvage it again and repeat…at some point, you’ll understand A-net’s plan.
Yes fifteen times.
Feature patch will address the following:
Character Templates
Team Charters
New pvp rewards and currency
Sigil and rune updates
Will address aoe spam
Will address condition spam
Will address AI
Will address broken thief mechanics
Will address broken warrior mechanics
A new playable race
Will solve world hunger
Will both break warriors and fix warriors in the same patch
Will fix passive gameplay, passively
Will bring in new pvp players
Will bring back all the old pvp players who left
Will be the beginning of the end of the word soon
Is the only thing that Chuck Norris fears
These rewards are just a stepping stone for what is to come in the feature build. Try not to overanalyze these current rewards and sit tight. Unfortunately we cannot grant retroactive rewards with this type of change but just wait to see how we deal with this come the feature build! I can’t say anything further regarding that because it’s just way too big of a spoiler, but information is coming soon.
Remember when you used to hate hearing that? Yeah, I do.
Staff ele will be 0/0/10/30/30, maybe 0/10/0/30/30 at a stretch. It won’t need more condi removal.
You guys are smoking something funny if you think 0/0/30/30/10 will be made viable by cleansing water (of all things!).
This trait will remain invisible to eles indefinitely. Save you efforts for stuff that actually shuts players out of matches consistently (not some bizarre niche counter for glass condi necro – a crappy build anyway).
This. I’ve said it before and I’ll say it again, Condition Necros still stand more of a chance against a DS Ele then a non DS Ele stands to a Condition Necro. You want to talk about hard counters? Try playing any non-bunkery Ele against a Condition Necro.
That should be changed as well. Signet of spite is another one of those abilities that is way over budget.
- We’re moving rank points gained from the win chests from the win chests at the end of Solo and Team arenas. This means no more bounce chests. Rewards will go directly to the scoreboard now and will be rewarded at the end of the match.*
Could this fix the region transfer reward bug? Has the day finally arrived???!!
Please submit a ticket for any bug related issues. It will be fixed soon. I don’t believe this company, with such a great reputation, would leave a bug in for more than a year. Definitely not.
According to colin they are more people PvPing now that ever before. The leaderboards only show people that care to leave hotjoin, which a lot don’t.
They include WvW in the “pvp” population. In prime time, just in hotjoin there may be 5-10 full servers. That’s it, 5-10 full servers during prime time with 10 minute queues.
Except that he wouldn’t have said it in a PvP ladder thread, so unless you can read minds or have more information, why don’t you show where in this quote it says it includes WvW. Let me remind you, that they was nothing added in WvW in december that would have driven up the player numbers unlike sPvP.
Here is the quote and link. [url]https://forum-en.gw2archive.eu/forum/pvp/pvp/Collaborative-Development-Ladders-Seasons/page/3#post3699860 [url]
I will add a fun fact: When rewards were updated in December, PvP saw a 40% growth in player numbers that has stayed solid ever since, the largest single jump in player participation in any game content type as a result of an update we’ve ever seen. This growth was almost entirely players who didn’t play PvP before, who suddenly became interested once it was rewarding, and I’d argue it’s not even that rewarding yet. To discount rewards as meaningless might be true to you as a player, but we consistently hear very different feedback from other players, and they make this very clear in their actions. We need to make sure players who truly care about prestige and being the best are catered to, and we need a way for players who aren’t that yet can become excited and invested and someday potentially become part of the first.
This would be the part where you show your work. Admittedly, the ever before part might have been from somewhere else.
Better than sifting through posts, I’ll ask the question here again to Allie. Do you guys include wvw in your pvp population?
So you are saying you make up the claim? In any case, Anet has also said something similar about increase numbers in WvW, but that was months before he made this comment.
It was stated, but I’m not going to sift through all the posts or videos to find it.
(edited by Pyriall.5027)
According to colin they are more people PvPing now that ever before. The leaderboards only show people that care to leave hotjoin, which a lot don’t.
They include WvW in the “pvp” population. In prime time, just in hotjoin there may be 5-10 full servers. That’s it, 5-10 full servers during prime time with 10 minute queues.
Except that he wouldn’t have said it in a PvP ladder thread, so unless you can read minds or have more information, why don’t you show where in this quote it says it includes WvW. Let me remind you, that they was nothing added in WvW in december that would have driven up the player numbers unlike sPvP.
Here is the quote and link. [url]https://forum-en.gw2archive.eu/forum/pvp/pvp/Collaborative-Development-Ladders-Seasons/page/3#post3699860 [url]
I will add a fun fact: When rewards were updated in December, PvP saw a 40% growth in player numbers that has stayed solid ever since, the largest single jump in player participation in any game content type as a result of an update we’ve ever seen. This growth was almost entirely players who didn’t play PvP before, who suddenly became interested once it was rewarding, and I’d argue it’s not even that rewarding yet. To discount rewards as meaningless might be true to you as a player, but we consistently hear very different feedback from other players, and they make this very clear in their actions. We need to make sure players who truly care about prestige and being the best are catered to, and we need a way for players who aren’t that yet can become excited and invested and someday potentially become part of the first.
This would be the part where you show your work. Admittedly, the ever before part might have been from somewhere else.
Better than sifting through posts, I’ll ask the question here again to Allie. Do you guys include wvw in your pvp population?
A complete guess here, but i’m pretty good at guessing.. .I’d say about 10-20% of active soloq players are on the leaderboard, and about 20-25% of active teamq players are on the leaderboard.
I would also estimate that about half of those players are crossovers and play both queues.
If I’m close at all, that would ballpark the active PvP population around 5,500 NA players. No idea if EU is similar.
That’s being very generous. In NA, you have guilds which comprise the majority of the active pvpers. There are a few guilds that people don’t represent, but are in. If you look at that full roster, those are the same people you play against in the ranked matches. Those guild rosters are 200-300 people.
i dont know man just my guild alone has about 40 active players in PvP. my server has probably around 200. If it was 200 for each server that would be 4,800 NA, and I’m on FC a relatively low pop server so…..
Take a snap shot of hotjoins in prime time. You will see very few full servers. Now take into account the large queue times in ranked solo and team queues.
A complete guess here, but i’m pretty good at guessing.. .I’d say about 10-20% of active soloq players are on the leaderboard, and about 20-25% of active teamq players are on the leaderboard.
I would also estimate that about half of those players are crossovers and play both queues.
If I’m close at all, that would ballpark the active PvP population around 5,500 NA players. No idea if EU is similar.
That’s being very generous. In NA, you have guilds which comprise the majority of the active pvpers. There are a few guilds that people don’t represent, but are in. If you look at that full roster, those are the same people you play against in the ranked matches. Those guild rosters are 200-300 people.
lol >.< yea I was mostly serious.
When I first rolled condi warrior I facerolled noobs for awhile just spamming skills.
But against good players it’s wayyy different.
hint – after I swap to sword I can’t remove condis for at least 5 seconds unless I hit you with flurry which is melee range. Hint #2 if I don’t have berserker stance on and I use flurry or combustive shot, I can’t remove condis for several seconds. Hint #3 after I use sword #5 I have no way to block damage except to dodge (or blind you with longbow 4).
*hint" you have berserker stance
Hint #2 you have lyssa runes
Hint#3 You have ridiculous passive healing and mobility
Hint#4 Not everyone has the mass amounts of poison uptime required to negate healing sig/adrenal health
Hint#5 when low on health, you los until your cd’s are back up and your health has regenerated
Hint#6 it’s another brainless build currently in the gameim not running lyssa runes or settler’s amulet. maybe that’s the difference here. im running undead runes with rabid amulet.
im not built to sustain/regen and slowly kill you I am built to condi burst you down or gtfo.
You run healing sig, adrenal health, and cleansing ire yes? Then you are built for attrition and regen. So what you’re saying is, you have health sustain AND condition burst (which goes against the concept of conditions).
lol >.< yea I was mostly serious.
When I first rolled condi warrior I facerolled noobs for awhile just spamming skills.
But against good players it’s wayyy different.
hint – after I swap to sword I can’t remove condis for at least 5 seconds unless I hit you with flurry which is melee range. Hint #2 if I don’t have berserker stance on and I use flurry or combustive shot, I can’t remove condis for several seconds. Hint #3 after I use sword #5 I have no way to block damage except to dodge (or blind you with longbow 4).
*hint" you have berserker stance
Hint #2 you have lyssa runes
Hint#3 You have ridiculous passive healing and mobility
Hint#4 Not everyone has the mass amounts of poison uptime required to negate healing sig/adrenal health
Hint#5 when low on health, you los until your cd’s are back up and your health has regenerated
Hint#6 it’s another brainless build currently in the game
According to colin they are more people PvPing now that ever before. The leaderboards only show people that care to leave hotjoin, which a lot don’t.
They include WvW in the “pvp” population. In prime time, just in hotjoin there may be 5-10 full servers. That’s it, 5-10 full servers during prime time with 10 minute queues.
The feature build needs to have the changes equal to that of an expansion in order to justify the time between updates.