people hate premades. Its just how its always been, making this vote unnecessary. Anyway I guess it doesnt hurt, something for people to look at when they complain about no more premades
not much thinking went to this post.
This one either. people blocking other people does look like a good idea at first to try and eliminate trolls, afks and all that. I dont think many ppl especially at Blizzard expected it to be used to block players because of skill. It just seems obvious now that it happened.
As always, the few ruin it for the many. Possibly the algorithm could be adjusted to not team you with blocked players. I don’t mind killing them, just don’t want to be on same team.
This just lets you make sure the other team gets bad players, either way it’ll get abused. This is worse because as more people block players over skill level (which is really all the feature would be used for) the less number of people there would be in queue. Everyone will just end up with 1hr+ q times
Overwatch did this, ppl used it to block good players
Negating is good for combat, adds depth to it. Some of the best fights you’ve seen, in animations and live action movies are about people negating, mitigating and occasionally tanking each other, all three, like the Ip Man movies or Naruto fights. Even though they are choreographed, it is very appealing to watch because it looks convincing and realistic. This is what many of the classes are like
Real fights are ugly to watch, its more like two people flailing at each other, even trained fighters like at the MMA. No real finesse to the combat (most of the time). This is pretty much what a Necro fighting is like, all tank, no finesse. This is really unfortunate and just plain bad creative design.
Pull necromancers into enemy zergs in order to cover my escape.
I am dooone

Combat, cant find it anywhere else on an MMO. Only reason im playing the game actually. Combat this nice is bound to get copied by another studio that is better at class balancing and isnt obsessed with hand holding PvE content. Till that happens its HoTM 4 me
In my experience a premade of 4-5 players doesnt necessarily have an advantage, in higher divisions at least. I suppose i dont really care either way. Community hates premades so i guess solo/duo is the future.
I almost didnt bother grinding last season cuz no special reward. “Indomitable Legend”, not bad.
[Insert class]
[Insert name]: Pull an ally towards towards you, enemies the allly passes through are knocked down.
Anyone here could write pages explaining how to take down different classes 1 on 1 but most of it wont mean anything to you. The best thing is no dont avoid them, keep fighting and get your kitten beat until you figure out how to fight them.
I suggest only dueling for a few weeks. Start with new people till you get a handle on using your skills then fight legendary champs and legend division players on their mains. Lose until you are no longer afraid of losing.
I wonder how many fail balance patches it will take before suggestion threads die.
#KeepTheNecroDreamAlive
taking out the stun break was really foolish. That alone allowed some diverstity in the traits when taking Ventari, Mallyx and Jalis which have zero to bad stun breaks instead of being forced to take retribution and herald with those legends
I only use shield in tandem with Mace….I simply hate how sword 3 looks with the shield but in my experience with shield 5…it’s good when you get condi bombed because it blocks all that condi damage….soothing bastion on the other hand yeah, it should break stuns so we can have some reliable def vs condi and cc outside of Malyx + shield.
Does shield 5 still stop condi damage?
Lol This is too funny. Shield used to break stuns, not only that during crystal hibernation condis on you were nullified (similar to resistance). During a balance patch both were taken out.
The change basically made shield a bad alternative to sword off-hand in my opinion especially since the heals on shield were later nerfed.
For those interested
Staff 5 had a range of 1200 and did 50% more damage (i think more, it was nerfed twice over 2 patches)
Phase traversal had no cooldown cost 20 energy
Riposting shadows gave 50 endurance
Precision strike had a 5 sec cooldown
Unrelenting assault hit 7 times
You could get about 20 might stacks with glint and nature facet, easy 25 with unrelenting.
Retribution stab on dodge had no cooldown
Sword had a projectile on its auto and did a lot more damage
Quickness affected finishing
Both sword block and staff block had a 10 sec cooldown.
Theres probably more but this is what i rememeber right now. When revs are salty on the forums, its because the class has been nerfed to oblivion. Its pretty bad for me because i still cant get over how much slower the class is now. It is extremely sluggish compared to what it was.
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When loading into a map i get a black screen for several seconds when i shouldnt. This just started today.
When i press the windows button the game becomes unresponsive for a few secons before minimizing. This also started today. I have tried restarting and repairing
it would be really foolish if they make the Ascension available so soon after the reward track has expired. The major thing about the track was to complete it within a certain time to get access to the backpiece. If there was long period of time where it was inaccessible (2 years at least) it would hold some value for the people who grinded for it.
In an mmorpg an items value is everything, thats something Anet still doesnt fully understand yet
To answer the OPs question, no its not worth it this season, no real rewards for it.
Make it unavailable for 2 years? What a horrible idea. Thank god u don’t work at anet.
Yea man possibly even longer because it is a pvp legendary item. If i worked for Anet, i would leave within 6 months unless i had any say in class direction.
Lol this same argument,this is the same argument people made when i said traps were going to make the dh look broken after they buff the sustain. Less than 2 days after patch day everyone and their mothers were yelling DH is broken.
Stealth is just an easy get out of jail free card, which would have been fine but too much of it forced the class into the +1 decap role. Do you think they will give it engi sustain so it does better in team fights when they can pretty much always become untargetable? and always gain attack advantage?
You know a class is skrewd when people say they dont even pay attention to what it is doing and they just kill its team 5v4.
it would be really foolish if they make the Ascension available so soon after the reward track has expired. The major thing about the track was to complete it within a certain time to get access to the backpiece. If there was long period of time where it was inaccessible (2 years at least) it would hold some value for the people who grinded for it.
In an mmorpg an items value is everything, thats something Anet still doesnt fully understand yet
To answer the OPs question, no its not worth it this season, no real rewards for it.
This whole thread relies on the assumption that your entire team needs to stand on a point. You only need to have one person on the point at any given time to contest it.
There’s already a counter to AOE, which is to avoid stacking up on point. Rotate people on and off as needed.
If there is a large point, it should be far enough from spawn that downing the enemy bunker reliably secures the point. On Foefire, (depending on team comps) you can lose your bunker at mid but contest the point long enough via kiting and LOSing for your bunker to respawn and rejoin the fight, which essentially resets the whole endeavor.
Your entire team doesnt need to stand on a point, but every teammate should be able to contest because there will be times you need to. Not just contest, but go in to the fight and assist instead of spending half the time waiting for everyone’s one shot skills to end.
Its really so bad, thief has been reduced to spam or die, either you spam dp stealth, death blossom, unload or vault, using any of the other skills especially in a team fight is pretty much a waste of initiative.
The most ridiculous thing about this is they cant just buff thief to fight better with the team, because stealth will make any thing anet does look broken, the same way traps make any buffs dh gets look broken. Its amazing how ridiculous these devs are
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so the reason for smaller cap points is to shorten the duration of the fight? You understand that some classes are better at fighting on smaller cap points than others right? and that is a huge problem since the matchmaking doesnt take profession mix into account
You have just basically said that shorter fights are more important than classes fighting on an even footing. You are saying, it doesnt matter if two (even 3) thieves are staring down a multi DH, multi condi war comp it doesnt matter as long as the thieves die quickly without wasting time bothering about contesting. This is why people have a problem with anet devs.
Lol im done.
The problem with longer fights is longer fights changes how the rotation games works. If the fights take too long then rotation becomes devalued and strategy turns to simply taking home and bunking mid.
A example of this is 3point maps in SW:TOR (back when it had 8v8 ranked) where that game’s more difficult capping system meant that teams simply take close and contest mid, and the team that capped their close first wouldn’t even need to cap mid. Thus winning simply became about getting the first cap and the rest of the match was just for show.
Thieves would actually be less useful with large nodes because with large nodes the gameplay turns away from rotations and towards bunking. And thieves strength as always been in rotations.
Before, the June 23rd patch that killed core thief, i was a combat thief so i would run S/D and D/P, rune of lyssa, 30 points in trickery, improvisation trait and old feline grace trait. I ran this because i really hated (and still do) stealthing but i liked the evade gameplay.
I noticed that this build was really good at fighting revealed and did really well in team fights and outnumbered fights against other classes. This was really useful on a large point because when i recalled out of range to avoid a pin i would still be on the point or very near it so i could still contest. This doesnt work anymore after all the changes.
Nowadays with smaller points thieves cannot participate in a team fight well because of DH traps and all the random AoE, Often times i would see a thief hanging back looking at a fight waiting for an aoe skill to end before jumping in, waiting because going to another point isnt a good option at that moment for whatever reason.
This is why Helseth (i think) said they dont pay any attention to what thief is doing.
DH traps are really bad for the game, the amount of stealth on thieves also really bad for thieves. Ive said this for months its only now people are finally beginning to understand why.
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Hey everyone,
This has come up before and I thought I would give some insight as to why the capture points are the way they are.When we look at the data we have for capture points, we notice that fights on bigger capture points tend to run much longer than capture points that are smaller. It makes sense, when players are able to use skills to guarantee hits on players that are on point, instead of the missing players that are on point but running around the outskirts of the point. This means on smaller cap points players will need to weigh the risk of being on the point and know when you need to rotate out.
Question time:
How do we like smaller capture points knowing that they reinforce fights coming to an end?
Would you change the mid point to be larger?
Would you change the side points to be larger?
so the reason for smaller cap points is to shorten the duration of the fight? You understand that some classes are better at fighting on smaller cap points than others right? and that is a huge problem since the matchmaking doesnt take profession mix into account
You have just basically said that shorter fights are more important than classes fighting on an even footing. You are saying, it doesnt matter if two (even 3) thieves are staring down a multi DH, multi condi war comp it doesnt matter as long as the thieves die quickly without wasting time bothering about contesting. This is why people have a problem with anet devs.
Lol im done.
I can’t stop laughing!!!!!
i know, this is the funniest thing ive watched this year. Helseth is a complete savage
This must have made its round on the forums but this is the first time im seeing this
This is what happens Anet when you refuse to take class balancing seriously. Keep this video in mind while you are patching classes next month. If you don’t know what to do, ask.
Posted this several hours ago and im still dying.
“I can smell the half delivered patches”
-Lord Helseth
Hey guys, I just wanted to add that the reason why this video is funny isnt because Anet lost the match but because they went through the same class inequalities that everyone goes through. Like Helseth’s team dominating the dev necro showing how bad their defences are and how helpless they were against his condi mesmer. It is extremely hilarious because we talk about what happened in this vid all the time but the devs act like they dont even know what classes are in the game. O and Helseth lmao i just cant…
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i basiclly only play necro and prestige 2 legendary or w/e you wanna call it mostly done on solo que….
your right and your wrong
your right that necro doesn’t have enough defense to defend themselves with skills or dodges to survive a focused burst ( more so at start of game if you have no DS).
however, fixing this is fairly easy all you have to do is in big team fights and you know you dont have DS just hang back if the enemy team over extends to kill you just LOS them or run around being as defensive as possible (drop a few marks behind you etc..) if they are pushing to focus you… then they arent focusing your allies, meaning they can free cast on them…… as they blindly go for you… if you do get caught by rev/ guard with a tele or somthing then pop DS and leap away and continue to run until they decide to focus something else and rinse and repeat as focus returns
This is an excellent post because it saves me the time of explaining why Necro is the worst class in the game. I play rev, if you did this, i will follow you even if it is off point. The last thing I need is for you to reset and come back then i would have to avoid your condi spams all over again. You going off point away from the team makes my life easier because i have less things to evade since no enemies and marks are unblockable .
Other classes dont try to escape with skills that arent even really escape skills and hang back hoping nobody chases.They use their defenses and take the focus or quickly counter burst someone to get them to back off, none of which necro is able to do. This is why i left necro after playing only necro for 2 years
Anet thinks we are too evasive so they nerfed riposting shadows. I say only a matter of time before they nerf it further using the same excuse. They did it to thief before HoT which left the class in shambles for 5 months. Wouldnt be surprised if it happened to rev.
i think i replayed this about 10 times..that is insane
Someone in map chat just said that their match ended with a 500-500 tie but everyone lost a pip, both their team and the other. Has this happened to someone else?
Signet of might and nothing can save you both cause attacks to be unblockable. Signet of might has no cast time meaning you can activate it while casting another skill, extremely useful if you notice your execute is about to be blocked. On the other hand "Nothing can save you has a cast time on it so if you notice your grave digger for example is about to be blocked you have to cancel it, activate the shout, wait for the shortened cooldown then activate it again.
When people give Anet kitten for the retrded way they handle class design, necro especially, you see why.
Guardian – “Trap here, Trap there, ok a few more, now you stand here please not there”.
Elemmentalist
Fire: Someone just watched beyblade for the first time
Water: “wait for me please im just going to drown myself while being zen”
Earth: this one is so bad looks more like a glitch than a skill. If they were going for an earth wave riding animation, make it look like an earth wave riding animation not a kangaroo with a stick up its kitten or just dont bother.
Its the artists that suffer the most because im pretty sure they are told what to design based on the skills another team comes up with, it sometimes wont come out right because of tech limitations.
Air: A “human” telephone pole
Ranger: Anets version of pokemon, “Im just going to stand over here while AI animals do all the work”. O hey, you died, im so good.
Theres another game with a ranger class that has a pet, when the pet dies, you can use a skill to revive the pet which has a limit on its use. Anet decided to say, pet dies too easily, instead of a revive skill with a cooldown lets turn the pet into a tank that can one shot players.
Revenant: Play rev if you want to get nerfed. Phase traversal 5 sec cooldown, fine. Damage nerfs, fine. Cooldown increases, fine, phase traversal increase from 20 to 35 energy “to encourage legend swapping” lol ill design your rev for free if it would stop these kind of trolls.
Engineer: Probably the only sane class out of all of them
Necromancer: “Dont leave me please”
Warrior – “Immune”
Mesmer: “O he is cleansing, how cute”
Thief: “Dont kill me please”
I still get teammates that run out of refuge (e.g. when we try to invade far at begin of the match) or spam AA while in downed state while i apply stealth on them and attempt to rez them. Welcome to legend, guize~
I also remember when stealth used to be an effective feature to bring to the team.
It is still useful, just need to be more careful about because Anet handled braindead reveal to revs and engis – sole reason why you can’t play core thief in pvp in higher tiers /clap
A good thief can play very well revealed. Its bad thieves that constantly need to be spamming stealth. These are the ones that dont know what to do with themselves when they cant go into stealth. The problem with thief is DH and their lack of damage reduction to handle the power creep.
they could keep the thematics. There are a couple ways i can think of where being slow could work, lingering effects and during cast effects.
For instance tainted shackles continuously applies condis and then ends with aoe damage and immobilize. Its also not on a fixed point like wells. If the skill was better like, continuously applies slow or drains endurance then it would compensate for the really long cast times on executes. The class needs something like this and more of the kind.
If necros got a buff or inflicted debuffs while casting like damage reduction or faster casting while being hit during a cast, spec armor, fear, something to prevent the class from being disadvantaged just for trying to use skills, it would help to deal with not having mobility.
I always thought that there should be a trait with an icd that replaces the dodge ability with insta cast invulnerability or an f2 skill that uses up life force for invulns or blocks.
There are so many things they could try out to make necro not be a brick
You’ll still be able to get the wings, even with the considerable league changes coming with Season 5.
lol trust anet to devalue a legendary item. I was hoping this one would be an exclusive too.
Hopefully we’ll have a double exclusive backpiece/shoulder piece later lol.
Ha! exclusives dont exist in this game except for the 4th bday back items and mail carrier which im sure anet will find a way to hand out. Do the esl players even get exclusive items?
You’ll still be able to get the wings, even with the considerable league changes coming with Season 5.
lol trust anet to devalue a legendary item. I was hoping this one would be an exclusive too.
you are SOL
thanks for the answer
next time start earlier and not at the end of the year
But next time start earlier!
Easiest path is playing on time
thanks i don’t think i could have figured that out
But thats the only thing anyone can say, start earlier. You are going to miss 4 days, if you couldnt start earlier fr some reason then sorry, maybe there will be another achievement track
really.. oo i should get on that char then



How exactly is someone supposed to convince you to get better at playing your class based on fact? …
So many people reacted the same way you are reacting now, now look at the threads…
so here is an excercise for you, check how many classes can avoid trap damage even after being pulled without the basic dodge and how often.
More personal attacks not warranting a factual response.
Me saying your problem with dh isnt because dh is broken isnt a personal attack, its simply a long way of saying l2p. Again dh is not easy to fight against, you just need to pay attention to what you are blocking and evading which takes practice.
Before it was “dh is trash”, “dh is the worst class in the game”, “kys if you die to dh”. Dh got the buff it needed now its “dh is broken”," dh is op"," anet why you do dis".
Dont you guys get tired.
Dh is fine. Unless you play thief, there shouldnt be a problem with dh. The way traps were designed is pretty silly but at least it doesnt break the class. It could have been much worse.
This post contains no factual arguments (I would not count ‘Dh is fine’ as one), but merely thinly veiled attacks against anyone who might not share your opinion.
To reiterate: balancewise, I see no reason why the healing available to DH on marauder should be literally 3 TIMES what the best builds the other professions with the same healthpool have.
How exactly is someone supposed to convince you to get better at playing your class based on fact? Dh is difficult to fight against but from my experience a good dh vs a good [insert class except thief here] will fight to pretty much a stalemate.
Before the buffs i said that if they buff dh (and they should) dh will be seen as broken because of traps. So many people reacted the same way you are reacting now, now look at the threads.
Im sure we can agree that DH is ony getting hate because of traps, so here is an excercise for you, check how many classes can avoid trap damage even after being pulled without the basic dodge and how often.
@Kuya, im very surprised you are part of this DH witchhunt. You were here when DH was often said to be completely trash because of its sustain. The sustain has been improved so if another class is lagging behind how is it DH’s fault? Ele is the way it is now because of bad development not because DH got an unfair buff.
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Before it was “dh is trash”, “dh is the worst class in the game”, “kys if you die to dh”. Dh got the buff it needed now its “dh is broken”," dh is op"," anet why you do dis".
Dont you guys get tired.
Dh is fine. Unless you play thief, there shouldnt be a problem with dh. The way traps were designed is pretty silly but at least it doesnt break the class. It could have been much worse.
I think they gave it a cast time so you can’t use it mid gravedigger so you can counter a blocking opponent at the last second.
which is pretty silly considering the cast time on gravedigger, if it was as fast as eviscerate then that is another story.
Staff auto attack gives 3% life force per hit. Your marks give between 10-15% life force per target hit. One Mark of Blood dropped in the initial team fight should give you just under half your life force (10% x 4 players), and with staff AA hitting every 3/4 second it should take you less than 20 seconds doing nothing other than AA and dropping marks to be at full force. And then of course every attack and ability while in Shroud generates life force, so as long as you don’t jump into a 1v3+ you should be able to generate it faster than you’re losing it.
What game version are you running and where can I find it?
Whoops I actually screwed that up a little. But anyway,
—http://metabattle.com/wiki/Build:Reaper_-_Signet_Chillomancer
“all your marks are unblockable and build life force” through Soul Reaping specialization Soul Marks, 3% per trigger
Necrotic Grasp generates 4% life force per hit and is your staff AA, can hit up to 5 targets for 22% of your life force in one attack (if you’re specced in Gluttony, otherwise 20%)
Feast of Corruption (scepter 3) generates 8% plus 1% per condi on the target up to 5%
Staff 1 strikes every 0.788 seconds with no haste according to the wiki.When I get back from work I could post a video of my baby necro going from 0% life force to full in about 18 seconds, but that is admittedly on the target golems that don’t fight back. I do think it fair to say that in a team fight where you can hit multiple foes going 0-full in 20 seconds is doable frequently.
This is just plain ridiculous. 0-100% in 18 seconds. any dps class can kill you well within that time. You also said if 3+ people are porting to you at the same time that is a l2p issue. What are you talking about? you cant prevent 3 people from porting to you even if you are staying behind. You really should play more pvp before writing paragraphs about it
this skill is supposed to be instant
i still cant believe they havent fixed the UA confusion issue. Someone said in hj that Anet gave up on the game a while back, I think that is what happened. Right from the beginning they messed up, they created a system that would be impossible to balance properly and its only recently that the consequences are showing up. Most of the time they dont actually know which direction they want to take the classes.
I’m hoping a smarter studio will copy the type of combat this game has so i can bail.
power creep was necessary. Only people who have followed development since near the beginning will be able to accept why.
The amount of power creep was not necessary, and now with separate skill balance they can act accordingly and tone down all of the elite spec power creep to reasonable levels without affecting the Pve crowd and making them cry.
But as stated by others a few things need to happen tone down the power creep and do a rework of each class and give each a focus on a concept as well as opening build diversity.
Before the power creep bunker based teams won matches. If you thought bunker heal bot ele was bad, bunker turret engi was worse. You could use your entire team on it and you wouldnt get anywhere. Bunker guards and necros were also pretty much unkillable. More recently it was bunker chrono.
Bunker is really bad when it comes to conquest for obvious reasons, also because dps needs 3 stats to actually be considered dps there was hardly any room for some survivability to handle chip damage from bunkers during team fights.
What shouldnt have happened is the frequency of condi application. Mesmer applying 10 stacks of confusion 5 stacks of torment and other random stuff instantly only to apply another 5 when youve cleansed those. That makes absolutely no sense when very few good builds have decent resistance up time and the condis do burst damage. If they wanted to keep that then they should have removed invulns because there are other classes to consider.
Also the dd condi build on thief has no business being in the game. Only certain builds are comfortable fighting it. The bigger problem is how simple it is to use. Still bothers me the way Karl presented it to us, its like he saw nothing wrong with just pressing 3 and V the entire time.
Dh really is in a very good place right now. I think could take a spirit weapon like the hammer and still do pretty well, unlike before. its sustain is just about right. The only problems with it are it counters thief too easily because traps and the skill requirement is too low.
Carry classes are mesmer, scrapper, i wanna say rev but because of condi im not sure. I definitely feel like my revs presence makes a huge impact on fights but things become unnecessarily more difficult when there are stacking condi necros and mesmers. Healing druids are still clutch but not quite carry status.
power creep was necessary. Only people who have followed development since near the beginning will be able to accept why.
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Finally, someone else using sword off hand. Since the patch that killed shield people have refused to look past the weapon and it boggles my mind. The block cd is half of what shield is, you can move and theres cc.
Nice vid
What did i say, i said several times that even though DH was weak and needed a sustain boost, traps are going to make those buffs look broken and so many will flock here to scream for nerfs. People thought i had lost my mind, now look.
How many DH is broken threads does this make now?
There is a change in the pipes to allow leaving during the new timer. If you press ‘Yes’, you will still have to wait the 15 seconds to allow others to opt in before leaving.
is there also a change in the works on the preview system? How about being able to preview two one handed weapons from the wardrobe at the same time or previewing the dyes for each armour’s proper channels on the same preview window?
How about the skills interface? We have to guess when skills are off cooldown when we swap weapons or transform. We have to guess when runes, sigils and traits are off cooldown. I am pretty sure there is a way to solve this without clutter.
Maybe someone can work on these 4 year old problems instead of wasting time causing bigger problems trying to fix insignificant ones.
The wait time before we can bail after a disaster of a game is not an insignificant problem, unlike the nonsense about the preview system you’re going on about. And your “when are things off cooldown” concerns are handled by having a sense of time.
Im also saying creating the wait time is a problem we didnt need, since it looks like you dont know, it was caused because they were trying to fix some party accept problem that i dont think people even knew they had.
Even if you had a good sense of time which happens the longer you play, your timing is still going to be off. So if thats your way of excusing this being ignored in a game dependant on cooldowns, you should apply to the studio, you will fit right in.