The mechanic is part of the whole game, not just pvp so removing it would have far bigger consequences than just in spvp games. Anet seems to be working on reducing the problem for pvp though since almost every patch has got some ranged skills which get an increase to projectile speed. At max range it will probably remain a problem but once you are closer you will hit more.
1) Mesmers need to be nerfed. You guys have nerfed every other class but this one. The moa supercharge should not cancel other people’s elite skill.
I was litterally just in a match that had 1v4. The mesmer’s health was not even going down. You need to nerf them. There is no way one mesmer should be able to take on 4 people, with one being a guardian that can heal pretty well.
2) Your matchmaking system is a messed up. You have 4 mesmers on one team usually. The teams should be balanced.
3) A new type of game would be nice. A lot of these people inside SPVP do not understand the point of capping points. PLEASE introduce a game that is just killing people.
1. Err… Not sure what game you’ve been playing but it can’t be GW2 Mesmers have probably had more nerfs than any other class since launch. They still perform ok in spvp (trying for an Understatement-of-the-year while there is still time) despite this but between the Lost Shores patch and the 14/12 patch they were more or less useless in pve. Oh, and most people in tpvp are bringing Time warp over Moa.
2. I think that’s because mesmers are the fotm right now so everyone and their dog wants to play one. A few months back they were much rarer.
3. Completely agree here, just having one style of maps gets incredibly boring regardless of if your team know what they’re doing or not.
Making portal PvE only sounds like a good idea. It won’t break mesmers but it will mean they aren’t necessary and thus open up for more playstyles.
This is pretty essential in PvE though for avoiding high damage enemy ranged attacks so I don’t think it will nor should be changed entirely. Sonething like what happened to rangers though is a good idea.
If you want to lessen the amount of crafting needed you can run an explorable dungeon first since the xp reward is 70% of the xp needed for the next level (+whatever you’ve gained since your last death which will probably at least include the xp from the boss). At lvl 80 this translates to 177,8k xp from just the dungeon completion.
Bare in mind Memser gets better once you have access to lv40 traits, try it in the mists
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This, pretty much. 1-39 with my mesmer was perhaps the slowest leveling stretch (I’ve got 7 lvl80s and a lvl37 ranger) but once you got access to the tier 2 traits it picked up a fair bit and at 60 it became even better. Mesmer is probably the slowest class to level though, you will get frustrated before you hit lvl 40 but just hang in there
BS Thieves and HB Warriors can’t kill a decent bunker, but a skilled shatter mesmer with the new “glitch” can take down a full bunker in a matter of seconds, further compounded by the fact that if they don’t stay on point they lose it, whereas with a Thief, you can move, because a Thief in stealth can’t cap the point.
Just my opinion. I don’t really see how you can compare this to BS Thief or HB Warrior, I’ve never felt helpless against either, as I’ve always been able to use my stunbreak + counter. Here, if I mis-time my first dodge, I’m dead, even running with 2.7 k armor, if they can pull off the “glitch”.
I don’t think anyone is defending the F3→F1 glitch but a lot of people are crying about the change to might stacking as well and that is not something that needs to change back.
It would be nice (although not exactly likely) if Anet would pull a FFXIV on the spvp, a redesign is needed if it could be made into an esport.
Having leveled 7 characters to lvl 80 (and a ranger to lvl36) I’d say mesmer and guardian were perhaps the slowest ones. Guardians more or less lack ranged options (staff is better for group play than for solo and scepter felt very lackluster to me) and mesmers are quite slow until lvl 40 and really pick up first at lvl 60 (they feel more dependent on their traits than most other classes).
Easiest by far for me was warrior although it was kinda dull at times (go with a signet build and you’ll have 80%+ crit chance for most of the game levels 20-70).
Thieves can be quick and fun but they require a bit more risk taking. I went with a d/d condition build focusing on death blossom and caltrops while pulling several enemies at once with a short bow (since DB and caltrops are AoE).
If Anet still plan on making GW2 into an esport game then a split has to happen or they will mess up the game for the majority of their playerbase since PvE and WvW is what most people are doing atm (granted, if spvp became better balanced I think more people would be interested in it again). All skills need not be different but the split would mean that if something is discovered to e.g. be exploitable in PvE then it wouldn’t affect spvp and vice versa.
A split for all skills between sPvP and PvE/WvW is needed IMO if there is any chance for balance. At the moment having a profession and/or skill be balanced in a tournament game, in a dungeon and in a large scale WvW battle just isn’t feasible.
Two examples are warriors and mesmers. In spvp mesmers are very good and they are ok in wvw (less so after the recent nerfs) while in pve they are more or less outshined by every other class except in a few fractals. Warriors are so-so in spvp, quite strong in WvW (being able to solo supply camps or those nasty killshots in sieges) and walking engines of death and destruction i PvE.
Since Anet have said that they don’t design for WvW to be balanced (probably due to the sheer number of people involved in most fights) we’re left with PvE and spvp, two types of gameplay that differs very much. In dungeons you have stupid enemies with tons of health while in spvp it’s vice versa. Trying to have a balance that suits both will most likely only end up suiting neither and instead there will be a tug-of-war with nerfs and buffs.
PvP still needs to be accessible. A casual PvEr needs to be able to decide one day they’re feeling unusually confident and want to try PvP. The class they are familiar with and used to needs to be familiar to them when they enter PvP. It is bad enough that PvP already changes the way armour stats work and even completely removes some stat combos from the game. If 80% of their skills also function differently, you create a divide so big no one will ever dare to cross it. This is why WvW needs to use PvE skills, even if they are insanely overpowered versus players (eg confusion), and why PvE/PvP splits should be avoided at all costs.
I would say no more than 10% of skills being split is a good target to aim for. It sucks when a nerf intended entirely for PvP hits builds you used in other formats, but it’s something we all have to suck up or we may as well develop two completely different and standalone games.
I’m pretty certain the vast majority of GW2 players are playing PvE rather than PvP so in that case your solution should rather be that the PvP players should “suck it up” when something is changed to adjust PvE gameplay.
The problem is the difference between enemy types in PvP vs PvE. For PvE it’s stupid enemies with lots of health while PvP has the opposite. Balancing for both leads to broken builds in one of the play styles unless splitting occurs. This doesn’t just go for mesmers of course but it’s one case where it’s even more clear than usual since mesmers used to do absolutely catbabies for damage in PvE and skills like portals have no use in dungeons (besides a very few, rare cases)
Hey, a thief getting insta blown up eh? Oh the irony.
I know, finally some GW2 karma I find enjoyable
What happened to let the meta develop, btw?
-100b warriors were considered hugely OP until people learned how to deal with them.
-BS thieves were considered hugely OP until people learned how to (partly) deal with them.
-Shatter mesmers are considered hugely OP but instead of letting the community figure out how to counter them they will immediately get nerfed instead?
Something seems out of place here. Yes, all these classes (and several others) have access to huge bursts but why does it seem like mesmers are always the ones getting the short stick when it comes to nerfs?
I also hope this “fix” will be split between pve and pvp. I had all but retired my mesmer from pve because they had been nerfed into the ground to the point that for e.g. dungeons and fractals (once people learned how to do swamp) bringing a mesmer felt like gimping the group since most other classes simply brought more to the party. With this patch mesmers have finally been given a buff for the first time in far too long, don’t take it away
I can only hope the not-entering-with-your-party is a bug, otherwise it just screams of a rush job. The event itself is… less than what I’d hoped but ok. It gets repetitive very quickly with PUGs.
If we could get in as a group though it could be great since I think there is good potential. Having a group and coordinating through voice would lead to a good strategic game where you organize your “turrets” as well as can have roles for people with different weapons. As it stands now though, it was interesting the first time but going in again lacks any appeal.
the mats you buy are being bought and sold at their value, instead of some arbitrary inflated price after 2 or 3 people have bought and resold them immediately.
Unfortunatly, this is not true for the important materials, because the drop rate are so extremely low there is few supply and plenty of opportunity to inflate the market (altough not as easy as in WoW or SWTOR, I admit).
Apperently Anet doesn not mind the rampant inflation of the top-tier items and does not intervene at all.
I think it is mainly because Anet makes money with high prices: people buy more gems to convert to gold when they need to spend 400g on lodestones instead of 200g.
I doubt that is the case (or at least not the main reason). Since the stats are the same for those items and it’s mainly a question of skins there is no real reason for Anet to step in and interfere with the market. There is very little end game at the moment besides trying to get some of the more epic skins so making them way easier would probably lead to more dissatisfaction in the long run even if people would be happy for now.
If anything, mesmers should be buffed. I’m not talking about pvp but rather pve, they’re already very slow compared to other professions and the recent nerfs really hurt their usefulness even more.
Seems like I made the right decision in leveling a few alts to lvl 80, saves me the trouble of having to do so now instead.
Although I hope this is an error on Anets part and that Churning Earth which normally has a blast finisher will also have one from dodges. It will still mean that elementalists are way more restricted in viable builds but at least it won’t be a useless build style.
While I’d prefer it if skills didn’t have to be split, it seems that with the never ending nerfs to some professions (e.g. thieves: first heartseeker and pistol whip were nerfed and now backstab will be next) due to whining based on PvP pefromance it would be better to split them since things that might work in pvp will be of very limited worth in dungeons and vice versa.
At lvl 47 you can head to Zintl Holy Grounds in Sparkfly Fen. There are 3 DEs around that WP (one to the north, one to the south and one to the west) which repeat quite frequently so you can just run around doing them with usually only a couple of minutes downtime when no DE is up. It’s a bit high level for a 47 though so you might want to practice your survival skills (dodging and the like) or you will die a lot.
I was reminded of this thread when running the Mad King dungeon. I did it with the same group 4 times and in every run all the “Mad King Says” targeted the only engineer in the group and no one else.
I don’t see why people fear thieves in WvW, it feels like they’re always running away anyway. Those cowards.
But yeah, what people have said here is quite true. Thieves aren’t that difficult to handle if you know a bit about their mechanics. They can burst for very high numbers but once they’re out of initiative they will either flee or die. Depending on the type of thief they will only have one or two condition removers and both remove only a few conditions. A DB condition thief shouldn’t be any problem for a necro, HS thieves usually aren’t a problem for anyone except low level, light armor using, low HP players, and backstab thieves can’t do much once their burst is over.
A great puzzle and the challenge level is nice. But please, please give us the option to turn off showing other character models! Trying to do it when there are about 3 Norns and Charr each makes it almost impossible since you simply can’t see the platforms.
They’re changing stealth so it only stacks up to five times, not quite sure how long that is actually but it will mean you can e.g. skip using the elite or have something else than a rifle turret if you want.
Edit for source: https://forum-en.gw2archive.eu/forum/professions/thief/The-Undocumented-Nerf/first#post540643
I prefer power since condition builds just feel so slow while leveling. Both are viable though and it basically comes down to what you enjoy more.
From what I’ve understood, there are many reasons people dislike necros at the moment:
- There are a lot of bugs, it’s getting better (e.g. the Chillblain with greater marks was fixed) but it still makes necros feel a bit weak.
- Minion AI is horrible and lead to them being detrimental in many dungeons, leading to MM not really being a viable build for dungeon.
- Conditions do nice damage over time and can be good for dungeons, the problem here is more that the way condition stacking works mean that if a group has more than one condition user then the overall damage will be lowered.
What all this leads to is the necro feeling a bit underpowered compared to the other professions. They do have some nice qualities as well of course, DE farming in Orr is very easy with a staff.
The problem as I see it is that warriors probably have the lowest skill floor, meaning it takes less skill for a warrior to perform at the same level as other professions. This leads to a lot of people using warriors in sPvP and other professions then perceiving it as an OP profession.
Of course, they are extremely powerful. I remember checking my guild’s roster (we’ve got a bit over 100 members) about 4 days after pre-launch and out of the 10 highest level players, 8 were warriors
The warrior does feel a bit boring compared to some other professions but I still somehow keep coming back to it quite often. For me, I think it stems from the fact that their skills are a bit lacking in visuals. The actual mechanic is fine but compared to the shinies of an elementalist, the whirling around of a thief or the blue shinies of a guardian the warrior weapon skills just seem bland to me.
Still, way better than warriors in pretty much any other MMO I’ve tried.
I completely agree. This has annoyed me on several occasions as well, The lightning bolt strikes an enemy that isn’t even in front of me when I switch to air for a speed boost and suddenly I’m slowed down instead.