Showing Posts For Ramoth.9064:

Custom Arena issue ?

in PvP

Posted by: Ramoth.9064

Ramoth.9064

3 years later and there is still no ‘’no progress’’ icon on autobalance, must be alot of work.

Mate, get off their back. Technical restrictions alright?

Lets spitball some PvP ideas

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Those are some great plays. Really like when you disengaged when getting swiftness for some side decaps!

PVP S/D Condi Thief

in Thief

Posted by: Ramoth.9064

Ramoth.9064

I use a similar build, but with S/P, for those sweet sweet headshots.

In Game Marriage system

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

Marriage is an archaic institution and has no place in game nor irl.

Remove Fast Hands for reduced weapon CDs?

in Warrior

Posted by: Ramoth.9064

Ramoth.9064

Everyone wants kitten baseline. Baseline fast hands, baseline preparedness. As a necro give me baseline speed of shadows.

Condi thief

in PvP

Posted by: Ramoth.9064

Ramoth.9064

The OP’s comments still stands despite what ‘countermeasures’ there are for this. Vault, DB and the subsequent dodge attacks are extremely low skill high reward mechanics that shouldn’t really exist. They should be toned down with a bit of extra aftercast.

i didn’t know condi thieves used staff :o

I’m obviously talking about the two variants of a spammable skill that has evade, and the two daredevil evades that have attacks.

Condi thief

in PvP

Posted by: Ramoth.9064

Ramoth.9064

A lot of people just spam abbilities on CD. If u use this vs condi thief youlll die 100% of the time.

The only i repeat only thing u need to do is starting to look at and hit the thief at the end of the dodge. He will spam dodges or dodge like abbilities whcih makes it super predictable and therfor easy to counter.

200-400 ping? what do we do?

Get better internet…. balance shouldn’t be driven by potato Internet connections.

And in regards to the Evade spamming.. it’s not like there aren’t already punish frames and aftercasts built into DB (and Vault as someone brought it up(which was nerfed last patch /GG)). Thief Evades have been nerfed the last couple of patches already so again /GG. And it’s not like they can Perma Evade due to nerfs and aftercasts and punish frames.

Lol, against a thief you have a window of opportunity to hit them, while every other class has a window of opportunity to not get hit. See the difference?

DB and Vault are low skill, low risk builds and kitten like that just shouldn’t exist. I’ve been playing chokebow recently and its ridiculous how kitten like lotus training can have you downing people in a 2v1 without even realizing it.

You’re telling me, the only way to evade a kittentail of 3 conditions from a thief dodging is to dodge? How ridiculous is that? at least with bound you can still move out of the way.

Condi thief

in PvP

Posted by: Ramoth.9064

Ramoth.9064

The whole initiative system is stupid tbh. The devs wanted people to use it as a means of creating interesting combos but in reality its just an excuse to spam. Initiative resource management is so passive anyways, it hardly enriches gameplay, and you get crap like DB and vault spam

the silver curse

in PvP

Posted by: Ramoth.9064

Ramoth.9064

I suggest practicing a pub stomp build to get you out of the weeds. vaultspam thief is a good start. Or a DH with a lot of traps.

i will try

but i hate the thought i have to use a build to carry other out so i can enjoy other builds

Trust me, you are not alone

Lets spitball some PvP ideas

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

I miss the days of flash necros. With the buffs to spiteful spirit and the updated sigils, they mightve actually been some place good.

the silver curse

in PvP

Posted by: Ramoth.9064

Ramoth.9064

I suggest practicing a pub stomp build to get you out of the weeds. vaultspam thief is a good start. Or a DH with a lot of traps.

Condi thief

in PvP

Posted by: Ramoth.9064

Ramoth.9064

The OP’s comments still stands despite what ‘countermeasures’ there are for this. Vault, DB and the subsequent dodge attacks are extremely low skill high reward mechanics that shouldn’t really exist. They should be toned down with a bit of extra aftercast.

Lets spitball some PvP ideas

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

spectral walk, centaur runes, flesh wurm etc.

You wouldn’t want to do this however since running into a roaming thief by yourself is +5 points for your enemy. just stick with team.

Yeah, but doesn’t that make you sad?

In new HoTm lobby PLEASE buff npcs

in PvP

Posted by: Ramoth.9064

Ramoth.9064

I wish the banker NPC would stop calling everyone a hoe. Its very offensive.

Lets spitball some PvP ideas

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

We know necromancers characteristically are probably the slowest class in game in terms of movement. That kind of rules them out for any sort of +1 roaming build in SPvP.

BUT. If you had to make a +1 roaming build if your life depended on it, how would you do it? I’ve always been in favor of trying to make spectral walk great again, it kinda seems like perma swiftness with warhorn and spectral walk for some delicious plaguelands dumping might have legs.

Discuss?

Preparedness

in Thief

Posted by: Ramoth.9064

Ramoth.9064

Every class has stuff that improves their mechanics. It was explicitly designed so before the specialisation overhaul. Imagine all warriors getting burst cd reduction baseline, or returned adrenaline baseline or mesmers getting shatter cd reduction baseline… List goes on

….and literally every class runs the class mechanic traitline on almost every build because of it.

…and you proved my point, if thieves should get prep baseline why shouldn’t everyone else?

Necro duel Thief tips

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Hm with the shortbow changes I wouldn’t say engi can hard counter thieves anymore.

Don’t stand in it…..

Engi still counters thief

Don’t stand in an AOE that covers pretty much the whole node, while your only weapon is melee?

the silver curse

in PvP

Posted by: Ramoth.9064

Ramoth.9064

It’s the same in gold dude. Got players dying 2v1 to a DH. Entire team wiping on cap without even attempting to disengage or kite then repeatedly running and suicide into mid without regrouping. Even worse unthinkable absolutely brainless plays I could write an essay on.

I pushed up a bit today going on an 8 win streak or so then got some really bad games and a few wins in between. Just trying to enjoy my plays at the minute because I know queuing solo in a solo/duo queue isn’t helping.

Edit: Please tell us you are not using that support rev build and you are actually playing a meta carry build.

Oooh you know what might fix the individual suicide problem? A better minimap!

Necro duel Thief tips

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Hm with the shortbow changes I wouldn’t say engi can hard counter thieves anymore.

No more Daily's in League, PLEASE

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Anet,

Why do we need daily’s in league? Almost every team I am in has 2 of the same class playing in it. This class is always one of the classes up for that particular day and some are not even interested in winning but trying to earn the kill reward.

When you try to communicate and ask if they could reroll to another class, you won’t get a response as they do not care and just want to complete the daily.

I feel like daily’s are preventing a good balance in classes in league and are preventing me from enjoying serious matchups.

The “win with a profession” dailies will be removed with the Tournament release. We’re replacing them with a general win daily and a daily to participate in a tournament.

You’re quickly becoming everyone’s favorite developer. Apart from that no plans for 2v2 queue thing. You’ll fix that won’t you? I’m sure you will.

Preparedness

in Thief

Posted by: Ramoth.9064

Ramoth.9064

Every class has stuff that improves their mechanics. It was explicitly designed so before the specialisation overhaul. Imagine all warriors getting burst cd reduction baseline, or returned adrenaline baseline or mesmers getting shatter cd reduction baseline… List goes on

The very root of the problem with Conquest.

in PvP

Posted by: Ramoth.9064

Ramoth.9064

He is right on the first point tho. We should be able to see what a team member has equipped and traited. Then again there would probably be a lot of hate towards people not using meta builds and Anet would be finally forced to make non meta builds that much better, tho I doubt that would ever happen.

On the other hand I am scared of seeing what trash builds people run in PvP

We don’t need to see everything, but if say, in your build setup, theres another tab that lets you declare your build type. There’d be 4 build types; Attacker, Defender, Support and Roam. Each will describe what the role entails briefly, and suggest the types of skills your class should have.

Instantly, for a new player, they are given direction, an effective yet simple understanding of what they are supposed to do, and what a team mate can do. If you enter a game and everyone is running support, you can now quickly change.

Information needs to be visual. Popular MoBAs, love them or not, are excellent at this stuff. Arenanet’s handle on it is downright atrocious.

Eg. You click Roam. Your class icon will have an orange color. There will be two descriptions.

The brief description says: “I will scour the battlefield and disrupt the enemies’ efforts”.

The long description will say “Roam builds should have high mobility and skills that can do a lot of damage in a brief amount of time. Aim to capture undefended nodes, or ambush enemies moving alone. Achieve victory by tipping the balance of team fights to your team’s advantage”.

Simple.

(edited by Ramoth.9064)

The very root of the problem with Conquest.

in PvP

Posted by: Ramoth.9064

Ramoth.9064

The problem is, there’s little to no information for a new player to understand this. Like I said, sure, it doesn’t apply for all situations, but there is likely more certainty in getting a decap, than there is killing an enemy.

There are lots of low level games where people fight off points, when they could have gotten a decap definitely.

Isn’t it better to arm the average player with this information rather than have them discover it for themselves blindly?

I’m gonna try and respond to this with an example :

John Conway’s “Game of Life” is essentially a computer program with 3 very simple rules. From these simple rules, the complexity of the system increases exponentially as time passes, until the program starts exhibiting structures that we see similar to the mega-structures we see in the universe., like galaxies, and star systems and just increasingly complicated behavior for a computer program.

Conquest is very similar with regards to its complexity. There are very simple rules, and from this, a vast array of different possibilities become possible. It’s the reason why we see such drastically different approaches to the same mechanic in both low level and high level game-play.

For example, in low-level game-play, people tend to fight off nodes because they are tunnel visioning and zerging. While in high-level game play, people tend to fight off nodes because the securing kills and surviving become more important than keeping a node contested. Both are the same in terms of mechanics, but used in vastly different ways.

The appeal of conquest as a game-mode is it’s complexity from simplicity, something that Death-match doesn’t really have to offer.

In addition, there is really no straightforward tutorial that can be made to streamline the process of winning. Like you said, there are situations in which fighting bunkers on their capped point does nothing, while at the same time, you might be forced to fight a bunker on their point because your team forced a rotation (for example, if your team wipes mid and home, your not gonna fight an outnumbered 2v1 at mid/home…you have to fight the 1v1 at far)

I don’t see why a simple tutorial cannot be made. There are players who don’t even understand that having two people on one node does not make the node capture faster. Arenanet shouldnt require people to have to explain these things mid game.

Or that UI changes are actually important for better competitive play, across all levels.

The thing is, if there are no explanations for the basic core concepts in conquest, you’re left with people stuck on the live, die, repeat train, over and over again, never really learning half of what makes conquest, conquest.

Map results bug

in PvP

Posted by: Ramoth.9064

Ramoth.9064

It’s gonna burn into your LCD screen

The very root of the problem with Conquest.

in PvP

Posted by: Ramoth.9064

Ramoth.9064

I’ve explained to new players after a game many a times that decapping a point is almost always better than getting a kill. Killing a player earns 5 points, 5 points that they would accrue in 10 seconds. If a player holds out for 10 seconds and you chose to fight them instead of getting a decap, you’re fighting at a deficit. Obviously, this doesn’t apply to every situation, but it is generally true.

Okay, i can see the reasoning behind this point.

However, i have to disagree, that kills aren’t as important as decapping. It’s really complicated to articulate, but removing someone from the game for 15seconds+the time it takes for them to get back into the fight+a decap and or fullcap is much more important than just forcing a node into contest.

There’s more to it then that, but its complex. For example, if you are fighting a tanky team, getting a kill might not be worth it because by the time you kill somebody else, that previous guy comes off of respawn to further contest their node. On the other end of the spectrum, chasing down a tanky engi trying to kite is important because if you give him too much time, he will just reengage the node and reset the fight. I’ve won 2v1’s like this on my necro (and 3v1’s on my ele) because people focus on trying to full cap the contested node, or defend their node rather than trying to pressure and kill me.

The problem is, there’s little to no information for a new player to understand this. Like I said, sure, it doesn’t apply for all situations, but there is likely more certainty in getting a decap, than there is killing an enemy.

There are lots of low level games where people fight off points, when they could have gotten a decap definitely.

Isn’t it better to arm the average player with this information rather than have them discover it for themselves blindly?

The very root of the problem with Conquest.

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Im sorry but not gonna watch the video because conquest has been the game mode for 6 years.

There is nothing wrong with conquest and everything is wrong with balance.

If you have high mobility you should be glassy or bunkery not both. Currently in GW2 there are no bunkers, just support characters or support bruiser classes like engy and ranger.

Also if i may point out your example is no good, it isnt realistic for any situation.

If a player can decap/cap a node they probably will. If a player cant there is probably a reason like the player going to stop them will win the fight and cant decap it. Also there are very few ESL level players in the game. Like the top 50 players in the game all know one another and if your on the out side looking in there is probably a reason. A tutorial that helps you better understand base mechanics/rotations will not all of a sudden turn a above average player to a ESL player.

Seriously conquests issue is that you need multiple styles of play with multiple individual build comps as well as team comps.

This game hasnt had it since the D/D ele meta days and i think the community has finally said enough.

I just played a placement match yesterday where two people chased a warrior for a full rotation of the map in foefire. They eventually killed him, but seriously, at what cost?

Another issue is when you have a few people fighting at lord. You cant see how many people are there on the minimap. If you have too many people going back, you lose, not enough, you lose.

Good balance, of course, is necessary, but people should also have the tools to understand the game mode better when they start out.

2v2s are coming?

in PvP

Posted by: Ramoth.9064

Ramoth.9064

That sounds awesome. My only concern is that balance will never cater to rooting out some of the potential ‘OP’ elements of this game mode.

Ghost thieves vs classes that have no reveal come to mind.

The very root of the problem with Conquest.

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Lets take a very long trip down memory lane. Back when Jon Peters was still around as part of the development team.

https://youtu.be/iS74nfyKu3o?t=722

Conquest as a game type, and in theory is not bad. From the way Jon described it, it even sounds fun and exciting. But much earlier in the video, he described the differences of GW1’s GvG and RA, and how Arenanet catered for PvP players of different skill levels and motivations by creating both these modes.

RA was quick and simple, and GW1’s game systems allowed for a high degree of customization without affecting combat significantly. He goes on to describe GvG was a complex game mode for the hardcore PvP players, and it was never promoted to the softcore PvP crowd because of this complexity. This is fine, there is something for everyone.

The same cannot be said for GW2. We’ve been stuck with Conquest only for the longest time, and as Jon describes, is an extremely complex game mode. My opinion is, not only is it complex, there are several other issues that hold it back from being successful, and in turn, doesn’t help create a community. I’m going to approach these problems from the perspective of a ‘softcore’ player.

1: Infrastructure - In the video, Jon highlights the benefits of Conquest being that it is a game mode that requires strategic positioning and location based fights; it forces teams to split and choose their engagement. This sounds great.

The problem is, for the general solo queuer, the game’s PvP interface does little to help communicate between the player and their team mates what each person is capable of. Is your build good for roaming? Are you a support druid? Can you bunker down? Even something as simple as whether a mesmer is running portal or not isn’t information visually available to the player. The preparation time before a match is hardly a solution to all this; crucial strategic information should be available visually or be known by the community by method of experience.

i.e. DotA 2 has an interface for hero selection that will evaluate your team’s combined ability to team fight, to play for the long haul, to pressure, etc. Heroes are also generally known for their early to mid game ability to support, flank, etc.\

Build customization obviously makes an approach to the above very hard, but any semblance of infrastructure and UI like this could go a long way. Perhaps a chatwheel to display standard class messages like “I’m a support druid!”, or allow players to designate their role by assigning a color to their class icon. A green druid icon, visible only to your teammates will indicate you are geared for support, a red druid icon means you can DPS.

The minimap is also terribly uninformative. Often when there are 3 or more players fighting at a node, hovering over their minimap icons will only show one player name. The lack of visual information is detrimental to players are respawn, often they aren’t given the proper amount of information to decide where to concentrate their efforts, even if they wanted to.

The second infrastructure related problem is that there is a dreadful need for a tutorial mode. Conquest, for all its simplicity in explanation, is extremely complex and counter intuitive in practice. It’s too late to try and explain to people once the game has started. Emotions run high, people get angry and no one will want to listen, even when they are making big mistakes.

2: Counter-intuitive game mode - Survival is a PvPer’s most base instinct, and to kill players is a close second. Or vice versa. However, in conquest, these instincts tend to not be the best ones to have. I’ve explained to new players after a game many a times that decapping a point is almost always better than getting a kill. Killing a player earns 5 points, 5 points that they would accrue in 10 seconds. If a player holds out for 10 seconds and you chose to fight them instead of getting a decap, you’re fighting at a deficit. Obviously, this doesn’t apply to every situation, but it is generally true.

A lot of new players don’t even realize that fighting a bunker build on an enemy captured point is effectively doing nothing at all.

I’m not saying conquest is bad because it has complex gameplay, I’m criticizing it for the lack of information for such basic, yet counter-intuitive principles. Combine this with the lack of visual information available and you have a game type where teams of random players have absolutely no idea what each other are doing, nor can they steadily learn about their mistakes afterwards.

It doesn’t help to have hotjoin maps, because the problems stated above can’t actually be solved playing with randoms who have no commitment to the overall match, and it doesn’t help to have team deathmatch maps either, because survive and kill are not the most important concepts in Conquest.

I feel like Arenanet missed a crucial step when making conquest. They forgot that the game mode needs to promote the growth of a community, and somehow expected everyone to just play at an e-sports professional level. Conquest could be great, but not if just one player on your team can ruin the whole teams efforts by not understanding its nuances. A little bit of infrastructure and awareness goes a long way.

Preparedness

in Thief

Posted by: Ramoth.9064

Ramoth.9064

Everything popular should be baseline. Gotcha.

Did you even read my post?

Nope, wasn’t responding to you. Why? Should I read it?

Preparedness

in Thief

Posted by: Ramoth.9064

Ramoth.9064

Everything popular should be baseline. Gotcha.

Excited for the changes

in PvP

Posted by: Ramoth.9064

Ramoth.9064

i’m pretty much expecting them to remove the bank and TP from the majority of players and lock it away in their little “prestige” area.

if that is the case then it will suck,
if not then…yay?
i hope they still have plenty of golems and have them spread far apart as they are now.

Dev confirmed all existing services will still be available to all.

Sigil of Leeching still appearing in PVP

in PvP

Posted by: Ramoth.9064

Ramoth.9064

You cheater. :P

Current Optimal DH in PvP

in Guardian

Posted by: Ramoth.9064

Ramoth.9064

Hey permafrost, mind linking me your shattered aegis build?

another season with duos... oh no

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Really wish they would just separate Solo Queue and Team Queue. It’s not a difficult concept.

You’ve grossly over-estimated their abilities.

Lifeforce lul

in PvP

Posted by: Ramoth.9064

Ramoth.9064

can some1 explain me why LF still doesnt reset after death?

Probably for the same reason why your auto-attack doesn’t make your character instantly suicide?

Why don't they put a build+weapon saver ?

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Its like, the most requested feature.

Why don't they put a build+weapon saver ?

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Hahahahhahaha.

AHahahhahahahahahhahhaha.

wait, let me finish.
AHahHAhAHAHAHhAhAHAHAhAhAH

fix the HP system !

in Guild Wars 2: Heart of Thorns

Posted by: Ramoth.9064

Ramoth.9064

It’s not a problem, and all but 1 or 2 can be Solo’d the only one I could not Solo was the champion arrowhead

I could do arrowhead, couldn’t do TD mushroom though.

Additions to Material Storage

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

We don’t even need the cloth spools… Just remove the item and add a crafting cost.

Additions to Material Storage

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

Lindsey, appreciate the QoL improvements. However, I wish there wasn’t so many items in the first place. Maybe if we had a crafting system that can take more than 4 slots of item combinations we wouldn’t have so many intermediate items to collect.

Look at the mordrem and evergreen slivers. There’s no need for so many tiers of the same item, especially when the middle tiers dont do anything.

A Stronghold Rework?

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Stronghold is so counter-intuitive its a terrible choice for PvE players to start PvPing. Offense is better flanked by support builds and defense is better flanked by dps builds. How is anyone supposed to know?

Don’t get me started about the NPC summoning, the supply, the mist champions. None of these things visually denote your success in the game.

Look at DotA, its so simple. Your army moves forward, they attack everything in sight. Towers go down, bases get trashed. You win.

2v2s are coming?

in PvP

Posted by: Ramoth.9064

Ramoth.9064

I was simply pointing out a obvious way of exploiting Ramoth’s method.

So while we are theory crafting, I’m guessing those two thieves would do amazingly well against 2 DHs. Diving in last second into a billion traps?

GG

2v2s are coming?

in PvP

Posted by: Ramoth.9064

Ramoth.9064

Just break ties by counting who had done the most damage. If someone can it sustain you and out dps you it’s hardly trolling. And the tech is in place for damage counting already. Easy.

Anet should watch these vids on balance:

in PvP

Posted by: Ramoth.9064

Ramoth.9064

I think the balance team knows a bit more than you guys as far as the direction they are trying to take each class. Is every decision made a good one? No, but every balance change was made with long-term goals in mind for that class. I haven’t been happy with alot of things, but in the long run they have turned out better for the overall state of pvp.

They’ve been slow but have addressed alot of the core problems about the game mode since heart of thorns came out. Its too bad that once the game mode reaches its healthiest state, new specializations are going to come out.

You mean they know so much that they have their illusions might just this past update?

2v2s are coming?

in PvP

Posted by: Ramoth.9064

Ramoth.9064

This seems odd. Why publish a 2v2 mode with fanfare when it’s not actually going to be in the rotation?

I can think of a possible reason for doing so and I don’t like the implications.

Its because Arenanet don’t like to admit to their mistakes, instead they like to rehash it over and over again.

Look at stronghold, its the most counter-intuitive garbage ever, and they think they can fix it by shoving pve-care bear features in like OMG TYBALT AND APPLES

2v2s are coming?

in PvP

Posted by: Ramoth.9064

Ramoth.9064

https://www.guildwars2.com/en/news/get-ready-for-the-june-2017-competitive-feature-pack/

“Structured PvP will also be updated with a custom arena map for 2v2 battles and a new and improved PvP lobby to hang out in.”

So does this mean we are going to be able to queue 2v2s now instead of just 5v5 conquest? Am I reading it right? Curious cause no one seems to be talking about it.

Only custom arenas. We don’t have plans to support a 2v2 game mode with a queue.

Such a waste. 2v2 is better than the garbage that is stronghold and conquest. Keep it timed, with a damage calculator to determine the victor for ties and you might actually get people pvping

Can I disable Twilight particle fx?

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

So two people suddenly justifies telling other people what they can and can’t do? You can add 10 more topics if you’d like, 12 people making forum posts still wouldn’t make it acceptable. How many people do you think have Sunrise, Twilight, Eternity, or the other Legendary weapons with particle effects? You think you get to tell them they can’t use them anymore?

Geez. So angry. I’m pretty sure there are more people affected by the particle effects than the people that own the weapons with said particle effects though.

Sneaky Tainted Shackles Buff?

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

No, it was 1 stack per pulse but I cannot tell whether the change was with the last patch or an earlier one.

That tells you how much Core Necro is used…. surprised someone picked up on it.

:-\

TBH, DS3 is 2 die 4

Can we turn of Sunrise's particle effects?

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

Its literally blinding me.

necros are broken half of the time

in PvP

Posted by: Ramoth.9064

Ramoth.9064

I don’t know. I just saw so many broken or not topics about the necromancer i thought I’d cater for the demographic that met half way.