(edited by Relentless.7023)
Showing Posts For Relentless.7023:
There’s nothing respectable about it… except for Power builds
I totally agree with this.
If anyone wants to enjoy real competition in this game, then there has to be a limit on what can and cannot be run.
What I’m wondering is why there aren’t rules in these competitive tournaments like ESL that screen out broken builds. I think this type of screening would make PvP much more enjoyable to watch.
And all of you kittens that think playing condi stealth mesmer requires any attention span, go run a shatter build and tell me which one is more challenging.
You can’t really blame him though. The entire Skyhammer map’s history has been met with copious resistance and I personally can’t stand playing it. People don’t even try after someone cheeses an Engineer CC build and locks down the cannon, more people ragequit on that map than any other… it’s a hotjoin map, just like Capricorn.
Spirit Watch is better than this map… which is pretty bad given how that map was dumped into hotjoin almost immediately after it was released.
It’s not healthy to a game to keep forcing people to play a map they despise – Starcraft lets you ban your least favorite map why can’t GW2?
Rock Solid, Ether Renewal, Diamond Skin, Scepter and Focus.
You will learn soon enough
Of course Necros complain about anything that doesn’t puke over itself with “obviously overpowered” stamped on it.
The signet pairs well with Blood Magic builds and is built for both dueling power builds, and helping in team fights. Conditions are going to be less common in pvp after the patch hits, and especially so over the coming months when “Immune” keeps popping up on the screen against Warrior and Ele, disappearing against Mesmer and Guardian.
This gives Necro a potentially viable duelist build if you have the understanding of your class outside of scepter/dagger staff most of you have been drooling with for so long.
I propose a toast to the worthless and terrible builds that have become less ridiculous than before on this great day in GW2 PvP balance history
- To you, Hambow Warrior slayer of all with your puddles of slobber and rotten cheese. Your damage has been reduced and your Elementalist rivals of old have come for you ready to challenge your previous place as the masters of the side node
- To you, Sword Dagger thief, the imaculate troll build of all troll builds. May your legion of average players find far more challenging days in the months ahead. In anticipation of their new, demanding days ahead they have run away from their class like scared rats! Let them run!
- To you, Condi Necro whose nonexistent direct damage will not pierce the Diamond Skin of the glorious Elementalist who will have his righteous vengeance. May you discover how to play with skill in a future that demands both direct and condition damage
- To you, No Stun Break Condi Engis, whose vigor uptime was the only thing keeping you alive outside of your AoE spam and blinds and who now must consider their mortality far more than previously. May you reconsider your greedy ways and build more conservatively!
- To you, Spirit Ranger, whose thunderous spirit will no longer severely punish those near you with lower armor rating, and who will have to earn their duels against the Diamond Skin Elementalist who will enjoy destroying your embarassing existence
- To you, Condi Mesmers and Warriors, making mockeries of classes whose true glory lies in the risk and reward of bringing the burst, as you attempt to stack a few conditions on Berserker Stance, Diamond Skin, and Mesmers with stronger condition removal
- To you, Perma Stealth thieves, the truest definition of coward this game has seen. Your infusion of failure is dead and so will you if you try to run that terrible build in the hallowed grounds of TPvP again!
Let this day of December 10th be a new day – the dawn of the skilled and intelligent winning while the weak and spineless builds of the past die the shameful deaths they have long deserved!
(edited by Relentless.7023)
That’s because every major tournament has wads and wads of “ANET SUCKS” “NEVER GONNA BE ESPORTS” being dumped onto the twitch chat…
They don’t want to think and play, they want to blow things up. Conquest is too difficult for them, requires too much communication, and isn’t as satisfying as just killing the other team.
Mobas dont’ really require as much communication, so much as knowing the game inside out and making good individual decisions with itemization, ganking, and pushing intelligently.
Trinity MMOs are very straightforward, and while this is good for the player, the game looks bad when spectating. There are a huge amount of cooldowns too, so it’s not as easy to shoutcast since each player is responsible for an enormous amount of different skill use. You’d have to focus on the key plays, but those aren’t very easy to see when matches don’t last very long (SWTOR) or it’s just a slugfest with way too much sustain (WoW).
The point being that GW2 is very high level in concept, but that doesn’t sell when the competition is just boom headshot simple, or like Mobas where it’s like an e-football game
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The extremely negative community hurts that effort a lot. Also nobody plays on NA, which is weird because it’s very active in PvE and WvW.
You’d have to make it appealing for the PvE and WvW players to do PvP, which means rewards and game modes they want to play.
I don’t really care how anybody takes this, but Conquest is way over the heads of most people. They just don’t get it, which is sad, but Anet made the game too top level for the majority of boom headshot kittens.
Nobody can pull off a backstab without having to stealth first and within the FOV of anybody paying attention to what’s going on. Stealth duration isn’t very long, unless they’re goofy enough of a thief to pop SR to sneak up on a point when it’s better used somewhere else or on someone else. The black powder heartseeker thing is gonna be dead on Dec. 10 too so nobody’s really going to be able to sneak up from a huge distance away to backstab without blowing a 60s cooldown.
Also, you have to be close to the target so if a thief is on the map, never stand still. It’s annoying as hell to try to backstab someone who is moving, as opposed to the silly goofball standing still and then whining about taking 10k damage.
There’s also cone/PbAoE CC, traps, bombs, Marks, symbols, etc. to lay around you when you know the thief is around so they are pressured into moving to SB, raising their TTK significantly.
People actually need to put effort into learning how to fight a thief
Well the thread they posted about new management got taken off the spvp sticky area so ya it looks like that was a failed venture
Another backstab thread? Why?
Hate to say it, but there are deep seeded l2p issues if backstab is ganking you that badly.
1) I find it to be pretty cheesy to be able to neut far, have two people show up, pop both stances, and use my GS to bail. Of course, in H/LB you’re basically laughing at them trying to do anything to you while you fight with huge AoE damage and CC.
Fighting them is very frustrating, especially if they’re good at playing the class. You’re just like “this is pmuch over Anet wins this 1v1”
2) I agree on mutually exclusive utilities but the game doesn’t appear to have been designed for limitations on builds. They basically tell everyone build how you want, with no defined roles for classes outside of a general identity of the class. I think that holds the game back more than it offers “something new and different.”
It wouldn’t be fair to tell an Engi they can’t run Bombs and Nades at the same time any more than it would be to tell Warriors they can’t use two Stances at once, even though holding that much ammo and pulling off some crazy yoga stance that not even the Yogis have heard of makes absolutely no sense.
3) Gameplay trumps realism so ya its weird but so is constantly running around without slowing down to catch your breath, exerting enormous amounts of effort, and going from nearly dead to full health after being severely burned, poisoned, and bleeding from multiple orifices LOL.
I think they want to push people away from full condi and toward Carrion or Rampager type builds or build power into the condi build instead of more condi damage.
Condis are never going away guys. Even if the good players come back, do you really think they’re gonna pass up getting 3k armor, protection through Forge Runes, and getting 1k condi damage?
Settler’s Undead runes or Settler’s Forge runes are really strong for home node and 1v1s on a variety of classes.
Ya condi warriors are gonna be the home node guy.
@MrBig
Good thieves will still be able to play their class. If you’re that upset about what some dude theorycrafted on an excel sheet, when the patch isn’t even out, then you might want to think about playing another class anyway.
You guys act like immob stacking doesn’t give anything up to be accomplished.
Venom share thief, for example, gives up a slot that could be used for infil signet, shadow refuge, or shadowstep. Those are awesome utis and its a big cost to give them up.
Like you’ve mentioned it doesn’t prevent evade weapon skills from working so what are we complaining about again? A functional game element?
Its one of those “bad for the player, good for the game” changes.
As much as immob stacking is complained about, guess what can let high burst team builds focus fire more effectively?
People complain about evade spam, Anet gives you immob stacking, and now people are complaining about immob stacking and forgot about evade spam. Anet is nerfing evade spam again, and if someone calls for vigor uptime to come back I’m just gonna laugh.
Backpack got to top 100 LBs. I mean, BACKPACK
Total tournament games played could work. Smurf accounts can be exploited for sabotaging other players’ LB ranks, so if everyone had to play a specific # of tpvp games before they get into the competitive area of solo and team Q that would be more fair imo
How can players get a specific # of tpvp games played, if they can’t enter soloQ/teamQ? Or do you mean something different with “competitive area”?
Acandis seems to be asking for having two tiers of the queues. One for the newer/inexperienced players, and the other for more experienced/better players. I was suggesting that total games played could separate those two tiers, to prevent brand new players from getting buzz sawed, smurf accounts by pathetic people trolling, and from matchmaking to be messed up for everyone affected by both situations.
Its filthy isn’kitten I feel bad even trying it
New players should be placed in the 75% percentile or lower.
The problem with changing the default is all you end up doing is moving the center of the curve. We’ve been talking about other metrics we can use as a proxy for skill and game knowledge that we can use to then place players at starting MMR closer to their actual skill level. E.g. PvP rank, PvE level, achievement points, time played, etc..
There no reason to do that. Just put all the new players in the same range and they’ll settle accordingly. If you take dumb things into account like pve level, PvP rank, or otherwise it’s going to be very unbalanced.
Total tournament games played could work. Smurf accounts can be exploited for sabotaging other players’ LB ranks, so if everyone had to play a specific # of tpvp games before they get into the competitive area of solo and team Q that would be more fair imo
I’ll agree that there are some pretty dumb thieves and warriors, but your pessimism is probably getting in the way of you being able to win
Player education ought to be promoted in game more, like a mail from anet linking sensotix’s videos, intothemists.com, guildwars2pvptv, etc.
Most people are not going to read the forums, so it would be prudent on Anet’s part to send a mail to people introducing them to the pvp knowledge base when they first log into the mists.
Why do people expect a class that is built around teamfighting to be a duelist against everybody too?
It depends on their builds. Example would be a D/P SB thief and GS/LB warrior pushing far, with escape abilities that can let them push while pulling out when it gets rough. Between the two of them, they can decap, put pressure and bail enough to let them split up and then pick them off if the thief and warrior work together with a Shadow Refuge ambush.
A Necro and Mesmer without portal or blink, however, have no business going far in a respawn situation because if they are outnumbered they will be roflstomped and have no way out.
Generally speaking, Necro going far alone or without peels is a very very bad idea.
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Sorrychief that is the sign of a terrible thief that has no idea what he’s doing.
I agree Nevir, far point farming and spawn camping is a good way to sucker silly bads into committing suicide over and over while you have them two or three capped.
There’s higher potential for balanced matches now than there was before. There’s so much information out there that people can look at to learn how to play better, they just don’t look at it or learn from it.
There’s only so much Anet can do about that.
Ok guys… I feel sorry for you so I’m gonna spoon feed you with the most atrociously effective Skyhammer build I’ve seen yet.
http://gw2skills.net/editor/?fcAQFAUlIqicn1SfF87IyoHdmotZgekX+1IKqQ+B-TkAA1CnIqRVjrGTNyas1M+A
If you can run this and use it effectively, you can get at least 8 kills from using the glass and sides per match.
Get better at your treasured cheese and its fine.
Running away is really smart if you know you would be more helpful somewhere else and get there soon enough to prevent a wipe or seal the deal on a fight that could have gone either way.
I agree with the building strategy though, GS needs to be built around to set up 100blades with CC or immob stacking.
The decay resets after periods of inactivity instead of making the player who didnt’ play for a long time climb the LBs again from where they were.
I don’t mean to be rude to the top players, but it appears you were spoiled with roflstomp matchups and now you have to see what it’s been like for the other 90% of the playerbase that didn’t get stacked teams.
It’s called a reality check. Don’t try explaining it to them though if they don’t understand how winning begat more winning under the old system which has been explained 1,0000 times already they won’t now. The days of winning 70% of your matches is over.
I think the best players will still be able to win a good 55 to 65% of their matches, but some of the “top players” who didn’t belong in that conversation are going to be exposed.
I didn’t think the “top players” would actually QQ on the forums about having to play with the people their stacked teams were ezmode farming, but there you go.
I don’t mean to be rude to the top players, but it appears you were spoiled with roflstomp matchups and now you have to see what it’s been like for the other 90% of the playerbase that didn’t get stacked teams.
Rotation is really important to understand. There are three general types of builds that I’ve seen and each have their own strategies for rotation.
1) Burst – you want to be fast when you’re running a Bursty build, whether it’s through RTL Lightning Flash, Portal Blink, GS on Warrior, Rocket Boots on Engi, or Thief SB and shadowstep. This is because you want to be able to reinforce where your team needs it and decap points they leave open.
2) Tanky 1v1 builds – you don’t want to be running all over the map with these builds, you want to protect points you already have and reinforce points you’re contesting and your team needs help on. Slow Spirit Rangers, BM Rangers, Condi Warriors, Triple Kit Engis, Hambow, Condi Mesmers with Settlers and 30 Chaos, D/D Thief with Settlers and Assassin’s Reward/Sig of Malice, etc.
3) Support – you want to “zerg” with your teammates with this archetype. If you’re fighting alone, you’re not helping your team as much as you would if you were 2v2ing and 3v3ing most of the game. Examples of support builds are any Guardian build, Spirit Rangers with Warhorn so you can move faster, Banner Warriors with Warhorn, Staff Ele, etc.
If there’s a balance of effective teamfighting, 1v1ing, and speed in your team comp you’re going to blow them out unless they have a similar setup.
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If you guys think Warrior is bad now wait until the S/S LB Settler’s build starts getting play.
It’s like old school BM Ranger but able to move 3x faster and doesn’t even need to dodge anything you throw at it, just cleanse it with Combustive Shot or laugh at you trying to direct damage to 3.6k armor.
lol GS on Warrior is very, very powerful if you’re good at it.
That’s the thing though. AI’s get blown up by the same thing you’re suggesting to be nerfed, so it would make them even stronger.
GW2 not having diminishing returns on stats seems like it hurts more than it helps.
Examples of this are rampant with how you can have around 80% crit rate, condition damage (supposedly pressure, not burst) bursting targets down, and healing regen + armor combinations that outpace any amount of direct damage inflicted, regardless of build in a 1v1.
If you guys have a number in mind on certain stats, what would you want the cap to be on them? Cap meaning once this is reached, any more points you put on would have a significant reduction in its return.
Ex. 925 Condition Damage, 925 Healing Power, 40% Crit Rate (total of 60% with fury), 2900 armor
Ya there doesn’t need to be a vigil for the Hambow build, it’s still going to be effective in the next patch
The overreaction level is like 9000 right now.
Plague kills people in a few seconds? What game are we talking about?
I don’t think hammer will die out, but benefits a mid bunker warrior more than a DPS warrior.
I’d like to do some team arena, but I don’t want to do that until I have a team in VOIP that plans out said strategy
Hi I’m new to the game and have been applying the principles of the Art of War, the very old work by Chinese philosopher Sun Tzu, and Playing to Win ebook by David Sirlin to pretty good effect.
In the last couple days since coming into the game I’ve gone 15-8 in Solo Queue without really knowing what’s going on or what my teammates are doing
Here are some of the best principles from those readings that I’ve seen work in Guild Wars 2
1) There’s no point in fighting 1v1 in this game. You are better off fighting 2v1, 3v2, or 4v3 b/c by the time they reinforce you will have already put people in downed state. If they have someone sit on a point, leave him to let his teammates hang out to dry.
2) Coordinated stealth must be absolutely vicious in team play. When I sneak up on people and get a huge backstab it’s pretty fun, but if you have 2 teammates with you to attack their two people how are they going to possibly survive that?
3) I’ve found intothemists.com and studied the builds, practiced in spvp before queuing and found that speed, high damage, and range are so powerful, especially if you can pair it with stealth or evasion, like the Warrior Greatsword’s #3 skill. If you have a teammate 1v1ing someone you kill them in literally 2 seconds if you flank them.
4) Positioning is so important. There is a bridge on the Legacy of the Foefire map that I used to immobilize someone, jump down, and take off 3/4 of his health before he had any idea what was going on. I really like this game for those types of situations
5) I also don’t see why anybody would want to play team arena without VOIP. I watched some streams and the communication is on another level. They are coordinating and attacking so much faster and efficiently.
Anyway, back to the game just wanted to share this with you guys