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How do you pronounce your name?
When queued for any tournament match, nothing is more annoying than when you’re in the middle of something be it a duel or something else to fill your time to have the
[Go Now] [Wait]
Screen pop up over and over again, in the middle of your screen. Not to mention the fact the first time you do it, it near enough reappears instantly.
Can this please be normalised and possibly put somewhere else and have some kind of blinking animation so the user doesn’t miss it.
Nothing important, would just be a much appreciated quality of life thing.
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Engineers are few and far between. I do believe however their skills are fairly well thought out in terms of balance, more so for risk vs. reward.
I hope to see their balance remain in a similar place, though I’d prefer to see dodge frequency and such toned down on all classes.
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I really do believe vigor should be removed and classes should be balanced around having far less dodges available.
Obviously something needs to be done about AI spam and effects spam, but it would create so much more depth throughout the game.
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Engineers are not held nearly as highly within the meta. Their damage comes with greater risk (bombs) or can come with more difficult skills to land (nades won’t hit a moving target, unless they don’t see it coming).
Also, dhuumfire combined with terrors allows a player to be CCed and also to proc that passive burning tick for some crazy damage. An engineer cannot CC nearly in the same manor.
I think it could be changed, but I do not believe to be as high of a priority; which I can only assume why it wasn’t mentioned by the developers.
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(edited by Rolyate.6753)
Please listen. Unlocks are a bad idea. It doesn’t promote diversity. Player ability comes from the willingness/incentive to learn, not through providing hoops to jump through.
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Believe it actually has a 45 second ICD? I have seen requests from people wishing it to be raised to 60 seconds.
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It shines on thief if using sword/dagger thief, mesmer (as no mesmer runs anything but mass invisibility in serious matches) and on DPS guardians.
Elementalist has no short cooldown elite and thus naturally is fairly useless. Dagger/Pistol thief is one of the few that drop Lyssa runes as your build is based more around spike potential than the survival which Lyssa provides, which makes ogre and scholar far more favourable.
Not every profession uses Lyssa, but those that do have no real alternatives because of how potent Lyssas effects are.
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As I’m sure many agree, Lyssa are undoubtedly the strongest runes for PvP, shadowing almost all other possible runes when paired with a short cooldown elite.
Personally I think a good fix would be to split the rune in two, having a variable which provides a full condi cleanse and another which provides all boons.
I believe the duration of the boons may need to be altered slightly in order to match up with other rune selections.
What are your thoughts?
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I’m sorry but this is incorrect, skill floor is the level at which the class begins at. The ceiling is how much depth is added through player experience/ability/awareness. Currently, without any of these attributes warriors are effective, even when not played to a high level.
Good warriors are easy to tell apart from the bad ones.
I do appreciate your time taken to read the thread however.
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Change your title to skill ceiling, skill floor is the false word here.
Well no, I’m talking about the fact that it takes next to no player input in the beginning, as opposed to no effort to master.
Though I would agree that both are true.
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I agree, but not to the extent in which these builds allow. There should be something for those who wish to play casually, but it should not rival builds that require a huge time investments simply to rival passive effects.
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Infantrydiv, you seem to think my reasoning is due to classes being able to kill other classes.
If you read my first post, you’d see that I believe these builds are too easy to play for their level of reward. I have no problem with class counters, that’s a matter of rotation, which again can display skilful play.
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I do like the personal jabs as opposed to actual balance discussion. Am I right in assuming that it is a mutual feeling in regards to all these classes then?
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Cares about balance? Must be bad at the game!
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So, you’re saying these classes are fine? Or are you saying the classes listed in your signature are fine?
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I’d rather it were simply removed. It’s not a competitive map. It promotes abuse of stealth, which as it stands has no real counter play, bar one ranger skill. Whilst also being full of bugs, you can’t do anything reliably, heck even breaking the glass on hammer will sometimes actually pull you in to it.
Developers, do you need help? I can help.
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Certain builds really need to be fixed before anything else in PvP advances.
Condi Warriors
HamBow Warriors
AxeSword Warriors
PU Mesmers
Necros
S/D Thieves
MM Necros
Spirit Rangers
All of these builds need to have their ‘faceroll’ reduced. What I mean by ‘faceroll’ is their ability to perform very well, with next to no input. All of these classes can change the course of a fight, simply by being present, as opposed to their input in to an actual fight.
I can not honestly understand why these issues haven’t been addressed sooner. I understand a-net doesn’t want to employ the ‘whack-a-mole’ technique on balancing, but doing so with builds which trivialise PvP in such a manner would benefit the game greatly.
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Can really see what you’re trying to do. Hope somebody with some kind of voice actually takes this in to consideration.
If high level players are actually used, it’s potentially a great way to fast track the development of the game. Obviously not full proof, but I think it’s a million miles better than the current state of PvP balancing,
Props Jumper!
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Seera, for starters please know that my main is a thief and I play in the top 100 of team queue.
The reason I believe it makes combat more challenging is that you have to actually make your dodges count. All too often people will dodge for no reason or to increase movement speed, which can completely avoid something someone else has set up and not through skill, just sheer luck and that IMO takes away from high level play.
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World bosses are simply Zerg content. World bosses in my opinion don’t offer much in the fun aspect.
You can however pick any dungeon boss, google it, and find a video of it being killed by a single player.
My suggestion is not a troll thread, it is a genuine opinion. This game would in my opinion gain depth if dodges were stripped right back.
I assume the more casual player is that which enjoys lots if dodges. Personally I enjoy hard content and PvP and as such would like depth added to those two aspects.
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And people liking to dodge isn’t an argument. I’m not suggesting it’s removed, simply made less frequent.
Balance would shift, however I don’t think it would make as big of a difference as you may first think. I believe escape mechanics in PvP are more important, unless looking at such builds as S/D thieves, whereby they will simply chain dodges until they are able to do something else.
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As it stands though PvE is very trivial in that the hardest boss encounters can be killed by a single player in a game that is supposed to promote team work. How? Through being able to dodge every, very obviously, telegraphed skill.
I just think it would promote a much more interesting level of depth to the game.
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Haven’t played ranger in a long time, but I’m all for moving the class away from the passive play state it’s in at the moment!
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Perfect balance is always going to be impossible, but good balance? No, it’s rather easy really.
Problematic builds still need to be addressed, such as S/D thieves with their constant evade spam making them near impossible to target. Healing signet being such a strong PASSIVE heal.
Such issues as long with RNG need to go. Frankly I think the game is quite easy to save, they are just, for whatever reason, aren’t being as productive as I believe they could be.
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As far as I see, no actual arguments against this have been raised, other than that people like to dodge.
I get that it’s a fun mechanic, but it could be more fun if you actually had to use it more sparingly? No?
I guess it’s just a casual’s game. I just would like the content to actual persuade users to improve.
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No, but slowing my own gameplay would simply leave me behind other players. Instead of actually rewarding people for more difficult content.
I also have no control in PvP instances whereby classes will random dodge instant cast skills. Which should really be punished, as they are then left with one dodge, but with current mechanics, they are able to dodge again and again.
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To be honest, I’m surprised at the replies. I thought more challenging content was a good thing. As it stands I find PvE to be so trivial.
And dodge spam in PvPis hideous. I think dodges should be something that have to be held on to, not just used continuously when you think you might take damage.
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The reason I suggest this is not to remove the ‘fun’ from the game, but instead actually make it so that some content is actually challenging and also helps to promote build diversity.
As it happens my main is actually a thief, I simply don’t think it’s a good style of play or mechanic.
I understand turtle, but as it stands actually landing an immobilise on certain classes is just so difficult and not through any skill play. Simply just from dodging because again they are at full endurance.
It’s only an opinion of mine.
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…and everything that refills dodge.
I think the thing that trivialises this game more than anything is the frequency in which dodges are available.
Content could be made harder, skill ceilings would be raised and it would generally teach better habits of play.
Through limiting dodges it also means it’s easier to provide content in which there is more damage than can be avoided and thus allows build diversity in PvE and would help kill the ‘berserker or go home’ meta(it may mean tweaking of skills with dodges built in).
Obviously this would affect how classes are balanced and as such it would need to be addressed accordingly. However I believe a lot of the ‘cheese’ that comes with certain builds comes from high vigor uptime.
What are your opinions?
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They need to be seperate on certain things, yes. That however does not mean reversing the way the skill works.
Instead a correction of the values in which it can achieve. Frankly now the greatsword damage is pretty good. It promotes positioning and is severely weak if another player gets to you.
If anything it needs to be boosted in PvE before the PvP nerf bat comes out. I really don’t see anything dying to the pink beam.
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It’s the fact it’s passive. Nothing else has a skill that is completely passive like this.
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I’d say quite a few make sense, bar the mesmer. I understand the idea, but flipping the greatsword would destroy PvE use – as they wish to keep them working the same. Also regarding the signet, I believe it probably one of the better designed heals in the game.
Also the thief suggestions… I don’t understand.
I’d rather just see the dodge spam fixed, larcenous strike no longer unblockable and then just adjusted accordingly.
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Are you already of a high level? Running round the orr areas and grabbing the skill points is pretty easy.
Tomes as mentioned above.
You could use your laurels to buy the t6 bags, sell the t6 and craft your way up. This is a rather inefficient method though. It would work if you really don’t want to PvE (crafting is also horrible mind).
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Elementalist or Guardian.
Guardian has more build diversity currently, but elementalist is receiving more options as new patches are released.
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It’s strong as it is. If anything I’d rather instead of healing on the activation it purged conditions or something.
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A ranger’s pet works in that it will be locked to a target by the ranger’s F1 command, however if that target stealths the pet will find a new target, until that player unstealths and will then follow the original target.
Weapon skills from a mesmer will follow the target, however the clone from dodge trait will place a clone at your feet when dodging which will then attack the nearest enemy to you. If you’ve dodged make sure you’re away of this fact as your clone may not be attacking your target.
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Honestly? I think the problem lies with your traits more than anything. Critical strikes is very important for your damage. Acrobatics also helps greatly in your sustain.
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+1 foofad, very well said.
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It’s simply the way it reads.
If you type a short sentence, following by a full-stop it can indeed be read in that manor.
Example:
Ring me
Ring me.
Do you notice a difference in tone? I certainly do.
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“usually fire” – this is where your problem lies. Try to flick between attunements, for example using updraft in air followed by burning speed from fire. It’s a strong class, even at the lower levels.
Look at some videos too!
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I like this idea +1
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Do ittttttttttttttttt
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A better question than his contribution is: what’s your problem?
If you are not interested in a post, do not comment or don’t even bother looking at the post when it’s made perfectly clear in the title.
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Would really like to give you some 1v1s. I play thief, guardian and mesmer. Would you fancy it? I’m rank 42, but I don’t think that has much standing this far in to the game.
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Two methods of cloaking, as well as the AoE blind and daze from pistol off-hand. It’s just preference, you can manage everything done with a single weapon set. The enemies faced did not play at all well, which just makes these builds seem OP. Sadly.
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Although such combos provide high damage, it only takes a single block to negate a huge portion. As a spike is based on 3-4 large hits, taking out one or two of those completely nullifies it.
Personally I feel this game is has no incentive to improve your game play or understanding. Largely due to 90% of PvE just being a big faceroll.
Would boon punishment not force a certain trait setup though?
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Bumping up the base damage and not having it scale ridiculously may be a good short term fix at the very least.
The problem lies with being forced in to a full berserker build, as if you don’t kill someone instantly you are suddenly at a huge disadvantage.
Being able to build more defensively and produce more streamed DPS – similar to the mesmer, which is capable of so many other things in terms of defensive, team play etc etc – it would enable different build styles, while pulling up their 1v1 capabilities.
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A developer made content which a large number of people enjoy, that is why.
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I feel more than welcome in parties, though my damage is lower than a warrior. I also have a lot more staying power, as well more utility. Hopefully AoE nerfs, bring players inline.
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