Rank: Top 250 since Season 2
#5 best gerdien in wurld
(edited by Saiyan.1704)
Player’s are not complaining about DH being op…(ok thieves are but thats the norm.) players are mostly complaining about how SoloQ can stack 3 or 4 DH on one side. Players would need the right comp and/or mmr in their favor but that’s not the case with matchmaking.
If it was only 1 dh per team, there would be less complaint threads.
If it were 2+ DH on a team and 2 Revs/Rangers opposite team, there would be less complaint threads.
The nerf x ability items i’m seeing here are incredibly bias and if implemented poorly, would demolish a DH vs players who know what they’re doing.
(edited by Saiyan.1704)
Dragonhunter:
- Symbols (S/F+Sc/Sh) – needs 10-15% damage nerfs.
- Purification – needs rework; make the initial heal and secondary both heal for 3.25k for a total of 7.5k. make the secondary heal only go off if it actually hits a player for damage, not just on activation. I cannot stress how ridiculous it this skill is, especially with Wings of Resolve/Renewed Focus and Monk’s Focus. the fact that it essentially makes DH essentially unbeatable on point is the main source of issue with this profession.
- Aegis access – needs reduction. DH already has a crazy amount of mitigation, and passively getting Aegis just for breathing every 2 seconds is just a spit in the face of players who have to actively expend resources to deal with it.
- Renewed Focus – I leave this for last because if Purification gets properly nerfed this more than likely wouldnt be necessary. increase the CD. this elite in combination with DH Virtues is more or less a full reset.
Are you insane?
Not everyone plays a Thief bro. Other classes don’t have as tough of a time with DH like you yall do.
Air Ele has been using “macros” for their instant air bursts and nobody bats an eye.
Some one mentions Maco on DH traps and suddently everyone loses their mind!
Seriously though… DH doesn’t need a single macro to be efficient but I do recall a lot of Air Ele’s using macros back in the day.
I’ve been playing since launch and haven’t had a single complaint about the game client. If you’re having issues with it, it’s either your computer or a bad install.
The report system in the game is just a placebo effect… it works as good as the people who think it does.
I love how they fail to realize that:
- Glicko was not meant for team competitions… it was meant for Chess….
- The removal of the Solo & Team Queue options, really screwed up the match making.The last one, was the biggest offender…. guaranteed 1+1+1+1+1 vs 1+1+1+1+1 way better than the current bs alternative of 1+1+1+2 vs 4+1 or 1+1+1+2 vs 5.
I’m sure everyone would be fine with longer Queue times if it meant we had decent matches and not a complete joke….
For me personally, I just pvp out of boredom on gw2… if i want to play competitively… i just log on OverWatch… at least they have:
1) A system in place that doesn’t penalize you if someone leaves before the game starts
2) You can’t face someone way out of your league
3) Preventive measure to prevent hero stacking (1 per team)
4) Rounded team comp of parties. 1+3+2 vs 1+3+2
Their matchmaking algorithm is so intricate, it’s basically what a PvP game should be. GW2 isn’t a PvP game but Anet still haven’t inproved matchmaking as much as they really should. MMR is not Matchmaking but they seem to think so.
Limiting class stacking, build variances taken into account on a per player basis, it knowing you do exceptionally well vs a profession, it knowing you don’t, etc. It can ve done because this is exactly how Overwatch’s matchmaking acts. and GW2 is very behind in that category.
(edited by Saiyan.1704)
I feel double moa is just 1 of the power creeps HoT brought. To change that means we need a change to every profession’s Elite. Like stuns on DH traps, Necro’s Chill AoE, Condi War’s, etc.
I’m not saying it’s fine. It’s just the norm for HoT standards.
Supposedly i’ve been in quite a few Twitch streams, unaware that some one was streaming. One day I got messages from 3 people each saying “ur famous”… I was so confused.
Community: “We want a 1v1/2v2/3v3 game mode”
“We didn’t want to segregate players by incorporating another game mode.”
“We like to introduce the new gamemode Stronghold!”
Community: “….”
We asked for a TDM game mode and Anet delivered but they didn’t fix underlined issues with the new mode. That TDM map was asked for only once, when 1v1, 2v2 & 3v3 modes were asked numerous times over.
3v3
Best of 3 rounds
5m limit per round
If time limit reaches
The health threshold between players on each team, as well as, most downed player(s) determines the victor. In other words, if one player’s health percentage is at 20% while everyone else stayed over 50%, that 20% player and his team loses as his health threshold was the lowest amongst the players.
The more fair version: Health average between 3 players on a team are calculated as one huge percent sign. The highest health alverage at the end of the time limit deems the winner.
Honestly, it’s in Anets best interest to not nerf Guardians before the DH hype levels out. There’s less QQ posts since leagues started. If they were to nerf us and buff Ele as well, we could get removed from meta practically overnight.
Have to agree with the others on this one. Scepter is a medium ranged weapon and is used as such. I find myself inside the symbol more often than not because I need my 1 orb auto to not just land but hit the 1 target i’m focused on. Everything about the changes was a huge plus.
It needs to proc 100% of the time, not 50%.
Hammer suppose to be bursty but when it’s not doing what it’s suppose to do in clutch situations… what’s the point?
Wanted to give a shout out for the Reddit GW2 PvP sub forum. The more people who get involved the better it’ll be for networking players together.
Have a team and interested in scrims?
Post your info in the Team Scrims section. It’s a relatively new forum so it’s currently blank until some one posts their team info. Your team info will stay their until more teams are formed and posted.
Credit goes to TanglewoodsGaming and those affiliated.
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Wanted to give another shout out for the Reddit GW2 PvP sub forum. The more people who get involved the better it’ll be for networking players together.
Have a team and interested in scrims?
Post your info in the Team Scrims section. It’s a relatively new forum so it’s currently blank until some one posts their team info. Your team info will stay their until more teams are formed and posted.
Credit goes to TanglewoodsGaming and those affiliated.
Go Mobile
Reddit app
Search > Guildwars2pvpteams > Subscribe
Search > GuildWars2 > Subscribe (additional GW2 misc info!)
I’m new to mmo pvp (quitting fps.. the good games are dead), and it looks like gw2 pvp poops on wow pvp.
Let’s see here;
(29mins, 30s)
https://www.twitch.tv/guildwars2/v/82279493
(42 minutes 50 seconds)I can already name many of the core skills of the WoW meta and I have no idea what the kitten is going on in the gw2 matches.
In terms of viewing pleasure, I concur. I also agree that any 5yo can play WoW pvp… they killed that game’s build diversity and oversimplified it for my taste.
It’s been the same, buggy, pvp servers since patch.
Skills are not casting when activated.
There’s a wait time for weapon abilities and utilities to finalize or activate in skirmish fights. A second is a very long time to anticipate a skill to proc.
Skills are not resolving animation till 2 seconds later
Again, not knowing if a skill casted or not. Not to mention it looks like I got stunned so i’m not sure if whether or not I should use a stunbreak… Extremely frustrating in clutch situations.
Downs travel across the ground due to desync.
Nothing like downing some one and watching them move across the map but their bodies are still in the location they first got downed, only invisible. This glitch can be seen by anyone who spectates the person who downed a player, if I recall.
Canceling PvP queue can still get you in a match
Waited 3m for a match but decided to cancel it last minute due to real life stuffs. The queue came up 5s later… after I “left” it.
The worse part is, not everyone is effected by Desync issues. It’s server related and player related based on their connection to the server. I find that the longer you pvp (or stay on the server) the server input lag slightly improves but not by much.
Please advise.
EDIT
Other players are saying it’s more “map specific”.
The thread can be found here.
(edited by Saiyan.1704)
I cant believe people still rush mindlessy to traps, ignoring the animation and the annoying “pewsh” sound.
I love people like you who defense DH is balanced, when you don’t even that DH can teleport right on top of u and just drop traps and u die…. And if people don’t know if the traps are there, eventually people will run into it.
Only players who die to a Judges Intervention + ToF combo are bad thieves… sorry dude but every single complaint you have about DH are utterly QQ rants.
What will be the stance on revenant? The whole class is HOT however if by non Hot you really just mean no elite specs, then perhaps non herald revenant could be allowed. Extending off of that would non-HOT include HOT released runes sigils and amulets, or once more are you just excluding HOT exclusive profession mechanics?
Rev’s Herald is their elite spec so, it can’t be used according to ruling but i’m no moderator.
Here are my problems with DH ^^
Overloaded heals, too many daze
Assumed meta trap build with marauder amulet
Heal skill (purification)- initial heal = 2k heal, active heal = 6.5k heal , smiter’s boon = 2k heal. Total = 10.5k heal on a 24s CD
Utility skills: JI = 2k heal, CoP/smite condition = 2k heal
Elite skill: Renewed focus= 2k heal
Total possible heal- heal trap- 10.5k, utility skills- 4k, elite skill- 2k, 2x F2- 8k heal = 24.5k of healing
Don’t you think that’s a little too much healing for a offensive elite spec ??Daze on trap
There needed to be a CD on that 5-10s ICD.Guardians have 11k base HP, there effective HP is hidden inside heals. Though the trap does have a somewhat high heal.
And yes im not talking about HP pool. Im talking about high base healing skill like purification
That’s not the issue… so many clutch plays that calls for Purification to trigger at the right time. Read the other comments above.
druid being mediocre in pvp? its just the best support class in game right now and destroys your apex predator dragonhunter in 1vs1 (also a proper played scrapper beats, atleast doesnt lose against dh and revenant has an advantage against dh and its possible to beat dh with condi necro/reaper, becouse dh doesnt have enough condiclear to cleanse everything)
guys i have a suggestion, learn to play gw2 pvp (you dont have to facetank traps, you are allowed to move out of them, or not to step in them to avoud trapdmg)
Back to back, I’ve been having a combination of Thieves, Mesmers and Engi’s who gets obliterated vs DH while i’m over here trying to carry as I 1v3 far for 20s.
I’ve seen these classes do well on a given comp vs DH but… there’s just so many players who can’t rotate around a duo DH zerg, who eat preplaced traps on point, or burst a DH when he’s has full health and F3 easily accessible. Simply put, players are having difficulty reading fights.
It’s nothing but a matchmaking issue at this point.
I am all for giving skills cast-times while giving them some other buffs to compensate and make them stronger. This for Meditations too.
Smite Condi had a cast once, but it was really awkward to use as it was the only meditation with a cast time.
There was no compensation for it though.
The dmg from crossing ToF has an icd.
If you push and pull the enemy in a relatively short amount of time then you will not deal double damages. Likewise, if the enemy crosses it, gets hit, and you push him out then it will not deal double damages.
I use the F1 + shield#5 combo all the time and haven’t had any issues.
(edited by Saiyan.1704)
You play Ele. At the moment, they’re the hardest class to make work on any random comp unless you’re with a premade.
If you’re inexperienced, not is not a good time to pick up Ele in PvP.
(edited by Saiyan.1704)
Here are my problems with DH ^^
Overloaded heals, too many daze
Assumed meta trap build with marauder amulet
Heal skill (purification)- initial heal = 2k heal, active heal = 6.5k heal , smiter’s boon = 2k heal. Total = 10.5k heal on a 24s CD
Utility skills: JI = 2k heal, CoP/smite condition = 2k heal
Elite skill: Renewed focus= 2k heal
Total possible heal- heal trap- 10.5k, utility skills- 4k, elite skill- 2k, 2x F2- 8k heal = 24.5k of healing
Don’t you think that’s a little too much healing for a offensive elite spec ??Daze on trap
There needed to be a CD on that 5-10s ICD.
We literally had the same heals prepatch… that’s not why DH are stronger.
Look at the patch notes from the other classes.
Not sure how to trade Gems but I have 300 to donate for this tournament. May donate more as the date progresses.
“Lessened weaknesses”
understatement of the year. Dragonhunter has literally no weaknesses whatsoever now.
Was speaking in relation of prepatch to post patch, our weaknesses prepatch was addressed but other classes received nerfs as well.
tactics wise, they have no weakness against kiting (the only profession that can kite them is Druid, everything else doesn’t even come close to having the ranged pressure needed to do this, and this is barely doable for even good Druids), attrition, heavy pressure, or burst. they can respond to all of it.
You’re right, we can respond to most instances. So can Rev, War & Druids. Our weaknesses are the same as Revs. Only differences, Revs skill floor is higher and I absolutely wish DH was at that level mechanically.
1. your suggestion for playing against Purification is impossible in conquest. a good DH will almost always drop it on point. poison wont work either because of Smiter’s Boon and Hunter’s Fortification.
2. you can’t kite a Symbol DH. they can close gaps pretty easily and Scepter can handily respond to most ranged weapons, they also have various shields and blocks which again makes this a bad idea for anyone save for Druid.the unavoidable truth is that Purification needs to be nerfed to either not heal if the trap doesn’t actually hit a player or just get nerfed in overall healing. aegis/stability up-time needs nerfs. S/F + Sc/Sh needs a 10-15% minimum overall damage nerf. these sets are just outright too defensively substantive to be doing the kind of damage they do.
You have to look at what was changed on DH and what was nerfed on other classes. You can’t think like a Thief when it comes to balances. Here’s an example:
I think traps in general should have half radius, 40% reduced cooldown but have less damages in compensation so the skill factor improves rather than it being faceroll in lower tiers. That I can agree on but i’m not entirely sure if that’s the right route to take.
Nice how OP never once mentions the word “scrapper” in their post.
Actually I briefly said, “they were missing something”. I didn’t go into much detail because it didn’t matter at the time. DH obliterates them 1v1, it’s not even funn
(prepatch we actually got them below 20% health in competitive dueling on meta builds before we died. Now their nerfs and our buffs made the gap too big in the Guard’s favor.)
Tired of all the complaints and bad rotations so here you go.
What you need to know
F2 Wings of Resolve – cleanses & 4k heals
F3 Shield of Courage – blocks 5s
Renewed Focus – invuln 3s
Purification – A heal that triggers on activation.
Unless you’re a Rev + Thief + Ranger duo or trio burst champs, you’ll likely not touch a Guard for at least 13 seconds minimum or longer if his Purification triggers.
If DH are on 1-hander weapon sets, pressure in moderation while kiting him the best you can as stacked symbols deal quite a bit of aoe damages. Make him drop Purification in a place where it will less likely trigger. Force him to eventually strafe in that area, limiting his Smite Condition, melee range, etc. A half healthed DH means he can be retargeted and focused down.
If he uses LB? Have Thief or Rev or Mesmer pressure burst him the moment he swaps to that weapon set. It has such ridiculously 0 defenses that DH is forced to use virtues and dodge rolls immediately, leaving him defenseless later as he’ll quickly run out of defensive options in 10s.
Vs Stacked DH team
Force the DH skirmish to fight off point, strafing and forcing him to place traps in areas away from clutter. Space out equally around the skirmish so you can force the multiple DH’s to place traps in unwanted areas. Their first F1 pull should fail given classes stability passives or team member’s stability boon. It’s imperative to focus burst after their traps finalize and after their F3 but be mindful of their cds in the fight.
DH Pro – Cons
DH bigger weaknesses are Rev, Druid and +1 Thieves. Play sides with these classes to split their comp up and burst when DH has limited cds.
DH themselves can excell vs everyone except Revs & Rangers. Good Wars could out play DH by bursting us at half health + cc. Same goes for Mes but makes for a tougher fight. Ele doesn’t stand a chance.
I said prepatch that DH needed Virtue changes to increase our sustains but no one beleived me, not even Arken. Now DH sustains better and players wonder why… well our weaknesses lessened; F2 & F3 no longer gets interrupted randomly and other classes received their minor shave of nerfs which was good. But…
Ele needs their bruiser buffs now that Clerics are removed and Engi needs.. idk, it feels like they’re missing something..
This isn’t a “omg you solved the mystery” post, there’s just so many players who simply have no clue how to fight DH… let alone multiple ones in SoloQ.
Why no one is mentioning scrappers? these things are nigh immortal…
They are walking utilities. Mostly only useful in not dying 1v1 on point and occasionally a block, blind, or a cc here and there. Maybe they’re utilities are useful in higher leagues but in soloQ, I don’t like having them on my team.
Ignore the few toxic people above. If you genuinely like GW2 and want to play better in pvp, have more content in pve and over all see yourself playing for quite a bit then sure it’s a well worth investment.
Only thing I do is SPvP and Duel and I absolutely don’t regret getting HoT. My passion for competition is above average so it’s entirely up to you
They need to make pvp skill-based instead of just needing to have the right comp running the cheesiest build. There is a reason a game like Rocket League is going so well right now as an eSport.
You can’t have an eSport when things are so unfairly balanced, you can only pretend.
We ALL want GW2 to succeed, but to be honest GW2 eSport proposition looks amateurish right now. Promoting build variety is the solution: you can only get balanced gameplay if players can find counters themselves, but right now everything is so one-dimensional (so much condi and ccs) there is nothing positive to look at when making a build on some classes.Rocket League has also a much better season and matchmaking system. Your rank on rocket league (the equivalent of gw2 division) is directly tied to your mmr and the matchmaking is completely based on your mmr.
In that game the rank actually shows the skill level of a player with very few exceptions. I don’t know why GW2 doesn’t do it like that, it’s really simple.
But for some reason in GW2 they insist in keeping the mmr of players and their division as completely different systems so it causes the divisions to be just a grind and don’t show the skill level of the players.
It’s just absurd to have a ranked mode that allows to have players from all the skill ranges in all of their divisions. Season 4, for what I read will be just pure grind and that’s it, even players in the lowest skill range can get to the legendary division with enough games…
I wouldn’t compare some car-soccer game to an MMORPG PvP…. the way matchmaking/elo/mmr is amongst these games can no way function the same way.
Here’s a couple pointers.
It’s best to burst a Necro/Thief/Mesmer/Guard first but this will depend on who your team focuses. If no one focuses, wait 5 seconds before entering the skirmish fight to visually see who your teamates are attacking.
Keeping track of enemies health as well as your own is the most difficult. Second most difficult is knowing what to do afterwards.
If your teamate gets stomped out and you know it’s going to be a wipe, try to peel out as fast as you can. Typically run towards home as it’s closer to your base for +1 opportunities. Then again, you could go far to split up their zerg a bit and sustain long enough for your stragglers to situate themselves. All this is subjectively based on how your opponents move across the map amd how long you can self sustain yourself until your teams regain rotation.
If it’s a full wipe, regroup even if you have to wait 10s for some one to respawn. An out rotated team is the hardest to get back. It’s how snowballs happen.
When the going gets tough, I tell my team to play sides, regroup home, ask thief or mesmer to backcap or if anyone is there. Look at the death icons on the right to see if some one is about to respawn. Ping map to locate enemies or if an enemy is coming to +1, place target on them for reference. The more you do the better off you’ll be.
If there are so many complaints it’s because the balance team is both not improving the balance and they are reducing build variety instead of improving it.
If they would have listened to the community they would be getting praises instead of complaints.
They are listening, they are improving build diversity, man I’m tired of telling people this…. And no, people like you will always complain about the state of the game. It is inevitable.
Then how come my axe/axe warrior build ain’t viable yet after 4 years?
Guardian forums have asked for a peel-off item, a burn build, a change to shield, a change to 1-handers, F1 changes, sustain changes, and a few other misc items.
Maybe you’re asking the wrong way
This always happens at the beginning of seasons. Everyone is making their way to the division that they belong in. You can’t expect not to get placed against people better than you at this point.
IF people were better than me and I was getting stomped I’d be okay with that. What I am not okay with is I’m facing bad players who i can easily win even numbered fights but my teammates are simply worse than my opponents so I am forced to lose. Basically because of my above average MMR I am being punished into carrying players that were going to lose the match anyway and getting my time and effort wasted
#SoMuchTruth
They made the same mistake a few times in a row now without learning.
PvP team and Balance team should not be separate. Every pass ends up doubling down every nerf and buff.
Don’t mean to sound like a fanboi but gw2 is still the better mmo pvp game to date. If it’s because of their system in place then I can’t argue with it.
Other than Ele, I can’t imagine any class struggling in pvp this meta.
You wanted to say “best mmorpg with pvp attached game to date”.
Other than that there are many many many many many many many many oh boy how many other games that are better pvp games. Gw2 has the best when you want to do some PVE with your character that you play PVP with as well lol.
Right I meant MMORPG games. All MMORPG games have pvp attached to it as a secondary function :p
But players keep comparing it to moba, streetfighter, and FPS games for some reason…
I’m making this Topic because I like a challenge and I like a fight, not having the upper hand simply because my class is, without a doubt, stronger and simply makes no sense to fight.
If that’s true please explain why this class was the least used class in the last WTS Qualifier?
5 Heralds
4 Druids
4 Chronomancers
3 Berserkers
2 Scrappers
2 Reapers
2 Tempests
1 Daredevil
1 Dragonhunterhttps://forum-en.gw2archive.eu/forum/game/pvp/Team-comp-at-the-WTS-Qualifier
WTS players do not represent the the community. They should have no more influence over how the classes are balanced than any of the other players that paid for the same game.
They have one of the higher influences in game balances because they can see the real potential of a class in tournaments. They look at what both ESL and casual players have to say.
The numbers in the example is relative MMR for a particular game out of the 10 players selected… MMR is not really 1-10.
Team 1 MMR (total 28): 10 / 7 / 5 / 4 / 2
Team 2 MMR (total 29): 8 / 7 / 6 / 5 / 3If team 1 wins, the post-game pip distribution should be something like….
Team 1: 10 / 7 / 5 / 4 / 2
Pips: +5 / 4 / 3 / 2 / 1
MMR increases for each player on the team
You literally created a downward spiral for players with low mmr, while assuming that all high mmr players are automatically good, ensuring their pip gains.
There’s a reason why Anet left the PiP distribution system, based on mmr, was a terrible inaccurate system.
There’s no way to determine individual skill and because of how GW2 Conquest works (a lot of strategies involved), you can’t accurately predict player’s “success” in every single game which the PiP system tried doing.
(edited by Saiyan.1704)
RIP my ele I guess. Not so much because they are factually bad but because no matter what my gaming experience with one will be tainted by hate and fear of loosing matches.
If I play well I’ll be tolerated with ppl thinking I was lucky. If my team loose I’ll be the designated scapegoat.
That’s a lot to inflict upon myself considering I play for fun first.
That was my Guard in S3. I get blamed for losing when it was actually the mesmer’s fault but they don’t see that.
Joined the same players next match except the bad mesmer is on the other team. They moaned at first until realizing their mesmer really was the one throwing the match
That had to have been the greatest satisfaction in Ranked since the season started.
I got legendary badge from all seasons, and x6 last one. This season i started on sapphire like season 3 and played 9 games against top tier teams-players.
Looks like;
- Druid and Revenant clearly OP.
- Warrior, Thief and Mesmer are same
- Necromancer and Engineer are dead
- Dragon Hunter playable on low tiers but they are trash on top tier. Has no chance against druid or rev
- Have no idea about Elementalist. I haven’t even seen oneMy meta team choice is Druid, 2 Rev, Mesmer, Warrior.
I would replace mesmer with another druid but otherwise, that’s a pretty good assessment.
I’ve been playing guardian religiously since this patch hit. It’s unstoppable right now.
Rev and Rangers shuts out DH on point.
Thieves in +1 situations. You know, the good ones who actually wait 5 seconds to burst knowing DH just used a cd.
Burn Guard DH is less effective than power DH. This proves that op is playing with lower mmr players.
Players can abuse DH windows-of-opportunity. It’s why we needed the virtue changes amongst other items because we would get blown up without cds or stability.
TL;DR
Players have to play more as a team now that DH is on a higher competitive level. Sad thing is, players never play as a team in soloQ. So while players may be struggling vs DH, we’re finally “ok” in the higher tiers but even then…teams can still abuse DH opening defence through cc+bursts.“abuse” opening defense?
So, what, you want them to be perma-invuln? That they should never ever have their defenses down? Do you want them to be like the nigh-unkillable cleric ele in S3 except doing even more damage?
There should be NO class that absolutely requires being +1’d to drive off a point regardless of what it’s facing (assuming roughly equal skill levels), much less killed. Period. Right now DH is that class—the only way to beat it 1v1 is to outplay it or jump it at low health after it just killed a squaddie or 3 of yours.
Fortunately, due to a long history of being both noobstompers and unviable for high-end PvP, most guards are bad enough they can be outplayed, routinely. That’s the only reason they haven’t completely taken over sPvP. And as it is, from what I’ve seen over the last 2 weeks, I went from having 0-2 guards per match both teams combined to an average of 6. If that isn’t a blatant endorsement of them being a very powerful faceroll class, I don’t know what is.
Depending on build (they have 4 viable builds with 3 of them being tied as very good), yes most ranged classes (including the odd hammer-rev) can beat them. But not before they’ve been parked on a point for several minutes (out of a <15 minute match, or roughly 20% of it). For a rev to beat one on-point in melee range requires a rather significant skill gap (either a very good rev or a very bad DH).
You misread..i’m not asking for buffs and you’re wrong on many accounts.
I’ve been beat by
War (Rosales in Fear),
Necro (forgot name, was in KotH
Thief (Min),
Ranger (Lettuce),
Rev (Rain, Ash, and many others cause Rev is not our favoritable matchup)Duel them yourself as a DH. 4 are in guild FEAR.
Also the classes dh can’t beat 1v1 (ranger & rev), War can. Rock/Paper/Cutters
Necros, Rev, & Rangers all stack better than Guardians on a team. Otherwise, sure, SoloQ players have issues… with everything because they’re soloQ players.
Guardians are popular. Not overpowered. Same thing happened post patch when they were nerfed too soon due to popularity and brought out of meta (ironically enough, Thief & War were bad so turnef to DH). Now here we are, traps are suddely OP again…
So…seems to me you’re the one with reading comprehension issues
-“Just 1v1 these top-100 hardcore PvPers!”
Of course most DH’s would lose, there’s a significant skill gap. Like I said people who can SIGNIFICANTLY outplay a DH beats DH’s (pretty much regardless of class) in the post you quoted.
If you have to resort to name-dropping known/famous ESL-tier PVP players, the class is brokenA revenant of equal skill to the DH he’s fighting will struggle and maybe win 20-30% of the time. A druid should beat it 75%+ of the time but it will be a very long fight (which in 5v5 means one or the other usually only dies to a 1). A perma-evade staff thief might pull off a 40% win percentage, and a D/D or D/P will lose 100% of the time. A reaper going in with 100% full life force and all his cooldowns will still lose half the time, a minionmancer or reaper with no banked life force will lose 100% of the time. A macebow warrior will win 75()% of the time, a ragezerker or power warr will lose 100% of the time. Scrappers usually fight them to a draw (get bored and go home 1v1, get 1’d/2’d in 5v5) regardless of condi or powerhammer. Chronophantasma mesmer should win the majority of the time, and DH is one of the very few builds powershatter is actually decent against.
If Rev loses to DH then that Rev wasn’t of equal skill.
I agree that classes like Guard are easy to pick up and faceroll but that player will only get so far. If Anet wants to fix Guard in lower tiers then thats fine. DH just doesn’t need a nerf in Leagues where the big boys play.
I’ve had games where a player quit but we came back from 100 pnts, to only 25pnts behind. We could have won if he didn’t quit.
It’s not because that 1 player was bad and we magically did better. It was because right when he left, we won mid and snowballed the map for 30s due to the other team being out-rotated (joining the fights 1 by 1).
There’s so many players who rather quit the game early than try-hard for a comeback. It’s really sad.
What we do need is an in-game voting system to force Dishonor players who blatantly quit matches after the first mid wipe…
(edited by Saiyan.1704)
I’ve been playing guardian religiously since this patch hit. It’s unstoppable right now.
Rev and Rangers shuts out DH on point.
Thieves in +1 situations. You know, the good ones who actually wait 5 seconds to burst knowing DH just used a cd.
Burn Guard DH is less effective than power DH. This proves that op is playing with lower mmr players.
Players can abuse DH windows-of-opportunity. It’s why we needed the virtue changes amongst other items because we would get blown up without cds or stability.
TL;DR
Players have to play more as a team now that DH is on a higher competitive level. Sad thing is, players never play as a team in soloQ. So while players may be struggling vs DH, we’re finally “ok” in the higher tiers but even then…teams can still abuse DH opening defence through cc+bursts.“abuse” opening defense?
So, what, you want them to be perma-invuln? That they should never ever have their defenses down? Do you want them to be like the nigh-unkillable cleric ele in S3 except doing even more damage?
There should be NO class that absolutely requires being +1’d to drive off a point regardless of what it’s facing (assuming roughly equal skill levels), much less killed. Period. Right now DH is that class—the only way to beat it 1v1 is to outplay it or jump it at low health after it just killed a squaddie or 3 of yours.
Fortunately, due to a long history of being both noobstompers and unviable for high-end PvP, most guards are bad enough they can be outplayed, routinely. That’s the only reason they haven’t completely taken over sPvP. And as it is, from what I’ve seen over the last 2 weeks, I went from having 0-2 guards per match both teams combined to an average of 6. If that isn’t a blatant endorsement of them being a very powerful faceroll class, I don’t know what is.
Depending on build (they have 4 viable builds with 3 of them being tied as very good), yes most ranged classes (including the odd hammer-rev) can beat them. But not before they’ve been parked on a point for several minutes (out of a <15 minute match, or roughly 20% of it). For a rev to beat one on-point in melee range requires a rather significant skill gap (either a very good rev or a very bad DH).
You misread..i’m not asking for buffs and you’re wrong on many accounts.
I’ve been beat by
War (Rosales in Fear),
Necro (forgot name, was in KotH
Thief (Min),
Ranger (Lettuce),
Rev (Rain, Ash, and many others cause Rev is not our favoritable matchup)
Duel them yourself as a DH. 4 are in guild FEAR.
Also the classes dh can’t beat 1v1 (ranger & rev), War can. Rock/Paper/Cutters
Necros, Rev, & Rangers all stack better than Guardians on a team. Otherwise, sure, SoloQ players have issues… with everything because they’re soloQ players.
Guardians are popular. Not overpowered. Same thing happened post patch when they were nerfed too soon due to popularity and brought out of meta (ironically enough, Thief & War were bad so turnef to DH). Now here we are, traps are suddely OP again…
Really though. Between perma retaliation and power negation thief can’t win vs guardian at all. It is purely rock paper scissors.
The staff cheese build can beat DH pretty well but you have to be on Min’s level.
Thieves can still +1 cc burst pretty well. They do extreme well with Rangers & Revs. Guards have weaknesses but as a Thief pressuring him with his cds up, without help, is not exactly one of them.
To be honest, the bunker Rev, Ele & Mesmer meta during S1 didn’t give that season’s matchmaking fair credibility.
Tournaments were utterly ridiculous and stacking either 3 meta bunker classes on a team skewed matchmaking badly.
This was also during the time Thief & Wars were bad.
These two got the short end of the powercreep stick until Anet fixed them. It’s why i’m like, “meh, why not”.
They made the same mistake a few times in a row now without learning.
PvP team and Balance team should not be separate. Every pass ends up doubling down every nerf and buff.
Don’t mean to sound like a fanboi but gw2 is still the better mmo pvp game to date. If it’s because of their system in place then I can’t argue with it.
Other than Ele, I can’t imagine any class struggling in pvp this meta.
They need to change the way you advance in leagues.
Just win/loose is a terrible way and get people stuck or carried over…There needs to be added bonus/penalties by individual performance.
– caps, decaps, defense, dmg, healing, finishers, ress…There needs to be a way to climb if you are consistently better than your team, even if you loose the match, and to fall if you are consistently pulling your team down even if they are winning.
There is no efficient algorithm to measure individual skill in a match. There would have to be a lengthy equation to calculate all of this…
…blocks, blinds, damages mitigated from all players, timed cc during a stomp, Was it effective? Half effective? Heals given. Heals were effective but that was all you offered…?
I could write a 50 page novel on what items needs to count, tallied up points using a metric system, mix some boolean in there and slap its rear end and call it good. But… too much coding work for something that may or may not be 100% efficient because after all that work, you’ll always miss some strategy that’s effective but isn’t added in the algorithm
It’s so easy to say “just do it”.
Nice post.
/55charmeleons
Inb4 “mmr hell” threads appear.
S1 was one of the bigger “suck in a division” complaints we’ve had vs S2 and S3. Anet would really need to cater for players who belong in these divisions. Perhaps it takes # of games played, won, or time limit and gives rewards appropriately based on these.
Other than that, we can just speculate how the Devs implement it.
making rewards more accessible for casual players and making divisions prestigious and a more accurate indicator of skill are among our highest priorities.
Isn’t that a contradiction? It’s already nothing but a reward track, how could Anet possibly make it both even easier to obtain rewards yet harder to climb?
And if you choose to make a ladder that represents skill how do they plan to keep the casuals who can’t be kitten d to improve (which is like, 99% of GW2’s population)?
Translation of Gaile’s comments:
“We want to make it so the rewards are grind-based, while division-placement can be completely skill-based.”
So don’t expect any “exclusive, skill-based” skins, but you can look forward to having a little icon next to your name that says “pvp-hero” if you so choose.
That’s exactly what they’re trying to do and I have no issues with this. Heck, it was like that from day 1; a handful of people already knew the League system was going to be that way from the get-go.
Bwah!
Hammer in spvp is G-L-O-R-I-O-U-S
I play my very own hammer build even before HoT and I am using it all the time. It is fairly powerful and the fact that there are like no guardians with such build, it is something new and hard to counter in certain spots because of lack of knowledge on how to fight it.
What I run is kind of a glass cannon but due to sustain, condi cleanse and enhanced shield of courage, I can withstand quite a harsh punishement and still dish out a considerable ammount of power damage, along with heavy CC capabilities, which is nice.
Even my guildies who do PvP all day/night long say that what I have done with my guardian is working surprisingly well. I even managed to hit diamond on my own (solo que most of the time and a handful of premades), though I didn’t have enough time to get to legendary.
Their are no secret hidden esports builds m8. Me and 10k other DH players have theory crafted everything.
I wouldn’t touch a 10k healthed, dmg reducing, heavy CC built DH with a 5ft stick. And the F3 buffed trait is bad.
I’ve been playing guardian religiously since this patch hit. It’s unstoppable right now.
Rev and Rangers shuts out DH on point.
Thieves in +1 situations. You know, the good ones who actually wait 5 seconds to burst knowing DH just used a cd.
Burn Guard DH is less effective than power DH. This proves that op is playing with lower mmr players.
Players can abuse DH windows-of-opportunity. It’s why we needed the virtue changes amongst other items because we would get blown up without cds or stability.
TL;DR
Players have to play more as a team now that DH is on a higher competitive level. Sad thing is, players never play as a team in soloQ. So while players may be struggling vs DH, we’re finally “ok” in the higher tiers but even then…teams can still abuse DH opening defence through cc+bursts.
(edited by Saiyan.1704)
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