Rank: Top 250 since Season 2
#5 best gerdien in wurld
The question then becomes how you are getting the top 50. Will it be by prestige levels or by pips or by MMR?
A lot of the top players don’t grind games but they do play a fair bit and have high MMR.
If it is by pips then the people that play the most will be top rather than any skill based thing which makes it pointless. Like does anyone really believe CJ is the best player on NA? lmao
If you’re going by MMR people are gonna complain that MMR is unfair, their MMR is lower than should be etc, especially with the obscurity behind the MMR system that ANet uses.
I feel that ANet could just significantly increase the rewards for the guild teams that play and end up being top rated. 50 mithril ore was a joke and even though I can’t form a PvP team myself I wouldn’t be mad if they got more prestige items / stuff by being top 10.
Would this help?
You’re talking about top 10 or top 50 as if the game can actually distinguish the two. Anet themselves have said that the difference between “top 1” and “top 100” player is a fraction of a number. A fraction! It means there’s no reasonable way to measure a player’s individual skill in this game. It’s all team based. Only way to do so is if every player queued with their duo/trio/team consistently throughout a season and that’s no where near realistic to do so.
The only way to do a “top anything” would be to consistently play with a Team. So, most likely playing in tournaments consistently and telling yourself you’re top 5 out of the 7 teams who participate competitively.
I didn’t read every post but a few things players are forgetting.
Anet added the “end lose streak +1 pip” because players were literally not going anywhere. If you think it was bad this season, last season was literally twice as bad even if you dodged the bullet this go round. There were twice as many players who could not get a break for what ever the reason.
You have to take into account, casuals.
The current system caters to both, the players who don’t play religiously, running w/e build they feel like, and not looking at their minimap compared to the players who do play religiously, knows what situation counters their toon, and more importantly, knows what counters their teamates. The elites know how to rotate because they are more experienced. The system caters for both parties and that’s what Anet tries to accomplish.
Make it more difficult, casuals will hate you. Make it too easy and the elites will think there’s no point. There’s indeed items that needs addressing but players, from both parties, are going about it the wrong way in this thread.
Overwatch is technically in the same boat; players are completely reliant on their team to win games. Not a single player can carry a team… best they can do, just like GW2, is carry that one player who’s struggling but are still reliant on the other 3. So no.. a higher population will not help matchmaking. Legendary players however, there’s several solutions that Anet can approach to have Legy’s stay in the game longer per season.
Supposedly they will be adding other elite specializations that should in theory alleviate this issue you are seeing with the elite specialization power creep. The base class may be “weaker”, but with a slottable elite specialization it will give a bit of diversification and choice.
Adding new elite specs at the power of current elite specs will not fix the balance problems or improve the game. The problem with current elite specs isn’t just that they’re more powerful. The problem is that they’re more powerful in a way which makes them far too forgiving and skill-less. Elite specs must be nerfed.
Elite specs don’t need a nerf, we just need another update on every non-elite trait that classes have. Just like how Anet updated every single trait prehot to match that of the Metabattle builds; the most utilized builds in pvp. Shave, buff, & combine traits.
Ever since we got that patch, followed with the Condi patch that was OP but then nerfed, build diversity was at an all time high. We need another one of those “trait specialization” updates.
Queue times are bad because the game sucks and people quit. What can you offer as a reward for doing more of something you don’t enjoy?
Fix the game and players might come back. It’s no surprise that player population issues coincide with the release of another popular PvP game.
Speak for yourself. It was actually fun reaching Legendary as a Guardian compared to the first two seasons. The balance is almost there but not quite. Matchmaking now needs to catch up more than ever and removing class stacking is a huge leap.
As for “keeping Legendaries in the game”… add prestige mode and throw us back in the amber pool, forced to queue with low mmr players. Now, a player who can actually grind up back to legendary gets an extra special something. Bragging rights and possibly a new emblem/title/backpack/new rank 81/etc.
Yea, i’ll tell everyone how bad mmr hell is when i’m going through my second legendary round in the same season. That’ll keep me playing non stop probably.
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I notice there’s a skill cap to guardians (believe it or not…) because I’ve seen some who absolutely have no idea how to sustain themselves vs burst scenarios.
Pub Guardians are fine.
If you’re having issues with players “dodging” your traps… stick to just Purification and ToF. You wont have that issue if you play right.
Other than that, we struggle in anything near ESL level because colaborative players knows how to burst + cc the crap out of us. Heck… a good stunlocking thief alone can obliterate us lol… it’s ridiculous. We’re completely reliant on our passive stability and Virtues that when we don’t have them, bye bye Guardians. I cry every time my F2 or F3 gets interrupted by something random…
Hit Legendary at 69% winrate soloQ btw, and that’s not better than other Guardians of my level.
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Leave match, then promptly press Alt+F4 to exit the game during the HotM load screen.
That has always fixed it for me but being that it’s rare, maybe there’s a perma-stuck thing that’s going on and I haven’t witnessed it yet :P.
Initial game rotations don’t matter as much as mid game rotations do. You would have to see how the first mid fight plays out to determine how the rest of the game will play out. Expect to lose the mid fight if they have an Ele and you don’t so you can adapt thereafter; Rotating around their Ele in mid and pray he’s one of the bad ones who sits there all game.
That said, here you go.
Druid – Best 1v1 class in game, good at going far at start.
Engi – Decent 1v1 class, can go far at start as he can contest the point for days.
Mes – Decent 1v1 class but shouldn’t stay at far. They’re strat should consist of portal plays throughout the match.
Necro – Definitely wouldn’t send to far, would keep at mid vs larger groups. Preferably with an Ele, Engi or Ranger. He’s better utilized in team fights.
DH – Same as Necro
Thief – They are a hit or miss depending on the Thief player. I would send him home so he can +1 mid to potentially down a 50% healthed player, or +1 far if some one is there.
Rev – Same as Thief only he can go mid at start. Wouldn’t send him far unless he’s with another cc + dps class.
War – Decent 1v1 class but would rather send him mid first or home.
Ele – Belongs in mid and any point that needs team support.
The issue with pub players is, they do their own thing while expecting their team to automatically win points. So they keep going far to 1v1 or something. The worse is 1v1ing some one on a point that they already own… to remedy this, go help to +1 and hope to kill that player quickly (unless it’s an Ele). If your teamate QQs just ignore him.
If I don’t have an Ele on my team, you’ll either burst the Ele in Mid, or focus any one of their Nec/Guard/Thief/Rev in the fight. The mistake that players make is… they get stuck on point trying to burst down the Ele or Bunker class. Worse yet, they do it after downing one of their players when one of your teamates should have immediately rotated to the other nodes because they’re team is a man down. If you can’t kill the Ele or Bunker class within 10s of one of their players getting stomped, absolutely rotate out for a potential node decap or else your going to get clobbered when they respawn.
If you can’t win that initial mid fight, you’re forced to play sides and hope that Ele player in mid stays there all game. Wait for your respawns, fall back to home or rotate to far. A few classes like Engi, Ele, Ranger can contest mid long enough for you to rotate off. If mid is already lost, don’t feel bad to leave that 1 or 2 teamates to die if you know you all are dead in seconds regardless. If you live, you just saved yourself 15s.
Don’t go out to +1 far when you see Skulls at the top left on your teamates. It means the enemy players are already rotating out to other nodes. Literally wait right outside your gate for your team to respawn. No sense to go out to far/mid/home only to die from a 2v4.
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Matchmaking goes 15 pips from either directions so in theory, both teams are balanced, mmr wise. No clue how yall’s comp are though. If you don’t pressure that Gun Flame war then your going to have a lot of trouble.
Engagez trolls a lot and deliberately loses games… not surprised he’s not banned because the report system is terrible for reporting unhealthy gameplay like that War on Red.
Because you two (or three or four) queued at the exact same time and still maintain the same mmr. So matchmaking sees the potential team and queues them up.
Wait 5 or 10m then queue
Edit: Or add them to friends so you can see when they enter a match.
I don’t agree. There are 5 on a team. 1 player can carry, but not hard enough to make the kind of difference I’ve just demonstrated.
It’s clear that the matchmaker placed us on the side picked to win, and we did.
You teamed up with someone of way higher mmr.
This is what happens:
Your MMR -> 20
Lettuce MMR -> 100
Team MMR -> 60So now all of a sudden you get 3 other players not with 20 mmr, but 60 mmr roughly.
Against a team of roughly 40-80 mmr.
You see where I go with this? Lettuce now faces easy enemy team. You get carried by 4.
And this is why I absolutely DETEST getting placed with premades. Dont think the other 3 guys were happy about having to carry.
You give the efficiency of matchmaking WAY to much credit imo. Everyone knows how much better a team can be with a competent Ele. Having the right team composition has a huge effect on how well they’ll do… all matchmaking does is put numbers on players… the numbers gets skewed when you have something like thieves vs bunkers type matchmaking.
Then you have the skill factor… there’s a lot of players who are simply subpar than others because they do their own thing rather than fighting as a team. Queing with competent players reduces the chances of getting “bad” players.
The skill differences between players is small but big enough to determine the outcome of a node win, creating a domino effect. Ithilwen isn’t getting enough credit for what his post is refering to.
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“DH are in a good spot in WvW so they wont be getting buffed for TPvP.”
-Anet logic.
If he hasn’t seen very many good ones, then why not ask if others have noticed the same thing? At least he took the effort to go and video his point. And having an excellent druid smoke him doesn’t really prove things one way or another does it? So what would be the point, he’s already admitted that good ones exist out there.
It could be that this class just has a high skill floor to be effective. Its not weak when used properly but very suseptible to being used improperly. Theif is the one most like that in my opinion.
Thief has a higher skill cap & there’s more bad Thieves in SoloQ. So does that mean they’re the worse class in PvP like the op is saying about Rangers? Absolutely not…
Condi Thief, Condi Guard & Condi Ranger/Druid only works in Hot joins or Amber/Sapphire divisions. This thread is absolute shenanigans….
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League pip system is fine… everything you’re describing as “issues & fixes” is strictly a matchmaking problem so you’re fixing the wrong thing. It’ll essentially make the system perform even worse than before.
PvP Backpiece belongs in PvP.
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More of a debate topic rather than an actual question. But along with any other class that has traps. Do you think Dragon hunter traps should have a cast time? The only two that don’t have an actual cast time is test of faith and fragments of faith. Its like when Stealth gyro could be used during Crowd control , and basically a free “get up” or stun break card was activated. Generally most dragon hunters run the trait piercing light which can daze on trap activation , thus them being able to place a trap even during a stun and be able to daze the attacker as well , if they don’t have stability . I think adding a cast time would increase the level of skill needed to play dragon hunter , just like when the developers added a cast time to Revenant’s infused light . So it wouldn’t be used as a “stun breaker” essentially . Thought’s? comments?
This actually seems like a fair point. Dh traps are way better than thief or ranger traps.
To the people commenting, they could “nerf” this area by adding a cast time, but buff other areas like heals or damage or blocks to make it more balanced within the meta.
Lets give Core Guardians a staff buff since Druids do it better.
Lets give Core Necros a Well buff since Chrono do it better.
Lets give Core Warriors a Warhorn a buff since Tempests do it better.
Let’s give X class a buff because Y class’s Elite spec does it better… ya lets not m8.
Retaliation did more damage in the past, but players QQ cause they dont wan tto stop atack the targets to avoid damage or wait until boon end, Anet nerfed, so players dont need to look what boons the taret has… gw2 what to expect?
Still confusion got a bit fixed because it is not a guardian condi.
Retaliation was mainly OP in WvW because Guardians could AoE retal in a group for players to kill themselves. Again, they nerfed Guard’s retal based on WvW viability without thinking of its effects in TPvP =/
Retal needs to effect us and ONLY us so its damages can increase without being OP in that gamemode they call WvW. Radiant Retaliation could easily increase to 50% higher retal damages but only affecting self. Let retal on Aegis last for 3s. This gives us that quick Retaliation pop when you know a heavy-hitting burst is coming.
Build diversity \m/
Here is some footage showing how easy it is to melt Rangers. Most fights seem to pan out like this, same on my burn guard
Burn Guard will Never beat a good Ranger… he has too much condi cleanses.
I can post a video of me killing bad Rev players too and proclaim they’re worse class in PvP. Only difference between my claim and yours, I don’t dodge duels and don’t mind getting proved wrong.
When it comes to measuring Baddies in SoloQ PvP, Rangers are not the weakest class it’s Thieves.
How does an NFL team have an 0-16 record for the season? Must be bad matchmaking, right? No. Not right. It’s bad teamwork.
Like when when we lose a teamfight at the beginning of a match and 2 people on my team say GG in team chat. That’s a loser mentality. I’m not saying get good, just stop lying to yourselves.
Thats the definition of bad matchmaking. They were partnered with bad players.
And those bad players go to the forums and complain about matchmaking. Which parties are in the wrong here?
Point is, it’s very much a team game and the majority of players don’t know how to work together. So instead of fixing their playstyle and actually work with the weakest link, they pray to the matchmaking Gods to give them a team that works well for them.
I’m a DH that had a winrate of 80% till Diamond, finished off the season at 69% winrate. It’s very much a L2P issue for a lot of players who are stuck in a division because they roll the dice by doing they’re own thing.
A lot of Legendary players stopped playing altogether because queue times, new games, nothing to do, etc. I’ll be back next season.
The pip League system is working as intended because the system is Anet’s goal. Whether or not we agree with it is of course debatable.
The “i’m stuck with bad players” mentality is the same as Overwatch beleive it or not. Players in that game are getting frustrated for the same reasons as GW2 and they have 100x the polulation. The games are similiar in that 1 player can’t carry a team so you’re dependant on how each player plays.
Matchmaking is what the majority here complains about rather than the actual pip League system. Stacking classes needs to go.
Burn Guard will down the lord in 30s (but we’re not viable)
War+Necro will down the lord in 15s or lessOnly way to prevent it is to have some one there with aoe cleanses and heals but you’d have to get there before the condi bursts. If not you’re basically sol.
/aiLivesMattersEdit: Support casters needs to give lord condi cleanses… they never really needed them but there’s so many condi coverages now that burst condi’s remains uncleansed.
/laugh what are you talking about guys, its well knowed that power dmg >>> condi dmg, so dont come here saying lord need condi cleanse, it wouldnt be balanced, i mean look at the end match stats, power dmg >>> condi dmg /laugh
Sarcasm noted but, you’re off topic. We’re talking about how more efficient it is to down lord with condi than power builds. Not how viable condi builds are throughout a competitive match compared to power builds.
Please be politically correct in your sarcasms or my Forum-kitten Correction Protocol will kick in!
Each class needs to have a “remove 1 or 2 Dmg Condi” ability to counterplay a condi burst. Remove “impairing condi” skills to counter impairing effects. Global cleanse skills can vary from class to class. Can still have traits that adds an additional condi cleanse, these can be a global cleanse but on a per class basis.
This was already suggested before but I agree that having this change is needed for counter play purposes.
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Burn Guard will down the lord in 30s (but we’re not viable)
War+Necro will down the lord in 15s or less
Only way to prevent it is to have some one there with aoe cleanses and heals but you’d have to get there before the condi bursts. If not you’re basically sol.
/aiLivesMatters
Edit: Support casters needs to give lord condi cleanses… they never really needed them but there’s so many condi coverages now that burst condi’s remains uncleansed.
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Unlike Rangers where devs were literally stumped on how to fix the class, Guardians are pretty black and white tbh. There’s just sooo many ways to go about him.
Like the above post said, some small adjustments must be had.
The biggest thing that kills meta DH are instant interuptable Virtues, impeding our survivability.
Bunk Guardians not being very supportive at the level of Druids or Tempests & lacking supportive tools to stay a float.
Burn guardians dying too easily because they lack the tools power DH has.
We need another specialization fix just how Core got theirs way back when. Combine traits, making some baseline, etc.
War, Nec, & Mes are typically the only viable condi classes and only Mes would “run away”. There’s a reason why no condi teams exist in spvp… they’re not very efficient. In a way, other condi classes other than these 3 takes more skill to make work.
“I can kill bad rangers”
“I can’t kill good rangers”No that is not what I am saying, I guess your reading comprehension is kind of weak
How expected of you to use the go-to forum insult but your right I misread, you play incredibly unviable Core builds and suddenly realized core Rangers are bad as if it was an untold secret. Of course we all agree with you… everyone knew the week HoT was released. No need to alert the media.
No wonder you’re dodging every duel request in this thread.. you can’t beat a single Druid or Elite class because you don’t have HoT.
I’m playing (arguably) the worse class in game and i’m legendary so, it’s not all matchmaking’s doing.
A better idea could be amulet stacking. Only 2 amulets with condi damage in it is allowed on the team. Only 2 amulets with power and ferocity is allowed on the team. Only 1 amulet with healing power is allowed on the team.
That would have been fine back when every build was viable.. it’s definitely not needed now :/
Removing class stacking
It would remedy several issues… Matchmaking being #1.
So does Guardian’s Shield#5 btw.
Our incredibly annoying sword auto have been projectiles since launch… yall’s new toy can share the same aggravation.On the other hand, during HoT beta events, revenant sword auto 3 was a projectile, it got a single post complaining about it, then was fixed within 1 week. -_-
Other classes would be asking for 5 things and only got 1 or 2. Rev asked for 5 things and got 6 lol.. Unfair but, it is what it is.
Air ele is trash in competitive pvp but good in duels.
Current bunk Ele is probably the most important class in pvp. I wouldn’t call them op though.
I’ll sum up the op in this thread…
“I can kill bad rangers”
“I can’t kill good rangers”
“Ranger’s are worse class in pvp”
Lastly…
“I will dodge every duel request here because yall are probably good rangers”
Yea.. title gives a false impression. Might as well edit the title of this out of date thread. Why not just make a new one?
So does Guardian’s Shield#5 btw.
Our incredibly annoying sword auto have been projectiles since launch… yall’s new toy can share the same aggravation.
Build templates have been asked for since launch but never implemented. The only reason I can think of is, it’s too much work for a QoL feature. They feel players can already swap or change builds easily. “It’s on the table” but they really have no intentions of implementing it.
@Trev
Removing class stacking would solve a lot of matchmaking issues. It would lower that random extremes of OP comps that unlucky players get back to back, lowering mmr. Likewise, raising mmr for a player who simply got lucky.
About your suggestion, people would rage if that system was implemented. The reason the current system is good (besides the fact it took Anet literally 1 whole year to test) is because it caters to casuals, the people who play 24/7, and the pro players both. Yours is too specific to just 1 aspect; a system that was heavily flawed. Anet will likely never go back to it.
The current league system is good but matchmaking needs a fixin’.
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There’s occasionally instantly 4 people switching professions to have a balanced comp, when I play on certain divisions, on EU servers especially.
Players have all the tools to play with competitive comps, the only thing standing in the way of that is not caring enough. I think as a playerbase we need to move more towards a culture of class switching.
Look how Overwatch does it.
Comparing apples to melons.
Overwatch has 5 very basic abilities per class which makes the game 10x easier to not just pick up classes, but easier to balance the game so that class stacking can be a non issue.
It’s easier to pickup a class in Overwatch without needing to invest hours of playtime to learn what Meta builds & combos work best. Im GW2 players are not as easily susceptible to learn more than 2 classes, let alone all 9.
Conquest is twice as more strategic while Overwatch is more precision based. Difficulty will obviously vary but with GW2, it’s more difficult watching minimap, conditions, stability boons, your cooldowns, team health & your health concurrently. Overwatch, well, not as intricate to get into. Again, apples to potatoes.
To be esports gosu, players should switch to balance their comp but it’s simply not that easy to do for the average casual GW2 player.
I think the matches “might” be more competitive but you are making assumptions that someone who has spent their entire time playing one class is good (or not). Ultimately, even in the most perfect even matchmaking system there will always be 1-2 weak links, to say ideally, the teams would be exactly 50-50 is too far of a stretch (this is assuming the current population and the wide gap in knowledge between people that know how to play as a team and people that don’t).
These “weak link” players would have to play through all the divisions without getting stuck in the “mmr hell” in previous divisions. I personally think reaching this division would weed these players out to the point where
1) It’s no longer fun for them because they actually have to try-hard.
2) The players who actually grinded out the games to get there, really aren’t as bad as people think.
We had a matchmaking in S1 that assumed all matches were 50/50 but we all had complete blowouts that said otherwise. So one could say that the expectations of a non class stacking system would yield a more balanced matchmaking.
Some other concerns which aren’t brought up are: How long would you be willing to wait/other people? Everyone has bad days once in a while which is why even though the system picks the most perfect 50-50, the teams aren’t equally skilled, even though the match may appear so.
Unfair matches is what we’re already experiencing but I have strong reason to believe that removing class stacking would increase game balancing in general.
Issue #1
Biggest downside, players would have to wait an even longer playtime compared to Legendary BUT if we limited mmr restrictions and set unique classes as a primary then that would expedite matchmaking to pick players in a pool.
Here’s questions that needs answering
If matchmaking picks players in a 15pip range based on mmr, does this range extend after a certain time limit? Does mmr still count if this range was extended? And what is the time limit for these pip ranges to increase?
If it takes 3 minutes to search outside of a 15 pip range, and 6 minutes for matchmaking to look in a 30 pip range, then in a 12 minute time frame MM would be searching a 60 -/+ pip range for potential candidates. Now… does MM still have MMR restrictions for these candidates? If so then that would increase the time even further. Either case, Anet has lowered MM to 2m at one point. One would think that’s how Platinum should be.
Issue #2
If Legendary matchmaking looks back to Diamond and in rare circumstances, Ruby division for player candidates, then Platinum would look into Legendary candidates and Diamond candidates. These candidates may not have a choice in joining a non-class stacking comp but one would think that these certain classes are soloQ players anyways. Question is, does Anet feel there are enough players in Legendary population to have a lower mmr restriction for Platinum to work in just Legendary division? More importantly will this give players an enough intensive to keep queuing if matches are, theoretically, more even on both sides?
OPTION #2
Make another game mode entirely that if queued in, will limit class stacking altogether. Only issue would be, players who are in this special queue would not be in the regular Division queue. Queue times would be based on X amount of players who chooses to queue in this way. MMR can be lowered to compensate for the lower population but the League for this queue would otherwise stay the same. At any time during the leagues, a player can enter the non-class stacking queue and be part of the new separate pool.
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newbs, the game considers the sapphires to be rubies since they’re partied with a ruby. It was changed to prevent smurfing.
Yes but I was the highest on the party with ruby 7 pips. Does not explain why they have a diamond.
I highly doubt that 1 diamond player was the reason yall lost by 300 points
But ya, duo/trio teams will yield higher mmr soloQ players if i’m not mistaken.
Crazy sustains & AoE damages.
Strong focus target cc+bursts
No doubt there are other team comp extremes that matchmaking likes to give people but these two here… they’re the worse kind of comp balances. Sure MMR suppose to balance both sides but when you have a person who gets that “matchmaking hell” due to the above comps (or similiar) his mmr will lower due to his losses… doesn’t matter if he finishes his games with 400 – 450 or 499. Place this person on a reasonable comp team and he’ll play like a pro… making the game one sided by a 400 point margin.
Happens quite frequently.
What i’m trying to say is, Leagues absolutely needs to remove classes stacking in some form. Thanks to the bad luck matchmaking could offer, there are no doubt outlier players who have “false mmr” so, how do we achieve this while also catering to the duo and trio friends who teamQ but can’t class switch?
Every other division rewards players the same. Platinum can offer individual players a list of rewards that’s unique to this division set. Competitive non class stacking matches that doesn’t exactly take MMR into account for several reasons. Tougher because the team comps are more evenly distributed and players who make it here (you would think) are no push overs.
Suggestions welcomed.
Finishing the third auto chain is basically a huge waste of time and should never be done. Protection is not rewarding enough to do so.
Hammer’s chain attack is probably one of the most interesting chain skills. Especially when we have to deal with tons of boon strips. It pulses protection. Even if some necro strips it of you it will be reaplied in a second. I hope hammer’s AA will never be changed (mechanic).
It’s true that most of the damage is concentrated around the 3rd chain skill. Adding some damge to the rest of the skills would be nice, but I don’t believe that balancing anything by enormous damage buffs (like trueshot) is the right way. The problem is that skills #2, #3, #4, #5 are not good enough.
The other hammer skills is what makes the weapon efficient, not the chain.
Everyone has safe rez’s like invulnerabilities, stability etc but downs do not, so Banishing downed targets can be extremely helpful when there’s 3 picking him up and your team has no safe stompers.
RoW can either help with survivability, CC a group to burst down, or deny players from the point so you can contest. I’ve completely contested points with Ham#3,#4,#5.
Ham#2 offers decent 4k AoE bursts. Any more and it’ll be OP. The issues I pointed out earlier are the reasons DH in general have issues in competitive play, it’s not our weapon sets per say.
Haven’t read all the comments but here’s my 2 copper.
Finishing the third auto chain is basically a huge waste of time and should never be done. Protection is not rewarding enough to do so. The damage might be rewarding enough if it ticked faster and if the symbol was larger so it can actually hit targets. I always Stow to cancel the auto to follow up with another ability because the chain is otherwise debilitating to use… it’s not even useful on downs.
The Glacial Heart trait… too little damage to sacrifice considering the much needed AoE condi cleanses we need now. A 2k Crit burst would be nice considering every class has a single burst trump card except Guardians.
To be honest, it’s not as much of a Hammer (or weapon) issue as it is simply a DH issue in general. Virtues are sluggish; they’re easily interruptible, an exploitable weakness that players take advantage of when DH needs no exploiting.
Other QoL changes…
HoT has really hindered a lot of core values in this game.
MFW this thread (pic related).
Learn to counter it really. Warrior was a pile of poo for so long, now it seems OP because you don’t have enough experience in fighting them.
I ain’t a warrior player, just to keep it clear.
War are not Burn Guardians when our burn buiods got buffed and players didn’t know not to walk through Purging Flames or eat a full Whirling Wrath.
A good War player can burst any player quite efficiently. If the Warrior is good, lack of experience is not the reason why you lost.
Its a legendary that requires Gift of Fortune…I do not see where the problem is….its just like any other legendary. We have known since Season 1 it required this.
I can’t remember the last time I PvE’d anything… I have 4k achievement points, a box load of crap in my inventory because I stopped opening boxes, and 50g to my name. 2.5k hours played and I didn’t know about this 1000G requirement till now…
No… it’s not obvious and not every player dabbles with these pve items. Had no idea.
Last three unranked games I had, people left on both sides and the matches were very uncompetitive in general. But I suppose if people need a breather, it’ll do. :p
Legality asside, I recommend looking into Xsplit Gamecaster program. It’s basically an all-in-one item that allows you to stream to Twitch and record videos.
I think there’s a free trial but not sure, got it free on my gaming laptop. Just look at the system requirements first and try the free trial.
Warriors are fine. Condis in general are over the top.
Btw, a single interrupt on a warrior can kill him if you have condi pressure on him from a necro.
You mean condi pressure from the War on the other team? /kappa
But seriously, pressuring a War is not the same as pressuring a Nec, DH, or Ranger with CC Bursts. War is more lenient by comparison. Even if it’s a small margin.
(edited by Saiyan.1704)
Which is a problem since personal score in no way measures performance. In fact, it often measures quite the opposite.
You are right, but these scenarios are rare enough that it doesn’t matter.
It’s rare, that’s why it does matter. When it’s a draw no team should lose pips but rewards should still be given to both teams.
If personal score mattered it would be a different story but atm it doesn’t and never has. Anet needs to admit to this and remove the pip loss rule.
Considering the large burn bursts in the game, Resistance would be a nice addition. but this addition isn’t the reason why Bunk Guards are not meta. It’s just 1 of numerous changes that Guardians could use.
canceling it resetting virtues would be an awesome change
There’s no legitimate cancel function in the game so, it might as well reset virtues instantly on activation.
While we’re at it, F2 should cleanse/heal instantly too.
F3 will be getting a change on stab I’m pretty sure. I doubt they’ll do the f2 thing. I think escape/stow are pretty legitimate in pvp though. Just because half the clueless pvers don’t know about it doesn’t make it unintended.
It’s completely unintended, that’s the thing. For example, the community developed Dueling servers themselves and Anet took the credit as if that was the plan from the get-go.
There’s absolutely no references to suggest Anet made Stow as a “cancel” button. It’s another thing the community (players) made for themselves to play better and labeled it as such.
My point is, Stow will not work for what you’re asking; there’s not a code to read that “Stow” or “Cancel” item for it to trigger an ability. They would have to make the coding function for the Stow key press, then make coding to catch which skill Stow is canceling, then coding for each ability (or specific abilities) for the new “cancel” function to work on, then make another set of codes to tie the two pieces together.
We know how realistic it takes for Anet to implement something. This is too much of a resource constraint to implement for just one class like DH. There’s not enough intensive to stretch this among the other classes.
The game is balanced around Conquest, not SH. There’s builds that makes the new gamemode unhealthy to play.
But unlike a moba, there’s not a check & balance system. You don’t have towers that controls people zerging the entire map and camping respawns. There’s no risk for dying and thank goodness because nothing moderates snowballing. There’s not even a “level up” or “growth” feeling when playing through the map other than picking up crates to summon minions.
A few of these issues can be fixed with some ingenuity but at the moment, SH is not where it should be.
Yea it sounds silly… but I missed about 3 queues because I don’t feel like waiting for 5 to 15m… that seems to be the average queue time in Diamond now.
My sound is low because I run music in the background and I don’t want to constantly raise/lower the in-game volume settings. I’ve even miss the GW2 icon glow effect when alt tabbed from time to time.
It would be convenient to download an app on my phone whenever I get a whisper, email, queue pop, etc via vibrate or tone. Heck, take it 1 step further and have it sync to the in-game guild chat so I could reply on the go but.. I know that’s wishful thinking.
/endrant
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