Rank: Top 250 since Season 2
#5 best gerdien in wurld
Sooo let me get this straight.
You guys mind been hit for 8-9k by precision strike
But you are perfectly fine getting shot for 10k+ by true shot on similar cooldown by DH?
What classes other than Thief or Mesmer have issues with True Shot…? None.
didn’t add war cause they’re bad in everything
Druids > DH
Revs > DH
Scraps > DH
True Shot is fine… you know.. we’ll nerf it if you give the above listed classes a nerf as well.
P.S
Everything on Guardian is OP to a Thief so this convo of yours isn’t going very far… mainly because no other class experiences what you do
Toxic good player… because you don’t win games with Non toxic bad players?
This is kind of a silly question :p
#BockHim #Don’tHaveToBeFriends #it’sSoloQ #Surei’llTakeHim
Yall are forgetting that there’s a Huge animation for Hunter’s Ward…. unlike Ranger’s pet’s silent 10k burst attack or that little black acid spot Engi’s can place on the ground for huge aoe damages… or that invulnerable 6k Sword#2 Revs have…
Considering DH is already more difficult to play in higher levels as oppose to other classes… ..only thing I would change on LB#5 would be that a good timed Dodge right before Hunter’s Ward procs would “dodge” the ward itself, placing the player out of the trap. But again… Guardian doesn’t need a nerf unless other classes are getting one too
=/
I want to do away with “elite specs”….eventually people will learn everything from every other person and history will repeat itself; classes will lose their “roles” and no class will be unique.
I want there to be more build Diversity approach without taking something from another class to make it their own. More like an improvement of what they Are.
I want something along the lines of,
Something along those lines… but I definitely want some more Diversity in the game for sure. I miss Theory crafting builds to be honest. It might be a balance nightmare for the team but I think it’ll be an interesting project.
(edited by Saiyan.1704)
Core guardian > Dragon hunter
Core warrior > BerserkerSo, not all elites needs nerfs.
Core Guardian underperforms greatly in the meta… DH performs 2x better in team fights.
Don’t balance builds based on whether or not it can 1v1 its own spec =/
I’m really wondering more for an Ele in a team fight. 1v1 I won’t wast my time, even if I do win it takes waaaaaayyyyy too long. Mostly was wondeirng because today seems to be face 2 eles with none on my team day. Ele is one of the classes I don’t have much experience with and don’t really care to take the time to learn.
Instead of struggling in that team fight because you don’t have an Ele on yours, look at your team comp instead.
If you have a 2 man combination of thief/mesmer/dh/necro then you have a decent chance of downing the Ele. Especially if you have a 3 man combination – you should have more then enough pressure cc to down the Ele. That said, it’s soloQ so you may not all be synchronized. Even so, call it ahead of time and get with your team to focus burst when Target is called.
If you lose that initial mid fight, play sides and avoid Ele unless you can get him alone for a burst 2v1. It’s that simple really. Heck, 4 far 1 home or 3 far 2 home at start works wonders if you don’t have an Ele. I’ve made that exact call – had our Necro sit on home while the Engi roamed. We ended snowballing the map because Ele didn’t know what to do.
Other than multiclassing the bunker class….
Bursts + heavy CC does well against the bunker Ele build. Specifically, Condi bursts unless you’re glass zerk/marauders like most Thieves.
Class who have this burst cc potential
Assuming the above classes are using a competitive meta build, it’s not 100% that Ele can die 1v1 to said classes. If the Ele is good at being.. an Ele, he’ll kite, los, Invulnerable, Water, etc to avoid dying. Best case scenario the Ele will die in 10-15s. Worse case.. the Ele wont die for a while – if ever.
If there was a weakness like Guardian is to Engi or Mesmer is to Rev then Ele would have bigger issues in TPvP. They’re so darn resilient that most people 2+ the Ele to down him because it simply takes too long to 1v1 him on a point.
I can’t speak for PvE or WvW’s lack of speed but there’s nothing wrong with Guardian in tPvP. Sure, the classes you’ll have issues with (likely never beat on fair grounds) is Engi, Druid & Rev but I wouldn’t say we’re a “sub-optimal”. On the contrary, we’d be very OP if it wasn’t the certain hard counters in place (game shouldn’t be so but.. that’s another discussion)
You’ll do just fine in team fights with your bursts and stuns with trap & longbow, LB#5 & knockbacks. If you or some one else gets focused then you have your F3 for stability+blocks and F2 for additional aoe cleanses, heals, peeling off.
That’s not to say Guardian is as resilient like other classes. We simply don’t belong in certain team comps; rather, we would need that gap filler to beat a scrap/rev/druid and rotate appropriately. We do exceptionally well with an Ele healer (who doesn’t) and a Mesmer. Even a Thief can complement our bursts and cc’s to down any one target.
You may have tougher times in random SoloQ games so I highly recommend finding Ele/Mesmer friends to tag along with. Trust me, they probably wouldn’t mind
(edited by Saiyan.1704)
I see people doing it for the rewards tbh. If a player flew to Legebdary then he can just as easily do it again to reap the rewards.
I wouldn’t mind joining the guild to help players out. I’ll try to look yall up in-game.
Smite is a fun pvp game.
Paragon is better imo. If you had to compare, it’s a more faster paced “grown up” version of Smite with “Gears of Wars” graphics (made by the same creators). It also feels more like GW2 than any other moba but again, my opinion.
I’ll be playing Paragon and GW2 on the side TBH.
Been Diamond for a month bro. Hit Legend last Thurs.
I flew through the other divisions until Diamond. T6+ was my forum qq equivalent to “Ruby’s mmr hell” but mmr or poor matchmaking had nothing to do with it. In my case anyways.
I wouldn’t stack two Mesmers on a team and I wouldn’t call that the most OP class stacking comp…. double ele or double rev is more toxic. Imo.
Your pic doesn’t show much of a concern here.
I’m just curious how people would know whether or not they belong in Legendary or they belong in Diamond.
Maybe there’s not enough players who match your level of skill in a certain division or on a certain hour. Maybe people play just like you or maybe you’re going with the flow and simply expect a Rev to beat a Mesmer when… well.. you’re not realizing who beats who in the meta.
There’s a lot of variables tbh and i’m not accusing you at all but you might as well post a video of how well you think you’re doing in a match. Most people really don’t play as well as they think.
What people are forgetting is that S2 is a lot Harder to play than S1’s bunkish “carry due to not dying” builds. S1 might as well be a completely different game than S2.
S2 is a lot more difficult. You have classes that completely counter another class, team comps that only work if synchronized, while other team comps are easier to snowball due to their sustains complementing one another; a more forgiving strategy.
TL;DR
… people are running off to Home or Far or Mid with 0 map awareness, while complaining that their team isn’t carrying their own weight on other points…. People are so un-vocal, unsyncronized, and constantly over-commits (going far when they have 2 points, ignoring thief/mesmer/engi backcaps, etc) with 0 strategy in their playstyles.
Yes, S2 is indeed more difficult and players complaining about their “mmr hell” really do belong in the Division they’re stuck in… it’s the ugly truth.
That’s not to say matchmaking and game balances isn’t needed. It very much is, but it isn’t the sole reason players are having a difficult time with their Division. It’s just an excuse that’s very easy to use.
So you say the ladder system is better then season 1? It may be but unfortunately the class balance in this game is a huge kitten stinking up the room.
I find it funny how I can pretty much predict the outcome of a game based on the OP nature of some classes. 3 reapers and 2 scrappers? Ya that’s a win. 2 DH, 2 reapers and 1 ranger? More then likely a win as well.
What a joke, you’re ladder system might be better but it’s too hard to tell with this broken class balance.
I know of a lot of players that are pretty skillful in this game that can’t even seem to get out of the 3rd tier and just lose interest. They are definitely better then 3rd tier but I guess they just need to “L2P” right?
Ya nope, garbage….
If they’re as good as they say, then why aren’t they up there? What classes do they play that can’t handle Necro?
Classes like DH can really shut a Necro down. In fact, i’ve never lost to a single 3+ necro comp all season. But if you’re a class who necro absolutely counters, then ya I can see where you’re coming from.
Played my DH build the whole time.
Was actually pretty good. I started grinding the first day patch hit and flew past Ruby and hit Diamond relatively fast… in fact, I thought I was the first DH behind Muubs (they censored ur name?) and maybe Ken…
..stayed in Diamond for about a month.
Literally, 1 month. The last 2 pip tiers were the worse. It was like hitting a brick wall. Granted, I could have waited and gotten a few friends together and stopped soloQing (I did on occasion) but when no one was on I soloQ’d. That almost always resulted in a 1 win per 3 losses… stayed in the same place for weeks.
Compositions was always the worse for me. I absolutely needed an Ele + Mesmer and/or Thief on my team. Without them, Rev + Engi + Ele + Druid comps obliterated me. Guards don’t belong in sustainy comps. We need that Thief+Mesmer combo to insta CC & Burst any 1 class while our Ele keeps the point and on occasion, the team’s health up.
Yes, I would have gotten to Legendary much quicker if I had an Ele friend. I ran with a good Mesmer and got on several win streaks but sometimes we didn’t have the right comp, more importantly, he was never on. I’ve also got several 489 to 500 games… I personally don’t think we should get a pip loss for those but owell.
#Rant
#imHardHeaded
#Legendary
(edited by Saiyan.1704)
You heard it right here folks! The most unkillable OP class in game is a Stealthed full trap Guardian.
Kappa
You cannot dodge a thief or rangers trap unless your dodging through it is what triggers it.
They are completely unavoidable if you just wonder into them.On guardian traps there is an instant after it triggers were you can dodge/evade/block your way out of it.
That’s what I’m saying.
If you dodge through a thief’s trap it DISARMS it. E.g. it won’t affect, hurt, or do ANYTHING to ANYBODY who was inside of it after it got disarmed.Now take Procession of Blades, Dragon’s Maw, WHATEVER. You dodge through it, it doesn’t disarm it, oh no. It ACTIVATES it. Now you dodged through it so you’re good, but now it’s killing every single teammate that was in it’s area of effect but may not have been the one to trigger it.
Do you see the difference now?
This need to be fixed.Although I do agree that Dragon’s Maw should do DoT while trapped inside of it. That makes more sense, doesn’t make Dragon’s Maw so immediately threatening, but keeps the dmg there.
I also think that traps shouldn’t be able to crit, similarly to how mug can’t crit on a thief. In exchange traps should apply burning, bleeding, poison, vulnerability, or even weakness to reduce foe DPS to keep guards safer.
You’re comparing two different kinds of traps as if they should act the same.
Guardian has always been about AoE bursts and CC (hammer#5, Shield#5, Staff#5). Our traps opperates in the same way. As far as dragon’s maw, it’s one of those make or break Elite specs that’s very out-playable.
Removing the burst nature of it, removes the theme of it. Doing that means you’ll have to treat all other classes in the same way… and I can say quite a bit about Thieves, Revs, Engi etc.
Reserved
Reserved
Post Patch Update
Updating to reflect Post-HoT and collaborating posts from other threads.
Additional Info
Ayrilana.1396
“I watched these this morning. Players new to PvP may find some things useful. Perhaps understanding these will improve what we experience with matchmaking.”
Conquest Mode Basics
Map Mechanics Explanations
Downstate Skills
Map Awareness / Map Vision
Mindset and Frustration – Not really a guide but something I suggest people view.
Rotation
Kiting
Positioning
Juking
Countering Safestomps
Crowd Control
Using Environment to your Advantage
Credits to Ayrilana for the post and to QQMore.Net for the videos.
Streamers
https://forum-en.gw2archive.eu/forum/game/pvp/New-to-PvP-Start-here/first#post3387905
(edited by Saiyan.1704)
I agree with the above, rather see certain classes get a rework in how their skills work though.
Example is Rev’s Sword#3 teleport+Evade (invulnerable). The only thing us guardians can prevent that 5k+ burst is our F1 pull… it can miss and we have to initialize it before rev uses the skill. If he’s a good rev… he simply wont use it when tethered :/
In other words… certain classes needs counterplay and it’s not just Revs.
+1 for determination
Asside from start of game precalls. Knock down the gate before 350, but only when far is yours and doing so without sacrificing the point. I usually do this when I know the game is going to be neck & neck.
Map Awareness 101
Situationally, you’re not going to round up your bretherens for a lord rush if they’re all scattered across the map. By scattered I mean 1 far, 2 mid & 2 home.
If other team already have 2 or 3 guys on your home and it’s just you at far, don’t go for lord. Odds are they’re already grouping up for a lord rush and you hitting the door is like disturbing fire ants; they’re just going to want to rush quicker.
For a potential lord rush when you’re scattered, take care of the 2 or more people at your home and literally zerg yourself from home, to far or even their center gate. But this way you’ll at least take care of a lord rush against you when both parties are close to 350 points.
tl;dr
Don’t rush lord when your team is scattered. It’s best to fall back to your home to guarantee you’ll win/prevent that home decap and a potential lord rush against you. In the end, it’s map awareness and knowing where your metaphorical fire ants are on the map.
Your team comp was horrible… no wonder you lost. What did you expect to gain with 3 necs thief druid comp???
I don’t need to see see a replay to know that:
You absolutely needed an Ele+Mesmer for your thief or replace Teef with Ele + X class… oh and Necros never really stacked well without some one like Ele keeping them up.
(edited by Saiyan.1704)
Mesmers, specifically condi builds (and druids for that matter) have always been one of the best 1v1 classes in the game. Condi mesmer’s 1v1 specs have been complained before but they were never meta. Now they’re efficient in tpvp and players are having a tough time competing vs them on side points.
Guardians have a tough time competing vs Revs, Engi and Druids on side points. I recommend you doing what Guardians have been doing since launch… avoiding the classes that eat you in 1v1s by out rotating them.
all 5 players went mid, at the start of the match. i was so shock i didnt move while i was at mid. we lost by 60 points at the end of the match.
Actually going 5 mid as an opener isn’t as bad as it may sound if you take advantage of it.
As a premade group sure, going 5 on a single point other than Home isn’t bad at all.
With a soloQ team it’s the worse strat ever because likely, no one is in sync and everyone will be pointing fingers as to who’s suppose to go home.
all your points, assumes your team member is better than its opponent. also all your points are circumstantial. you cannot predict outcome of mid fight. even against team with more sustain builds. how many times did i look at my team comp and said oh kitten im screwed, only to be proven wrong. player experience dictates the outcome. experience teaches them when not to engage or rotate. able to adjust to the given moment and better decision making.
I’m talking about same team mmrs. Teams who know how to stack on ele for heals and teams who know how to focus target correctly. Being on or against any soloQ unsyncronized team and yea, everything’s circumstantial – for both parties. That doesn’t make my certain points less true because I am seeing in Diamond the same mistakes that I’ve saw in Ruby.
Not everyone is experienced in Diamond league and not everyone is experienced in Ruby, Emerald, Amber. You’ll always have more unexperienced players playing amongst experienced players and Matchmaking will never know the difference. Experience will tell a player to let a Mesmer 1v1 a Rev but that same experienced player will also know whether or not Mesmer is struggling vs that Rev to know he needs a helping hand before taking off.
There will always be more bad players than “experienced” players but even “experienced” players have no idea how to work their own team comp at start of game.
It’s not matchmaking as much as it’s how certain players handle the comp they’re in, or the comp they’re facing.
Mistake #1, 1v2ing on points…
Players don’t need to 1v2 or 1v3 in every given scenario. That’s called Zerging and it’s very easy to rotate around a Zergy team and get out manned on other points. If you respawn and you see your own Mesmer 1v1ing home, odds are the Mesmer is going to win that 1v1. No need to go there and waste 30s trying to kill a class that’s likely going to die anyways. What you could do is use a couple skills but immediately rotate out thereafter… you absolutely don’t need to stay there unless..
Mistake #2, Start of Game Rotations
So they have a Necro Ele Engi Druid Rev and you have 2 Necros, DH, Mesmer, Thief… Why go mid and expect to win the mid fight? Why go anywhere on a point with Ele+Druid or Ele + X class? Have 1 necro on each side, DH home and rest go far. Let mesmer portal near home and thief rotate between mid decaps and the other two points. Absolutely no need to go head on into mid with sustain classes who will likely snowball the map… but you have a better chance of winning 2v2’s and 1v1’s yourself.
Mistake #3, Learn Class Counters
Condi Mesmers are one of the better 1v1 classes around. They obliterate Revs, Eles, Druids and some Engi’s 1v1. That means you likely don’t need to help +1 unless you need to rotate out and survive or there’s something else going on with the map that requires you to rotate there.
Guardians can’t beat Engi, Rev, Druids. Don’t go home/far to 1v1 any of these classes. Communicate with your team, tell your druid, mesmer, engi to Home while you go mid. You do best with classes who cc+bursts, communicate with your thief/mesmer/necro and focus target.
Thieves + another cc+bursty class can eat up Ele, Revs, Necs and any one else who can’t handle initial burst+cc at start of fight. Instead of complaining you have a thief on your team, work with him and have him focus target as he’ll likely know who to pick (usually.. if they’re good thieves). Rotate that thief around the map, tell him to glue themselves to Revs and DH.
Mistake #4 Understand Sustain Classes
Any class with an Ele is a sustain comp. Druid+Ele are punching bags so unless you have a thief+mesmer and/or DH to cc+burst these classes, you aren’t going to kill them anytime soon. That means this 3v2 fight will last forever, long enough to lose the other points. Same goes for Engi+ele or Engi + druid comps on sides.
Please correct me if there’s inaccuracies here but, these are the mistakes I’ve been seeing since Emerald and it’s even worse in Diamond. It’s not matchmaking, so much as it’s the game; the game is simply harder to play compared to prepatch… much so that rotations are a bigger factor and in the higher leagues, a single player can throw it away for everyone else. You have to actually think about your team comp vs their team comp and how to change playstyle to make it work. Above all we need more communication and map pings+Focus doesn’t seem to be enough right now.
(edited by Saiyan.1704)
Guardians have been OP vs Thieves for a very long time… no surprise that DH performs just as good vs them.
I’ll tell you what though, nerf Thieve’s incredibly hi mobility and/or burst damages and maybe I’ll support a dh nerf.
For the record, a good thief can beat a DH. I know a couple thieves who has a legitimate 50% chance of 1v1ing me. And bunker thieves are bad builds never use them.
tl;dr
Although dh doesn’t have to try nearly as much as thieves, it can be an even matchup between the two classes but there are way more bad thieves than guardians.
Actually that’s not bad considering Thieves should be able to stunlock and burst down Ele’s. Especially with Guard’s pew pewing along side trap bursts.
If yall lost that bad, you were probably unorganized and/or your thieves were bad
why is everyone complaining about bots. every game goes through the same thing at release.
…I can’t think of a single mmorpg game with player-made bots in pvp. I mean… how bad can the game’s pvp be when a macro program can faceroll PvP matches for you.. utterly ridiculous.
GW2 is the better PvP game.
Staff#5 isn’t nearly as problematic as the uncounterable, uninterruptable and high damaging Sword#3… how are people not mentioning this skill instead?
Getting ‘stuck’ in ruby is a very important topic regarding how best league should operate. We changed matchmaking to make the ladder more prestigious and so far it has done that. Divisions are aligning with skill level much better than season 1. The product of this change is that the bulk of players who hover around the middle of the mmr curve should stay in sapphire and ruby. Win rate will level out at 50% because there are plentiful players of similar mmr in the same division.
Should average players be able to climb out of the middle divisions by grinding? This removes prestige and can make matchmaking worse within a division, but always allows a sense of progression.
Should average players stay in the middle divisions because that’s where they belong at their skill level? This retains prestige and only improving skill will allow climbing, but rewards and progression stop at some point through the season.
Is there an incentive that could be added to league games for players who have reached their appropriate division and can no longer climb?
It’s like this Evan guy doesn’t even play his own game.
I disagree Unfortunately.5940
In fact, I agree with what Evan just said. Average players don’t belong in higher league – but these players don’t have progression when they plateau at Ruby thus making their League experience unfun.
As far as, an incentive to players reaching the top of their game in a certain division, that’s an unfortunate innacuracy at the moment. A 400-500 close win will de-mmr a player and make him appear as “bad” even though the game could literally go either way.
A player on a team who instant dies because he’s bad or >insert counter comp< means that certain player is at a huge disadvantage; liability. An example is Guardian vs Druid or Engi or Rev. On the right team, sure, Guard can very well succeed. But on the wrong team composition, Guard simply can’t.
Point being, there’s too many inaccuracies to player faults, team composition faults, and overall a 0 measurement in individual player contribution. There’s simply is 0 measurement.
(edited by Saiyan.1704)
1. Add an in-game majority voting system to auto Dishonor players for being Toxic/Unhealthy during the game.
2. Normalize certain builds as well as a slight nerf to all specializations but focus strong points – Lower CC’s across the board. Example: For DH only traps with a cast time can stun. Moa reduced by 1s, Engi total stuns reduced by 40%, etc.
3. Stability should be shaved from every class on elite specs. Half the reason elite specs performs better is because of their utilities; its suppose to be a play style change not a huge performance boost.
4. I would love non-class stacking in unranked as well. Prioritize non class stacking more in Matchmaking but have a 5m queue threshold for matchmaking to revert back to normal class stacking for an individual player who hasnt gotten a match.
(edited by Saiyan.1704)
DH isn’t the best stompers but we’re not necessarily going to 100% cleave down targets either. You have to kind of weigh the scenario.
Also trap’s cc helps to interupt players trying to pick up downs.
In order of priority, if i’m too far to stomp i’ll try to LB#5 and/or F1. LB#5 is often mandatory if there’s multiple players grouped up anywho as they’re sitting ducks for a burst.
If i’m right on the person, i’d issue a stomp
Also, a lot of DH don’t immediately F1 pull. Whether because they forget or they don’t have the reaction time.
What would make legendary players happy to keep playing the game? Is it just quicker queue times? What if you could do other things while waiting? What if there was something other than leagues all together like unranked arena that legendary players could go to until more players make it to legendary?
I honestly just wish we would get more rewards from legendary. Adding more rewards would make players still want to gain pips even though they are at the highest they can go league wise. I know I would play more than a few games a day if it meant greater rewards
Adding more rewards is easy, but getting them will still be difficult with hour-long queue times.
Reward wise, what I absolutely loved at gw2 launch was that you would get PvP exclusive skins, usually depending on what rank you were. These had sets (like the Priory key skins) that was cool to collect. In addition, we had Ranks and titles that also showed how long you played for.
Present day, a lot of us already have the titles and hit Dragon ages ago. I have an inventory full of chests that I got tired of opening and started deleting boxes because that’s easier than opening boxes per match, every time. Chests are becoming an absolute nuisance for me.
tl;dr
It would be nice to have a Prestige mode for our Dragon rank that reverts us back to Rank 1 but with a unique medal displaying our prestige level. As a bonus, add our Rank games played so players who already played 4k games and gained X amount of experience automatically jump to a higher prestige.. if the coding is possible
(edited by Saiyan.1704)
I actually like the idea of making the hammer somewhat of a weaker Tranquility. Like if it blasted all 3 spots and neutralized the enemy-controlled nodes and knocked everyone off of it, and was unavoidable (as far as the knockback/damage goes) but happen more frequently. I think that could be really fun. Leave the damage and knockback though, so it assists people pushing new nodes.
That, or alternatively, a 4th point. Part of me is dying for a map with 4 points just because i think it could be curious. Especially if the special 4th point was the larger of the areas and gave points quicker than the other nodes, so one more worth fighting for, but more opportunities to fight around (controlling outside nodes instead). I think SWtor successfully had a map like that, but it only had 1 center main node and 2 supporting nodes. Could be a really cool way to shake up strategies.
I like the simultaneous Tranq idea. We know Tranq works, could have Skyhammer be just that, a buff icon that when channeled, it hits the node 3 times simultaneously in 5s intervals?
I don’t like your last idea about a 4th node because that promotes 1v1’s on each node with a +1 on one. Promoting 1v1 is a terrible idea because certain classes simply can’t 1v1 across the board. For example, condi mes & Thief may lose to guardian every time but Guard will lose to Engi/Rev/Druid every time, etc. If we’re talking about new gamemodes, lets revamp Courtyard TDM instead and convert it to Rounds only.
I’ve been using Shield for quite a while now. Though it may not have the 1v1 performance as Focus’s 3xblocks and cleanses, i’ve made a node neutral and made great clutch down plays with Sw#2 + shield#5.
The thing is, i’ll almost always lose a 1v1 vs engi/rev/druid and I don’t need the extra cleanses from focus, so i’m not really missing it atm.
Awesome thread so far everyone! I really appreciate everyone taking the time to write up their feedback and keep it constructive. Let’s do a quick recap:
- Remove/adjust the breakable panels at A and C point or Add second layer under the hole so players dont die, but still lose time for falling into them
- Which do you like better?
- Glass Panels only break from cannon fire
- What do we think about this suggestion?
- Enlarge the Skyhammer Platform, Add line of sight props
- Add multiple portals to get to and from the skyhammer platform
- Does this have to be in both places: in center of map and skyhammer platform or just the skyhammer platform?
- Adjust the jump pads
- Take away the ability to die from falling damage
- Do we want to completely remove the ability to die from falling damage or make it only in very specific places?
- Adjust middle point high ground
- Do we want to completely remove this because of gameplay/camera problems or adjust it as it creates good gameplay but messes with camera
- Secondary Mechanic Adjustment
- Reduce Damage
- Increase Cooldown
- Reduce the turn speed
- Remove Skyhammer from Unranked
- Do we think the map simply can’t be altered to stay in Unranked?
Just to clarify, this is just a discussion and we are not specifically committing to any or all of the suggestions, but it does help us to understand how you (the pvp community) sees the map and determine what can be improved.
Biggest pet peeve is the instant death on sides. Nothing like doing good, playing well, only to get instant deathed by a stealthed thief/engi/guardian pull or push effects.
Glass panels
*Lazor Cannon damages and aoe effects
*Lazor can be reached at certain times, similar to Temple of the Silent Storm
Make the lazor portal first available at 11:30. Entrance spot is normal, near middle point as usual. Second entrance opens at 8:30 but portal door is now at bottom center of map. Then, both doors will open at 5:30. Lazor will be available for about as long as Stillness’s Double Points effect lasts (the buff on Temple of the Silent Storm).
I think these changes alone will make Skyhammer more enjoyable. Mostly the removal of instant push/pull death effects. That was the biggest issue with skyhammer that really pushed a lot of players away.
(edited by Saiyan.1704)
I’d suggest you censor the name – there is a strict policy against “naming and shaming” to prevent witch hunting, or else this post + thread will be removed.
It’s sad that the mods on the forums are quick to discipline their eula.. yet, reporting toxic players in-game takes days, if ever, for something to happen.
=/
The irony here is that every other competent class carries the warrior. Yet, this post suggests the warrior did better than the individual players on his team.
All I can imagine is the warrior peeling away from team fights, staying off nodes and attempting decaps and 1v1s. That’s my first impression, anywho.
Stop playing theif problem solved
Okay, then explain this. Rumor has it, necro is one of the strongest classes in the game for pvp.
Doesn’t matter with the class people are playing, it’s basically RNG when you reach Ruby in SoloQ this season…
Nope. It’s basically RNG as far as winning a match with a Thief on your team. Either the Thief works and bursts down a single target while making backcap plays, or he hits a brick wall (due to comp he’s facing) and can’t do either. I see too many Thieves rotating from point-to-point, unable to do a thing.
@op
Your previous meta experience with Guardian means zilch. Your playing as Thief & Necro now.. in a completely different meta… not sure why you even bothered to add your prepatch experiences when it has nothing to do with your lose streaks.
Only reason moa is ‘ok’ is the Moa#5 skill and your 2x dodges can peel you away. Add in Swiftness and you could leave the single target burst area efficiently, assuming you have some form of Stability up or other competent team support.
If a team can syncronize their moa bursts + cc on a single target, another team can synchronize their Stability + Sustains + cc to help you survive the moa burst.
Moa is no doubt powerful but tbh, Portal plays are more op than the Elite. Mesmers are quickly becoming king +1 decappers like thieves were pre-hot.
Well, for my perspective, dominating as a bunker holder does not make the class a top tier PVP class.
So being the best bunker in game and one of the best team support classes for two years in a game in which the outcome of the matches are determined by the team which controls the points is not being top tier pvp, uh?
Well, that’s a good starting point for people to value how relevant your opinion about PvP in general and Guardians in particular are.
I was thinking the same thing about your opinion when you said how a class is top tier in PVP because it does exactly ONE thing really good.
That didn’t mean this class was ever top tier; it means it was pigeonholed to a single role because it’s the only thing it could do well. It also meant that it was reliant on a very specific way to win PVP games and had no flexibility to adapt to other strategies. Yeah, top tier indeed. GG.
“Hey guys, they are beating our brains out”
“Oh don’t worry, I will just stand here and guard point … oh and if you want amazing support goodness, just come camp point with me”Awesome.
In fact, I think that what you see happening in game is exactly why Guardians were never top tier in PVP … the meta shifts a bit and now that one thing we did well, we don’t do so well anymore. Further to that, since we don’t do anything else really well, now you see people generally thinking Guardians are that great.
So no, it was never top tier … it simply fit the meta really well that allowed it to do one thing really well.
The bolded points highlighted defines Cele Ele prepatch. It was the only build that worked for the class and the Ele role was very specific in conquest. Same goes for Thieve’s +1 and Decap role and Cele Warrior’s support-then-burst opportunities. You’re right about these prepatch Cele classes able to fill multiple roles, the point is, it was still the 1 and only viable build for them.
Guardian is more viable now than Power Hamguard back when Tage was in tournaments. I say this because, unlike the Cele Ele/War/Engi in old patch, certain classes like Rev and Necro can very well be countered & outplayed by Mesmer & Guardian, respectively. (though I disagree with unbalances in 1v1s) If the class stacking rule was never added then we (along with other classes) would be screwed.
For the record… Traps + JI + Trueshot is a hit-or-miss combo that should only be tried in SoloQ or certain scenario situations where you absolutely know it’ll hit. And full trap DH simply doesn’t work in higher tier pvp. Guardians who run those will have issues pass Ruby (or during ruby for that matter).
(edited by Saiyan.1704)
The Meta is lots better than Bunker Mes/Rev/Ele meta but build diversity is no where near prepatch where you would have at least 2 viable builds going for you.
(not to mention teams were consisted of zerks, mara, carrion/rabid, cele, amulet diversities before HoT)
Biggest pet peeve? I dont like the “balance out of unbalances” GW2 strategy. DH should be able to beat engi, rev & druid 1v1 but can’t. There are other classes who gets countered by X classes while also completely countering X classes. It should be a 50/50 chance of winning across the board, for every class. Not the “i’m going to avoid that class completely because he counters me” strategy.
(edited by Saiyan.1704)
guardians were the top bunker class during a time when conditions and CCs weren’t nearly as close to spammable and rampant as it is now, at no point during the game’s history have guardians been close to the best bruiser/fighter class or even near the top of the bruiser/fighter list.
You’re right we’ve been no where near the “bruiser” class. Maybe back during the Hammer Medi builds but we were hardly up there compared to Ele/Engi/War.
Honestly, we might be a viable 5th assuming Rev/Engi/Druid don’t counter us on point. If we run with a Mesmer then we’ll be fine in any skirmish 2v2+ fight. As for 1v1 fights, we can last long enougj for that +1 rotation.
Classes that Annihilates DH
50/50
Mesmers
Thieves
Necros – no clue why people have a hard time with them. Only met 1 hard-to-beat necro and he was an “off meta” condi build.
Ez mode
Warriors
Realistically
Revs, Scrap & Druid are the only classes that gives us issues. Everyone else are usually easy to beat.
(Only traps I use are Purification and ToF)
(edited by Saiyan.1704)
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