Rank: Top 250 since Season 2
#5 best gerdien in wurld
lol, people in this forum are so entitled. pvp failed? really?
Yup. Pretty much how the forums work here. As far as i’m concerned, there are 2 classes underperforming in pvp (arguably, teef is coming back?) and the meta is different entirely (players getting used to it). All we need is the balance patch we were promised. (bug fixes are needed too)
We have teams who either absolutely love the meta – are indifferent about it – or hate it (always existed imo). All the while, solo players hate soloQ pvp until they reach the higher brackets. Even then, they’ll continue to complain as usual because mmr/matchmaking is rubish (as usual but it’s even worse now due to more premades in queue) and they can’t deal with premades due to being teamless. Yet, premades need soloQ players because they’ll endure 10m+ wait times.. especially in higher brackets. (Premades in Diamond & Legendary are going against emerald/sapphire/ruby due to 0 teams available)
A double edge sword no matter which way you look at it.
Their ability to hold points for 30+ seconds against 2-3 people is simply too strong in this meta. It isnt solely an issue with the class itself but rather overarching problems with pvp at the moment that are shown most clearly through bunker mesmers.
This is the exact reason why they’re considered OP. Not even Bunker Guardian pre-patch meta (before the June patch) could bunk as efficiently as the current Bunker Mesmer has shown in TPvP. It’s ridiculous.
Report them as “botting” like Anet said.
Eventually Anet will put in place a more impact Report feature in the game that requires 3 man votes…. you know.. like other games have in place.
^ that’s only the case in SoloQ, not premades – Tournament play.
Bunk Mesmer
Basically a beefed up prepatch Bunker Guardian back when Bunker Guard was able to self-sustain a 1v2 point, only better. I’d hardly call a punching bag OP but.. they’re the best bunker class atm so they technically are op in that realm.
Rev wins the comparison, imo.
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People love Tank Wars 2 for some kitten reason…
I miss the zerker/condi meta, that was exciting, fun, and fast paced. Twitch based, skill based.
This BS is just tiresome…
Zerk & Condi meta were unhealthy. Exact words of Anet and the posts before April 2014 showed. Everyone complained about the toxic burst builds and 1v1 condi builds that Anet was forced to introduce (and buff) Celestial Amulet.
6. Buy hot to be any type of viable to a team
You’ll play subpar in all aspects of PvP when running a core build.
7. Change classes depending on your team comp
The faceroll meta is Rev, bunk mes, bunk Ele. A stack of either three classes will make a team so keep that in mind. Scrapper, DH, Druid, Reaper are great 5th picks, choose them at last resort.
8 It’s always best to duo or trio with a meta player friend
Because you’re less likely to grab a non meta player in pug matches.
The virtue cast times are not bugs they are labeled in the tooltip. Anet thought it was a good idea despite all guards saying they hate it. Whatever I guess
I’m talking about LB#1 not being interrupted to cast another skill. Any skill. When spamming LB#1, this experience is even worse. I’m forced to use Stow before I use any skill sometimes.
First thing sounds like something is interrupting the 1/4 cast time for Spear of Justice, maybe a dodge, or a weapon swap/stowing, or some movement thing that the skill doesn’t like. Might be the same thing for Hunter’s Verdict not firing but still going on CD… Of course, lots of pull skills (Engi Magnet comes to mind) have problems with the pull not going off or working 100%, especially when used at max ranged. Is that usually when the pull doesn’t work?
Actually this was tested on a Golem. I would cast my F1 and pull immediately, F1 goes on a mini cd less than 17s. I cast it again, it doesn’t pull but I still physically see the tether effect… i’ll try to create a vid and post it tomorrow.
As for Punctured Shot, are you saying that you can’t queue the next skill you want to use, but instead have to wait until PS is fully cast first? If so, that’s definitely a bug, and probably has something to do with your traits. Do you have Heavy Light or anything else traited that might have a skill-like effect that triggers on Longbow AA? I remember a revenant trait getting scrapped in the BWE because it was basically activating a skill that would always take up the skill queue that lets you chain skills like we can normally do.
Yea that’s exactly what’s going on but I have no clue if it’s a trait or skill. I’m basically using a DH meta so i’m not sure what the cause is.
It’s very frustrating in TPvP… basically skill lag waiting for things to fire after that 3/4 cast animation :/
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Why are people arguing that incentive prizes given for meeting challenges specific to a certain game mode should be exclusive to that game mode so that they remain incentive?
Why are people arguing this? It’s obvious.
Ohani is not going to accept any answer that does not allow him to obtain the wings without doing pvp like everyone else who want them.
If you want a prize for completing a challenge, then complete the challenge. If you hate the challenge too much, accept living without the prize. Otherwise you cheapen the prize for the people that want it, kitten off the people that suffered to earn it, and weaken the incentive for people to even try it in the first place.
You don’t get a purple heart for running track just because you want one.
Jesus.
Edit: Also gonna address this.
Entitlement is not asking for things that you want, it’s assuming that the things you have are deserved.
Kaiokek times 100.
Simple Definition of entitlement
2. the feeling or belief that you deserve to be given something (such as special privileges)
You won the thread. Give this man a cookie.
If you can’t handle the competition then don’t compete.
Omg how aggravating. I have half a mind to send a ticket for that shenanigans.
He’s not going to sacrifice his competitive position by not using a build he’s unhappy with. Chaith is just keeping it real. Not sure what OP is trying to start here.
I actually admire the guy even more.
sign my chest </3
Oh ok. I just never experienced it until the summer when all the patches were rolling in.
-Guardian-
Punctured Shot
… you can’t immediately cast the skills you want like Virtues skills and LB#2 during your 3/4 cast of Punctured Shot. You have to wait for the full cast time to take effect before doing anything. For awhile there I thought I was lagging or having some kind of connection issue but it’s all because of the Punctured Shot cast times. I’m forced to use Stow to cancel Punctured Shot animation to use any other skill…
Spamming the skill is even worse. You wont cast any non-immediate skills because your second spam click on LB#1 will initiate… this greatly effects your LB#2 skill and virtues in a skirmish fight.
Everyone else
I’ve noticed that there are other skill lags in the game as well. For example, hold down the direction up arrow (or any direction key) and cast GS#3 on a target. Before the leap lands, cast GS#2. Your Whirl will not execute after the leap lands. A lot of players are experiencing their skills not executing after another skill, so they have to press it several times just for it to take.
This was never an issue prepatch, not sure what has changed for these skills to receive an input lag but it’s gamebreaking.
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Ok two things are bothering me – not sure if they’re bugs or not.
Hunter’s Verdict
Sometimes when you throw the spear, it’ll be put on a mini cd and you can throw it again. Weird.
Other times, you can’t pull your target for what ever reason and it’s placed on a regular 17s cd. Incredibly annoying… don’t know what’s happening here.
Punctured Shot
Ok this one is game breaking… you can’t immediately cast the skills you want like F1-F3 and LB#2. You have to wait for the full 3/4 cast time to take effect before doing anything else. For awhile there I thought I was lagging or having some kind of connection issue but it’s all from Punctured Shot. I’m forced to use Shift + any skill to Cancel Punctured Shot animation…..
- Poor matchmaking
This, this is why I decided I’m taking a break. I would love to help beta league improvements and I would even talk with devs. I have over 2k games, but I’m sick of the poor matches. I’m also feeling more and more isolated because I enjoy soloing and it feels like the system is rewarding teams.
Yes, I know it is a team sport, but so is Track and Field. Individual performance should matter for something.
Things I would love to discuss:
- matchmaking
- pip system
- how soloqers can play (thinking GW1 had the right idea here)
- would love to listen to balance debatesI’ll see people in pve and wvw.
Unfortunately player points in-game doesn’t mean anything. There’s no method of calculating solo performance in a match.
Though, player points do show whether or not your team is winning team fights, I would remove the point system in-game entirely and replace it with a
Player Death Total
Number of times a node was capped
Number of times a node was decapped
Matchmaking
Been saying this for awhile, but matchmaking needs to be a whole lot smarter. You can’t just put a Number on a player, call it his skill level and all of a sudden have evenly distributed matches. We all know that certain classes, builds, and team compositions do better in others and snowball the match easier.
Option 1
Choose the pool of players and make a 5v5 match based on average mmr as usual. Have another check system in place to redistrubute players based on team stats. For Example:
Pip System & SoloQers
The current Leagues is fine for premades vs premades but not for Solo players. In fact, the League system feels like it was built just for premades only. I would recommend a “Party Up” option at end of game but… even then… people decline invitations because for some reason they just want to SoloQ.
I feel there should be 10 hotjoin servers dedicated for Solo players only. No leagues and no duo or trio team. Then place a Participation in Ranked Queue for players grinding out games without a team. Maybe have them receive tickets if won 200-400-800 matches @ 53% winrate or something similiar.
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Yeah, i’d like to see what OP would say if all those people the new system “is not for” stopped playing and all the rest had to actually play against themselves and hope for win streaks.
Oh you mean back when we had soloq and the forums weren’t being raided by soloQ “entitled” players?
I’d probably ask for a Coke. (Boondock Saints reference)
Why i can be even bothered, people already suggested to bring back solo q, so those who want to team up, can farm the kitten out of each other. The forum is filled with suggestions, they don’t listen, they don’t care.
When you were in your soloQ casual matches with that failed solo leaderboard of a system, the few of us competitive players were content with the PvP system in-spite its bad quirks. And we never uttered the words “farming”… we usually said “good game” and queued up for another match.
Have you proposed anything useful? You just stated self made-up facts, if leagues are not for soloqers, why i even able to que solo?
Look back in the 2 previous test ladders, players grinded out an ungodly amount of games for the sheer sake of being Top5. Facts.
Anet spent 1.5-2 years trying develop a better PvP Leaderboard system that included 2 failed ladder systems, 1 of which lasted nearly 3 months. The Dev himself resigned. Facts.
I know how those leagues will affect PvP in the long run, aswell as i know, how many Soloqers will turn against PvP instead of teaming up.
I’ve seen more Teams in Ranked PvP than any other system Anet gas implemented thus far… again, you’re completely mistaken. As far as Anet is concerned, they’re taking a positive step considering team promoting is what they’ve been trying to accomplish since the day they removed SoloQ.
Still waiting for your hard cold facts there buddy.
Hahaha, thanks it’s most ridiculous pile of crap i ve read on this forum this month. Thanks for the good laugh sir.
I just hope Anet will listen to players like you and finally completely destroy PvP so noone would ever play it.
You’re more than welcome to prove me wrong about something or say what you disagree with and why.
If you can’t add anything intellectual to the discussion then you should probably refrain from replying to posts until you develop basic social skills in w/e grade you’re struggling to pass.
For the record, Legendary items suppose to be difficult to get. What I proposed is realistically fair considering the top 5 players in the two previous test leaderboards reached these game threshold with ease.
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Current Leagues are not for solo players.
Current Leagues are not for the average 50 winrate.
Current Leagues are not for casuals.
Players have complained constantly about wanting Rank PvP to revert back to old leaderboard MMR system. Congratulations, Leagues is exactly that only better. We no longer have that “win 10 games straight to be top 5, only playing 1 game a week to maintain the rank” old MMR system anymore.
It takes consecutive wins to climb up the ladder; not meant for the average joe… the entire GW2 community. If Anet really wanted to cater to casuals, a grind system for Amber, Emerald, and Ruby players should be in place.
An example of what casuals are probably wanting
numbers can be altered and changed depending on X number of players reaching these thresholds.
Solo players need to give out solutions instead of complaining about an awesome system that was never meant for them.
@op
Leagues are not for solo players. It’s as simple as that.
The old soloQ leaderboard was a perfect indication of how much luck a random a player can have “climbing up” the ladder.
Unless it’s some 1v1 tourny, there has never been a system in GW2 that measured individual skill level… This game has always been pointless for any solo player, so why even complain?
No clue why they haven’t followed other pro league games and just lock class stacking… the very least, same classes with similiar specs.
Would have fixed double Ele comps back when Abjured abused it.
Will better this meta; Devs wouldn’t have to struggle so much with the balances.
Lastly, it would diversify things a little. 5 completely seperate classes/builds/amulets per team = a more balanced game.
Imo, Ez Pz were utilizing the worse comp imaginable, having builds with minimum condi cleanses against a condi comp team. Like to see a Necro, a good DH and an Ele against those 3 Revs.
Couldn’t agree more. Invisible traps is quite annoying…
Oh hey, they found an analytical solution to the number of games (in one of the comments). Again re-running with 51% win rate (and rounded to nearest game):
Amber->Emerald: 29 Games
Emerald->Sapphire: 142 Games, 171 Games Total
Sapphire->Ruby: 142 Games, 313 Games Total
Ruby->Diamond: 656 Games, 969 Games Total
Diamond->Legendary: 843 Games, 1812 Games TotalI would suspect that is the most likely number, bot it will vary on other factors ourside of player skill, and that there will be players of equal skill that could take plus or minus 30% or those totals.
But lets say it’s 1,812 games at 4 games per hour on average, with waiting times.
That’s 453 hours in 8 weeks.
What’s interesting is that a handful of solo players can actually grind 2k games throughout the season. Literally, pvping 24/7. It’s how they were top 5 in the beta ladders.
The thing is, they would have to play 4x as much to reach Legendary in Leagues. The grind exceeds the length of the season.
It’s good in Anet’s eyes because they want to promote teams. Bad for solo players looking to be anywhere near the top, they’ll likely never pass Ruby in a season.
I’m fine with this, imo, inspite imminent QQs from casuals without a team.
Easy solution – buy the expansion and quit the “I feel entitled!” qq rant.
@OP
Double Necro > Double condi rev
Bunker Mes is no better than prepatch Bunker Guard back when they were meta.
Yea, scrappers are stronk but I still wouldn’t stack them on a team.
I farm DH as condi rev, OP. Not sure where you’re going wrong, but I have to say, it’s one of the easier matchups for us. You’ve got dodges that grant stab, a longer evade that does dmg, a block that heals, another block that heals, a strong heal skill in Mallyx and all the while, you’re putting lots of condis on them.
Bait their traps, or simply dodge them. It’s a really easy fight once you get used to their abilities. You’ll probably find yourself facerolling them once you get more practice.
The only thing that’s infuriating about them is if you’re fighting two and they manage to get the venn diagram of death and no escape on you. If you haven’t burned your damage mitigation skills, you can simply wait this out, but if it happens to you in the middle of a teamfight, you’re probably dead.
What you’re saying can’t be done unfortunately-….. SNIP
Sorry but no.
Revs eat DH for breakfast. If you’re having issues with a DH then it’s because you’re an average player who can’t counter an above average Dragonhunter effectively. It’s a l2p on your part bro.
Leagues is not meant for soloQ players. A solo casual player should never reach Legendary.. or even Diamond rank.. for that matter.
That said, if a Solo player wants to ground out 2k games per ladder season, I can’t see why they can’t be compensated.
If you are not built for Condi Dmg then you shouldn’t be able to do so much Condi Dmg in the first place.
Condi Transfer. That means you’re transferring around some one else’s conditions. It’s that person’s skill entirely. It makes sense so why change it?
Burning instead of making something else broken to compensate it. I play Necro myself and playing against many other Necro, yet I still think this condi transferring is broken. It is either me randomly kill someone or someone randomly kill me by the overload of condi. It was never fun for both side of the coin.
It’s the bug that needs fixing, not the Necro’s transferring skills. Compared to all the other passive abilities in the game, Sig Necro is fine in comparison. Haven’t seen a “nerf necro condi transfer” thread in like, ever, so it’s apparently a non-issue for the majority.
If you can 1) continuously land hits on multiple tatgets and 2) your 6+ burn stacks never gets cleansed then yes, you can make burn guard work in any pve/pvp scenario.
The issue with burn dh is nobody stands around for all of the trap’s ‘hits’ to land. It’s why power DH is more viable than condi. Condi DH is too much of a 1 trick pony. It may work in any random solo casual PvP but no where near competitive. (core burn guard > dh burn guard).
Concur. I rather have the above 3 people on my team than the people below this post.
played 3 ranked games , all of them vs 5 man premades GJ ANET
Maybe Anet really is doing a good job. Glad to see more premades going on. Maybe we’ll be seeing more teams in the esl.
I choose to run with my guilds and not handicap myself. When I do run solo, I don’t complain about it since I know what i’m getting into.
Just my bias response…
snipYour bias response forgot a few things… Condi needs a bit more items to be effective.
- Condi duration
- Condi application
- Condi damage
There’s a give and take for going condi. Most condi builds lack CC and/or sustains because.. well, they’re condi.Signet Necros
DS Eles
Absolute Resolution Power Guards
Shout War
Shout Bunker Guards…
Stack any of these classes as you see fit.There are 3x more team comps that hard counter condi than power. Yet you want more Protection for your power build…
If you can’t handle randomized soloQ where your unsyncronized team can’t beat that 1 or 2 random condi player scrub… make a team who can.
Your recipe to “balance issues” is hillarious…
There is something a bit unbalanced? No problem! Form premade and PuG stomp!…why would you balance a game on randomized solo players? Anet needs to add SoloQ and give you guys your own SoloQQ forums along with it…
Why would you balance game around majority of its playerbase?
You would not because the majority of players have no clue what they’re doing half the time.
Key examples.
“Majority of players” cried nerfs on power guards, when bunker guard was considered meta at the time (post cele induction).
“Majority of players” cried nerfs on power Rangers when they weren’t even viable in TPvP. Unfortunately, their Rapid Fire got nerfed anyways to sooth the SoloQ tears.
“Majority of players” cried nerfs on power Thieves prepatch, even when their roles in TPvP were apparent. If it wasn’t for their +1 decapping abilities most would rather not have a Thief at all..
There’s a surplus of DH in the games due to popularity, and everyone cries nerfs… now DH barely makes 5th status class in TPvP compared to the power creep and suddenly the QQs stop.
The balance of this game would be a mess if the Devs abide to every Solo Queue complaints. Again, wish yall got your own SoloQQ forums.
Huh, imho the most e-sportz game (LoL) was balanced about crowds. Guess why? Probably because game to be popular has to be enjoyable by crowds as much as possible, not only by “pros”.
GW2 isn’t a Moba or an FPS shooter. GW2 is no different than any other MMO game. How about we compare it to it’s own genre?
Aeon looks absolutely stunning, don’t see Esport crowds herding in that direction. If you think Mobas were built around how well it looked amongst spectators, then you’re sadly mistaken.
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Just my bias response…
snipYour bias response forgot a few things… Condi needs a bit more items to be effective.
- Condi duration
- Condi application
- Condi damage
There’s a give and take for going condi. Most condi builds lack CC and/or sustains because.. well, they’re condi.Signet Necros
DS Eles
Absolute Resolution Power Guards
Shout War
Shout Bunker Guards…
Stack any of these classes as you see fit.There are 3x more team comps that hard counter condi than power. Yet you want more Protection for your power build…
If you can’t handle randomized soloQ where your unsyncronized team can’t beat that 1 or 2 random condi player scrub… make a team who can.
Your recipe to “balance issues” is hillarious…
There is something a bit unbalanced? No problem! Form premade and PuG stomp!
…why would you balance a game on randomized solo players? Anet needs to add SoloQ and give you guys your own SoloQQ forums along with it…
Just my bias response…
snip
Your bias response forgot a few things… Condi needs a bit more items to be effective.
Signet Necros
DS Eles
Absolute Resolution Power Guards
Shout War
Shout Bunker Guards…
Stack any of these classes as you see fit.
There are 3x more team comps that hard counter condi than power. Yet you want more Protection for your power build…
If you can’t handle randomized soloQ where your unsyncronized team can’t beat that 1 or 2 random condi player scrub… make a team who can.
I’m curious how people would react if they designated 5 hotjoin servers for solo queue only.
I’ll summarize what OP is trying to say
Yea, I don’t like bunker sustain classes but you don’t see me making a QQ post about it.
All we need is toughness reducing condi damage.
It’s not an issue so why do you need more help against it?
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Too bad Justin O’Dell left Anet earlier this year to work for Amazon.
He seemed like the only ANet developer that knew what they were saying when it came to sPvP. I guess they haven’t replaced him yet and that’s why there is zero kittens given about matchmaking etc.
RIP
Can’t blame him. They’re saying “fix it” without giving him the tools to do the job. What’s the correct term they use… “don’t have the tech for it”.
Why is this post so funny to me..
OK let’s get one thing straight on. D/F Soliders Celestial Tempest Elementalist has roughly 17.5k HP, going off of memory – 3k+ hours on my Elementalist.
Diamond Skin becomes useless at 90% HP, or 15k~.
If you fight anything with any form of flat damage, your 3rd tier Earth Talent is null and void. If you are 1v1’ing a Condi Necro, yes it is a counter. If you get +1’d by something (anything) with flat damage, you lose by default.
Diamond Skin is good when played into the proper team comp, otherwise Stone Heart is your best friend.
You miss this thread’s entire point…. Does everyone read with a knight’s visor on?
Yeah, we know. This was pretty much all predicted even before the first ESL DH hype but the forums are not exactly… experienced.. to know the differences between Tournament viability and SoloQ “omg something is op” builds.
Sometimes people are so quick to make a QQ thread and leave, than actually research, watch and listen in on exactly what’s going on in the game.
DH is about as OP as the baddies on your own team…
I’d be all for that, but I’m pretty sure Arenanet has decided that for viewership purposes, having single named amulets is the way they want to go unfortunately…
Gameplay and fun leads to viewership. Restricting stats in PvP drives people away.
Then you’ll have people wondering why their X X X stat build isn’t working, the game would be more complexed, and the meta would still exist which would mean absolutely nothing changes in the end.
But ya what infantry said, you wouldn’t have that Name brand we have now that’s basically a must for viewership.
Get rid of Diamond Skin when you have Reapers stop being the hard counter to all bunker builds.
Then change it to chill immunity only lol.. now watch how many eles would Not choose it in any given PvP match.
1)
Is there a single baseline stat that increase your defenses against power build?
-Yes, we have toughnessIs there one against condi builds?
-No, there isn’t
It has always been Vita.
2)
Is there an easy to access boon [emphasis on the word :easy] that counter power?
-Yes, we have protectionIs there one against condi builds?
-No, there isn’t
I didn’t include Boons as a relevant discussion in my previous post as it helps all build variants… so it really doesn’t matter.
But since you brought it up, Protection boon is a Soft Counter… if a counter at all. If it was a hard counter, then no power class would beat a perma Prot uptime Ele lol…
DS is a Hard Counter to ALL condi build variant, with the exception of hybrid builds and I guess Necros.
3)
How many stats, power builds need to work?
3How many for condi builds?
1
We need 3 variables, not stats, for condi to work.
Don’t think condi builds aren’t sacrificing anything here.
So here were are , an easy to follow example on why condi builds are over the top in this game, you need an immunity to avoid being perma snared to death so that your mele spec has a chance at fighting back
The low risk and high reward of condi builds, it’s what tick people off.
-Too much for too little investment
-Ability to apply pressure without fear of low return *( no need to worry about weakness, protection, retaliation or toughness)
-Little positioning required, bulk of damage can be applied safely from distanceNot much else to say, no need to go much deeper
Honestly, you went too deep, it’s more simple than that.
The community’s inpression of the Condi Meta (way back when) was the same impression as Zerker Meta (way back when).
“It’s unhealthy to the game”.
That’s the exact words of Anet in reference of these two playstyles. It’s exactly why certain precautions are in place, removed, or altered, to limit the powercreep of these two buildtypes.
Mesmer 1 shot zerker bursts prepatch was an easy-to-play braindead spec that was 3x more cheese than any condi build. It can go both ways so, not sure why you continue to bring up the differences of playstyles when the main focus of the thread is a trait mechanic….
The biggest kick in the butt is that DS is no longer needed to prevent any potential condi build powercreep. Rock, Paper, Scissors has no grounds for a bad trait mechanic design.
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mitigation > healing.
as soon as enemy team finds out you aren’t running shelter, you’ll get targeted and dropped faster than a necro.
Eh, from what I’ve seen, guards not running shelter do just fine. The healing trap saw plenty of action in the pro league.
That’s mostly because it offers Stealth with Trapper Runes in addition to its Blind and Daze on trigger, so it can sort of simulate Shelter’s effect. If it only healed for a large amount of HP, I doubt it would be a consideration.
You’re forgetting that Shelter can get easily interupted now, thanks to all the unblockable CC effects certain classes have. I would hardly ever have Shelter interrupted prepatch but now it’s every other game for me. Especially when I’m against a Reaper.
Right there, is half the reason why people don’t use Shelter in the competitive scene. That and Trap heals is ridiculous if played correctly; precasting the heal off for a chance it can get off cd and casted again.
I do find it intersting that WTS 1 he was on the Abjured and they won with OE. WTS 2 they replace OE with NOS who uses necro. Now OE is using necro, i know im really digging into it but i find it to be a interesting story.
Irony at its finest.
Itsa a cute pet theory(nice Source), but Saiyan’s comment does not accord with axiomatic probability or formal statistical methods.
…the Strong Law of Large Numbers…
Almost, but actually totally irrelevant. Better luck next guess. This is a (kinda) rare case where statistical inference can be performed by EXACT testing…no approximation required, so behavior at the limit (dealt with by the LLN) is irrelevant.
The FORMAL result supports the OP’s claim; it is significant at a p value < 0.00001… in other words, there is less than a 1 in 100,000 chance the test has yielded a false positive
(wanna verify? H-naught: categorical variables are independent).But this takes the terms of data descriptions to be appropriate…hint: they are not and there’s nothing surprising in this data……… garbage in garbage out, OP is abusing statistics
Besides statistic propaganda, what’s your point? The data OP posted may support HIS claims but it’s not absolute, unquestionable data. Everything here is speculation :p
Does nobody see the necessity of counters like this?
If you don’t have a class or two that can completely nullify a full condi build, condis will run rampant.
There are counters to pretty much anything in the game except for tanky/sustain cele builds, and even the tanky/sustain builds can be bursted if caught out. The inclusion of these hard counters is how anet keeps certain builds from running rampant and unchecked. If you didn’t have stealth high damage classes, other classes can run much glassier and without as much in the way of damage mitigation.
I’m perfectly fine with this game’s rock, paper, scissors aspects. But DS isn’t needed to keep conditions from running rampant. I doubt a full condi team could even down the current meta team compositions, of which, may or may not utilize an Ele to begin with. No condi build have the aoe damage potential while able to remain self-sustaining.
I’m not at all asking for a condi team to be viable, just asking for a mechanical change to a trait that has never made sense in the game to begin with.
As somebody said before in this thread : diamond skin is a hard counter to hard counter
The real problem is not even the condi spam which is manageable with enough practice, the issue is chill which affect the ele main profession mechanic attunement swap
The entire class is designed around attunement dancing even if this is less prevalent with tempest, ofc I understand the design point of view of having something affecting ele in particular, something like chill that completely shut down the whole profession; this was fine pre-HoT because it was not possible to maintain perma chill in any way.
But now you have an entire elite spec based around perma chill, this is the main reason why eles run diamond skin, it’s not because of the condi spam really but because of this devastating condition that can now be spammed with impunity; this is a hard counter at 100%
Now that reaper exist they should remove this fallacy of chill affecting attunement recharge, after that …trust me no ele would cry if you’d remove diamond skin the day after
The one class you’re talking about never needed the use of chill to kill elementalists to begin with. It’s a new minor tool out of several main ones they already had.
Just because you have 1 class that have little issues with Ele doesn’t mean things are fine. The Ele received a might nerf prepatch when this class already soft counter him. The Ele received a RoF change when this one class already soft countered him.
I’m hoping a similiar change will happen for diamond skin when this class continues to soft counter him. Have the Ele keep their usual sustains, just change the mechanic of DS.
It depends on how you want to play burn guard.
Burn Duration can matter more in 1v1 fights where you can literally time your burst condis around a single target’s cleanse rotations. You don’t have to worry about an outside source randomly cleansing your 12s+ Purging Flames.
Burn Duration matters a whole lot less when it’s more than one person around, when another player can cleanse any of your high duration burns at any time.
I like to run a mixture of high duration burns, like Smoldering sigils, Radiant Fire, Koi Cakes
and
Higher burn proc items like Supreme Justice, Permeating Wrath, Guardian runes.
Oh, and I still use Tuning Crystals but tbh, I don’t even know if there are newer foods available now, as I haven’t WvW’d in awhile.
I would say Burn Guards are the 2nd best damaging build Guardians have to offer. The first would be DH, mainly because of its lower risk attributes, better AoE damages, and the utilities Dh can bring.
I have a burn build that’s viable and fun to use in PvP while also having another DH power build that’s more viable and just as fun. This is coming from burn guardian since summer of 2014 I think.. idk
I’m ecstatic where Guardian is right now!
To a double-sided coin, the Strong Law of Large Numbers states that the probability of Heads and Tails will be 50% if it were to be flipped infinity.
Source
For the sake of argument, lets ignore team setups and pretend that Winning is 50% no matter who or what player is on either team. If Red and Blue were to be played indefinitely, there wouldn’t be a 50% win ratio between the two colors. Like Zinks said, it’s because the Blue and Red sides aren’t mirrored exactly. The probability would be above or below 50% (for or against) for the Blue or Red side.
The amount of games played since GW2 launch is still an incredibly low number to define the true probability of color’s wins/loss ratio because Matchmaking, as well as the often unpredictable skill factor of players, is NOT a true 50% algorithm. Also, the middle on Foefire map is definitely more of a reason why either Blue or Red will lose the map. The Middle on almost any map is often the deciding factor of which team snowballs first, rather than the win of either sides.
This again? If you’re running a pure condition build you deserve to get countered by ds eles. Enough said.
And who the kitten comes up with the idea that condition builds shouldn’t be nullified by diamond skin? Why not? Because your mindlessly easy yet rewarding condition aids build doesn’t work on someone for once? Gtfo.
Diamond skin only works in a 1v1 anyway. Any other scenario, it’s break the 10% with your team mates, unload conditions, proceed to watch the ele die helplessly. Smh, some people just can’t l2p.
If anything, diamond skin should be buffed.
/thread
Okay to reply to everyone who disagrees, i shall just quote my own post and tell you why your argument does not hold.
1. First off, power scaling is offset by armor. If you have high power, and your opponent has high armor, you then deal less damage than you would against an opponent with low armor. On the other hand, condition damage has no such ‘counter-stat’. You could be a tank or a dps, my condition damage ticks for a ton regardless. Also, to truly get high damage from power builds, you will also need precision and ferocity.
Contrary to power builds, condi builds only needs condi damage. Basically, power builds need 3 stats to work, while condi only needs 1. Which also means they can get whatever other stats they want without compromising their damage. And this usually comes in the form of defensive stats, which leads me to my next point
2. Pure condi builds are usually defined as those without the power stat. If you have power stat, it means you’re a hybrid. And for that same reason, you cannot call a carrion reaper a power build. So arguing that your carrion reaper was not able to break the diamond skin of a tempest because he was power is, frankly speaking, a joke. Also, you mentioned the tempest ran water. So it was a earth/water/tempest. Which also means it was a bunker tempest. And what are bunkers supposed to do? They are supposed to be able to take focus fire. The tradeoff? He has practically non-existent damage. Why would you even try to break a BUNKER tempest’s diamond skin ALONE with a HYBRID build and then complain you cannot do it? Of course not.
3. In link with my first point, condition builds have no ‘counter’ except diamond skin. And no, cleanse is not a counter. Well, not unless you consider healing a counter to power builds. Moreover, cleanse is not readily available to everyone. And frankly speaking, condition builds can dish out more condi than most builds can cleanse. Resistance is an invalid argumemt for the same reason why endure pain and signet of stone are not complained about.
Last but not least, condi has never been a problem for me on my main (ele) so im not ‘salty’. It just that ive played them (settlers mesmer anyone?) and they are so brainlessly rewarding while being easy to play (sounds a lot like DH atm), there really is no reason to complain. Only reason why you would is because your conditions dont work on someone 1v1 for once and you are no longer able to get carried by your build hence you cry on forums about it.
I appreciate the mature civil comeback, something that most people lack on these forums. I’ll try to retort without sounding too repetitive in my previous comments about DS.
There has always been a unique tuggle-war between Condi and Power damages. One does damage over time and is instantly counterable with proper management of cleanses, either by the player, or the player’s team. The other does damage instantly but has certain items to prevent it like invuln skills, blocks, and a boon. For the sake of not derailing and going off topic, lets just say Condi and Power builds both can be considered cheese and both can potentially be viable depending on certain situations.
Almost every amulet in the game has Power associated with it -or- incredibly high precision. Then you have the sustain amulets that trades crit/power for Vita/Tough/Healing. My point is, raw damages like Power or Prec stats, is associated with almost every single amulet. It’s the baseline. What makes a Power build is having that extra dmg stat associated with either Power or Precision. To go further glass, you’ll trade sustain stats like Vita/Tough/Healing for Ferocity to make your instant procing white damages even more defined.
Condi needs several items to go along with it for it to be viable. These are listed below.
Like the Red, Green, and Blue color schemes that creates light on a TV screen, there are three main elements that defines GW2 build variances, Raw damages, Sustains and Conditions. Each core element has their own branches that define them.
I’m not including Boons because that element is shared equally amongst all the elements with the exception of Elementalists, who receives a substantial amounts of damages and sustains from Boons alone.
Mix and match these elements anyway you see fit to create your build.
The type of build a person uses is defined by the mixture of these three main elements stated above. There isn’t a single trait in the game that absolutely counters an element entirely, except Diamond Skin. It doesn’t matter whether or not that element is “cheese”, or “unviable” or “viable” or "situation, or “unsituational”, or any other excuse that defines a person’s subjective opinion about that build element. The point is, there is no other trait that has the same performance DS has against Conditions. Even Stone Heart doesn’t completely hard counter Raw Damage builds, and the trait suppose to be a direct reflection of Diamond Skin.
The only thing that’s “fair” is what you stated, these bunker Elementalists deal no damage because they’re bunkers. However, there are Ele builds that DO deal large amounts of damages and can obliterate ANY condi build in the game. The viability and performance of these builds in TPvP was always irrelevent to the point.
It’s the very mechanic of Diamond Skin that shouldn’t exist.
That’s the argument here. This trait is far from being acceptable in GW2.
(edited by Saiyan.1704)
What determines a Veteran player at the beginning of a system? # of matches? # of wins?
Exactly…
Here’s the issue with matchmaking OP. Matchmaking can place equal skilled opponents on both teams but what it doesn’t account for is how the team composition is formed. A Rev + Dh + Scrapper composition is going to perform differently than a Thief + Warrior + Druid team comp. The game doesn’t take into account build variances and class professions into the skill-factor equation.
It’s not like matchmaking doesn’t place players of equal skill in the same game… it does, more often than not. Snowballs happen when one team wins nodes more frequently than the other – the tuggle-war factor. Once they win a particular team fight, that team is already out rotated and susceptible to a downward spiral snowball effect.
No matter how close these players skill levels are amongst themselves, there can and will always be a snowball effect in the game. Anet currently don’t have the “technology” (their words) to develope a smarter matchmaking system that takes build variants and class compositions into the matchmaking factor.
(edited by Saiyan.1704)
Curious whether or not a solo player can climb up to the higher ranked matches. I imagine (and hope) that they can’t, as a consistent team would probably be needed to consistenly win games in the higher brackets.
If the leaderboards becomes another 800+ game grind fest then i’m quitting. We’ve been without a valid leaderboard system for almost a year… surely it’ll be awesome..surely.
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