Would it be a good idea to give melee intensive classes some sort of stability equivalent for conditions? For example if the warrior had a stance that gave him condition immunity for ~8 seconds on a 45-60 second cooldown. This would make it easier for a warrior to operate at close range and directly on top of nodes, because it would be harder to kite him with slows and kill him with aoe condition spams that dominate the nodes.
Additionally, this would give the warrior and other classes more options for fighting condition builds, other than trying to outlive the damage by killing the condition user as fast as possible. I think it would give you more strategy options, which is always good for a pvp game. It would also make it easier for the warrior to fight ranged classes without getting endlessly kited.
This isnt necessarily about balance, but it just seems odd that you can have defenses for physical damage, defenses for control effects, but no defense for conditions besides removing them after the fact, especially since how easy it is to reapply most conditions. I dont know how balancing would work especially for this one-gametype game, and trap rangers would take a bit of a nerf, but i think for overall balance between classes, there needs to be some form of condition immunity.
This doesnt have to be limited to melee classes, but i think they are the most affected by conditions, especially the movement impeding ones.
I think the melee kiting problem is a pretty big issue, and it doesnt seem balanced that ranged classes have so many back peddling abilities and slows, and the melee classes dont have much ability to close gaps in light of the constant slows.
I’m not really talking about thief, and i dont know if they should get one since they are already a hypermobile class.
(edited by Sand Beagle.9867)
If you’re dealing with a Trap Ranger, there is multiple ways to end the rangers life, but the fastest is 2v1ing the Trap Ranger, since he has like zero escapes…. The second fastest would be to simply burst down the pet then the ranger.
I do love that you’re complaining about having to change your build up to deal with a meta that’s come along, That is quite entertaining.
Bad argument. The fastest way of dealing with any one person is always a gank, the ranger is not unique in this regard. Blowing all or some of your cooldowns to “burst” down the pet is pretty silly, because they still have a second pet, plus while you’re doing that you’re still getting hit by the ranger. Those are not viable solutions.
For a Condition removal build i think you have missed the point.
Surely running 3 shouts with shouts remove conditions (soldier runes) would be better?
4 conditions gone in 20 seconds, no other cond removal is better for warrior.Edit : Can you actually explain where your condition removal comes from? I hope to god you don’t think blowing on your war horn removes them lol
Ah, but these are 100b builds, and 3 shouts on a 100b build and soldier runes would be extremely unviable to the point of uselessness.
You can choose shake it off if you want more condition removal, but blowing your horn converts 1 condition to a boon, giving you 2 potential condition removals + 4% potential damage increase when your horn is off cooldown. Also, horn 4 removes conditions that impede your movement which are extremely detrimental to a 100b build. Your mending also removes 2 conditions. You can take a hit in damage and replace strength V with strength II, and have a bit more condition removal, but survival is still secondary for a 100b warrior, and the way i have it setup you have almost no loss in damage.
I think you’ll be good as long as your product isnt easily obtainable in some other part of the world for a fraction of the price, because places like amazon.ca dont care that their canadian sellers are actually getting their merchanidse in say india for cheap to beat out the legit candian retailers.
This is fun, lets all keep pretending there is actually potential to make more than 2 viable builds per class.
Homogenization of class roles yayyyyy!
Dont coppy that floppy.
They aren’t that bad. Som trade offs, could be better for some players, sure.
Ultimately it’s his builds, use and adjust accordingly.
Have you posted your builds? Personally, I like Defektives even tho I haven’t tried it.
Well it was mostly just a general outline, with very few things set in stone, except the obvious like 50% crit chance bonus on stuns for the mace build. IMO most of them are pretty adaptable, mostly because very few things actually matter or affect your damage, so you can sub out a lot to suit your needs/taste.
Also dont judge on my dual greatsword build, it is just for fun
. The other 3 builds are serious though and i think they have decent potential to be viable in all aspects of pvp.
(edited by Sand Beagle.9867)
to be honest, i think a lot of people on these boards just have so much animosity for no reason. it’s really driving down everyones perspectives of the sPvP community.
let his builds be his builds, if they are bad – then people will figure that out on their own.
I mostly just posted them to get some more people thinking about builds. They obviously arent perfect as I didnt do very stringent testing or analysis, and i havent looked at them for weeks. I am sure they can be more optimized, for instance i never tested multi rune setups as i came to the general conclusion that it really doesnt matter as far as damage, so interperet’s 5 scholar 1 divinity combo would actually get me an extra 400 or so damage on a 100b.
I just wanted to share for the benefit of the community. I see it a lot though where ideas get slammed by strawmen arguments and blanket statements that provide no sort of actual counter argument or contribution. I think this needs to stop. People need to provide valid reasons and verifiable information, because posts like Neir’s will just drag us down to a dark fall level community.
Bolas are kitten, unless some new update came out and fixed their horrible pathfinding problems. They are probably one of the least consistent projectiles in the game. If they did work properly, they would be nice.
These set-ups are the SOLE REASON on why Warriors are bad. Because players recommend bad utility sets such as FGJ, Frenzy, Bulls Charge and people follow them anyways. Not to mention the fact that you think the 25 minor trait on discipline is actually worth taking.
Yes these bad “set-ups” that include such horrible bad traits and utility like frenzy and bull charge are absolutely terrible for 100b builds, and are definitely the reason why warriors suck. And not to mention i think the 25 minor in discipline is worth taking, yes holy kitten i am dumb, see my stupid brain figured that it would be better to have +5% crit damage over +50 precision and a random arms trait that i dont particularly need.
No stability = you get interrupted even at point blank.
Thanks for the awesome insight on what stability is though, holy kitten i had no idea without stability you get interrupted, even at point blank. See i always thought no stability meant you are susceptible to CC in general, but kitten i just never really realized it also included point blank. Mind = blown. I guess it depends on your playstyle, see i have no problem running no stability, but sometimes i do anyways, though not for the reason you state. I guess without stability you need to utilize some basic timing, but that might be too difficult for some.
And by point blank I mean specially when you’ve baited out stun breaks and they can surely die with Frenzy + HB.
Oh so by point blank you mean something that isnt the definition of point blank, and you use stability because you are 100% sure that you’ve baited out all of their stun breaks, and now want to make sure you dont get disrupted in case they what, spastically CC you the second you hit your bulls charge, or go to initiate your 100b combo that doesnt involve bad utilities like frenzy and bulls charge?
Learn to use Balanced Stance for Christ sake if you want to “make PvP guides.”
In case you cant read, these are just 100b builds i made a while back, and felt like sharing. Note how i said 100b, and note the 1, 0, 0, b in that specific permutation means 100b, so yes this will all be with respect to and relative to 100b. Also, this is not a pvp guide, this is a post about 100b builds, as previously mentioned, so it talks about 100b builds, which is the point of this post, because its about 100b builds.
Anything works in PvE, but if this is a guide for PvP then sorry. I recommend that you actually make a guide that HELPS NEW WARRIORS. NOT a guide that posts bad traits and utilities.
Again this is not a guide, and how do i help new warriors by offering them builds that, according to you, must have balanced stance, cant have bulls charge or frenzy – which are basically the prerequisites for a 100b build – when realistically the 100b build is the only proven viable build for spvp and tpvp?
Please offer a well tested and well documented counter build then and enlighten me.
its my favorite map aesthetically. the nodes are close, giving you quick and fun fights, its just you get no points, so unless you are just messing around its a waste of time to play it.
General 100b Build
Ogre Runes
Axe + Shield
Sigils: Rage on GS, int on axe, paralyzation on shield.
Strength 20 (V, IX)
Arms 20 (IV*, VI) | Arms 30 (IV, VI, XII) ; preference
Discipline 30(V, VII, X) | Discipline 20 (V, VII)
*I pick this because of the sigil bug, which allows me to get off a full frenzy 100b, otherwise I would pick rending strikes V.
Heal: Healing surge/mending, just preference.
Utility: Bull charge, frenzy, endure pain/balanced stance.
Rationale: This is just a general all-around balanced 100b build. It is probably the most versatile and balanced build, with good damage and good mobility, but mediocre condition removal obviously.
Maximum Damage 100b Build
Runes: 2x fire, 2x strength, 2x hoelbrak
Berserker’s Amulet
Dual Greatswords
Sigils: Battle on both GS
Strength 20: (V, IX)
Arms 25: (V/III, X)
Discipline 25 (V, VI)
Heal: Healing Surge
Utility: Bulls Charge, Frenzy, For Great Justice, Sig of rage
Reasoning: The runes will give you 60% might duration, allowing you to effectively maintain your might stack at around 20-25 stacks permanently. It takes a few seconds to build it up, but once you do, you’ll be hitting for massive damage, see the dark blue and dark red bars: http://postimage.org/image/89xqsnah7/. You obviously don’t have as much versatility, but you can make up for that a bit with your damage. Keep in mind those values are rated against a target with 2600 armor, you will demolish squishys. You will cycle for great justice and signet of rage to keep permanent fury and might stacks, which means your ESD will be very high. It requires a bit more work, since you also want to constantly switch weapons constantly to keep the might flowing in. This build can be a lot of fun, but it isn’t a very serious one. It could be probably more optimized to get the least amount of might increasing factors while still maintaining 20+ might stacks.
*Note watch out for obvious mistakes, i didnt really proof read this.
(edited by Sand Beagle.9867)
I posted this in sPvP, but maybe the builds can be good for pve and wvw as well.
Here are a few 100b builds i made a while back when i was bored, and have been sitting on for a while now, maybe someone can find a use for them.
Here are a few things to note first, which will help explain my choices.
1. For pure damage, I generally recommend rune of ogre or divinity: http://postimage.org/image/89xqsnah7/ ; this is based on an average 100b build vs a target with 2600 armor.
A lot of the other runes are more situational, so don’t forget to try them out and see how you might like them.
2. For mace and/or shield users, I recommend using sigil of paralyzation. This is because the sigil is bugged (I believe since beta), and instead of giving you an x% increase, it basically rounds up. So 1 second stuns (ie the shield) become 2 second, and 3 second stuns (ie skull crack) become 4 seconds. Due to this bug the mace is less viable than the axe, because shield bash with the bugged sigil allows you to get off a full frenzy 100b (1.75s), making the mace redundant. That’s not to say the mace is useless though, as a 4 second stun allows you to get off an unfrenzied 100b, so keep that in mind.
3. For the greatsword, I recommend going with sigil of rage. It is the most useful on many high crit chance builds, and the reason why I never pick say the sigil of force or accuracy, is because they only add a range of about 200-400 damage on a full 100b or eviscerate. Choosing bloodlust is preference really, based on how confident you are. Another trick you can do is put bloodlust on your secondary weps, such as a shield if using the axe+shield, and switch to them when you see someone about to be stomped and you can afford it.
4. ESD = estimated sustained damage, the total damage you are expected to do over multiple hits with your current crit chance.
Condition Removal Build
Ogre/Divinity Runes
Berserker’s Amulet
Axe + Horn
Sigils: Rage on GS, energy on horn, intelligence on axe
Strength: 20(V, IX)
Tactics: 20(VI, IX)
Discipline: 30(V, VII, X); VII is taste, swap for signet mastery or something if you don’t like it.
Heal: Mending
Utility: Sig of rage, Bull Charge, Frenzy, x (balance stance, shake it off, endure pain, signet of stamina, for great justice, etc)
Reasoning: Since this build is made with more prolonged survivability in mind, especially vs conditions, while still being a viable 100b warrior, I sacrificed a small amount of damage for a rather large gain in condition removal/mobility. Horn theoretically gives you nearly permanent vigor (3 sec downtime), as well as swiftness. For every buff on you, you get 2% damage increase; you’ll have around 4 buffs on you at any given time. Your damage will still be high, assuming you have your buffs on. You will have to be smart with your sig of rage though, since you don’t have signet mastery, and most likely wont be running FGJ; your ESD will be kitten when fury isn’t up, as can be seen under ESD on http://postimage.org/image/89xqsnah7/.
100b “Destroyer” Build
Eagle Runes
Berserker’s Amulet
Mace + Shield
Sigils: Rage on GS, paralyzation on the mace, w/e you want on the shield (hydromancy is nice)
Strength 20: (V, IX)
Arms 10: (IV) ; going any higher is kind of pointless.
Discipline 30: (V, VI/VII, X)
*10 remaining, do w/e you want with it, such as Tactics VI (empowered) which isn’t half bad, or Strength I (death from above) or II (restorative strength)
Heal: Healing Surge/mending; healing surge just allows you to execute a skull crack combo whenever you want, so it depends on taste.
Utility: Bulls Charge, Frenzy, For Great Justice (or w/e), Sig of rage
Reasoning: The way unsuspecting foe works is you get a 50% critical chance increase to your current critical chance, so if you have 50% current crit chance, then unsuspecting foe will give you 75% chance. Therefore I designed this to use sustained fury, in order to give you exactly 100% crit chance with unsuspecting foe at all times. So as you may have guessed, you use skull crack/shield bash on your target, then frenzy 100b them, and each hit will be a critical hit. You can replace FGJ with anything, just remember to have fury on when you initiate your stun+100b combo. Referring back to http://postimage.org/image/89xqsnah7/ you can see the difference in damage between critical hit and ESD, so as you can see you will be doing a kitten load of damage. Just note that you cant stack shield bash and skull crack durations.
General 100b Build
Ogre Runes
Axe + Shield
Sigils: Rage on GS, int on axe, paralyzation on shield.
Strength 20 (V, IX)
Arms 20 (IV*, VI) | Arms 30 (IV, VI, XII) ; preference
Discipline 30(V, VII, X) | Discipline 20 (V, VII)
*I pick this because of the sigil bug, which allows me to get off a full frenzy 100b, otherwise I would pick rending strikes V.
Heal: Healing surge/mending, just preference.
Utility: Bull charge, frenzy, endure pain/balanced stance.
Rationale: This is just a general all-around balanced 100b build. It is probably the most versatile and balanced build, with good damage and good mobility, but mediocre condition removal obviously.
Maximum Damage 100b Build
Runes: 2x fire, 2x strength, 2x hoelbrak
Berserker’s Amulet
Dual Greatswords
Sigils: Battle on both GS
Strength 20: (V, IX)
Arms 25: (V/III, X)
Discipline 25 (V, VI)
Heal: Healing Surge
Utility: Bulls Charge, Frenzy, For Great Justice, Sig of rage
Reasoning: The runes will give you 60% might duration, allowing you to effectively maintain your might stack at around 20-25 stacks permanently. It takes a few seconds to build it up, but once you do, you’ll be hitting for massive damage, see the dark blue and dark red bars: http://postimage.org/image/89xqsnah7/. You obviously don’t have as much versatility, but you can make up for that a bit with your damage. Keep in mind those values are rated against a target with 2600 armor, you will demolish squishys. You will cycle for great justice and signet of rage to keep permanent fury and might stacks, which means your ESD will be very high. It requires a bit more work, since you also want to constantly switch weapons constantly to keep the might flowing in. This build can be a lot of fun, but it isn’t a very serious one. It could be probably more optimized to get the least amount of might increasing factors while still maintaining 20+ might stacks.
*Watch out for obvious mistakes, i didnt really proof read this.
(edited by Sand Beagle.9867)
Here are a few 100b builds i made a while back when i was bored. I havent really looked at them or adjusted them since i made them, so maybe some things have changed (1-2 months ago).
Here are a few things to note first, which will help explain my choices.
1. For pure damage, I generally recommend rune of ogre or divinity: http://postimage.org/image/89xqsnah7/ ; this is based on an average 100b build vs a target with 2600 armor.
A lot of the other runes are more situational, so don’t forget to try them out and see how you might like them.
2. For mace and/or shield users, I recommend using sigil of paralyzation. This is because the sigil is bugged (I believe since beta), and instead of giving you an x% increase, it basically rounds up. So 1 second stuns (ie the shield) become 2 second, and 3 second stuns (ie skull crack) become 4 seconds. Due to this bug the mace is less viable than the axe, because shield bash with the bugged sigil allows you to get off a full frenzy 100b (1.75s), making the mace redundant. That’s not to say the mace is useless though, as a 4 second stun allows you to get off an unfrenzied 100b, so keep that in mind.
3. For the greatsword, I recommend going with sigil of rage. It is the most useful on many high crit chance builds, and the reason why I never pick say the sigil of force or accuracy, is because they only add a range of about 200-400 damage on a full 100b or eviscerate. Choosing bloodlust is preference really, based on how confident you are. Another trick you can do is put bloodlust on your secondary weps, such as a shield if using the axe+shield, and switch to them when you see someone about to be stomped and you can afford it.
4. ESD = estimated sustained damage, the total damage you are expected to do over multiple hits with your current crit chance.
Condition Removal Build
Ogre/Divinity Runes
Berserker’s Amulet
Axe + Horn
Sigils: Rage on GS, energy on horn, intelligence on axe
Strength: 20(V, IX)
Tactics: 20(VI, IX)
Discipline: 30(V, VII, X); VII is taste, swap for signet mastery or something if you don’t like it.
Heal: Mending
Utility: Sig of rage, Bull Charge, Frenzy, x (balance stance, shake it off, endure pain, signet of stamina, for great justice, etc)
Reasoning: Since this build is made with more prolonged survivability in mind, especially vs conditions, while still being a viable 100b warrior, I sacrificed a small amount of damage for a rather large gain in condition removal/mobility. Horn theoretically gives you nearly permanent vigor (3 sec downtime), as well as swiftness. For every buff on you, you get 2% damage increase; you’ll have around 4 buffs on you at any given time. Your damage will still be high, assuming you have your buffs on. You will have to be smart with your sig of rage though, since you don’t have signet mastery, and most likely wont be running FGJ; your ESD will be kitten when fury isn’t up, as can be seen under ESD on http://postimage.org/image/89xqsnah7/.
100b “Destroyer” Build
Eagle Runes
Berserker’s Amulet
Mace + Shield
Sigils: Rage on GS, paralyzation on the mace, w/e you want on the shield (hydromancy is nice)
Strength 20: (V, IX)
Arms 10: (IV) ; going any higher is kind of pointless.
Discipline 30: (V, VI/VII, X)
*10 remaining, do w/e you want with it, such as Tactics VI (empowered) which isn’t half bad, or Strength I (death from above) or II (restorative strength)
Heal: Healing Surge/mending; healing surge just allows you to execute a skull crack combo whenever you want, so it depends on taste.
Utility: Bulls Charge, Frenzy, For Great Justice (or w/e), Sig of rage
Reasoning: The way unsuspecting foe works is you get a 50% critical chance increase to your current critical chance, so if you have 50% current crit chance, then unsuspecting foe will give you 75% chance. Therefore I designed this to use sustained fury, in order to give you exactly 100% crit chance with unsuspecting foe at all times. So as you may have guessed, you use skull crack/shield bash on your target, then frenzy 100b them, and each hit will be a critical hit. You can replace FGJ with anything, just remember to have fury on when you initiate your stun+100b combo. Referring back to http://postimage.org/image/89xqsnah7/ you can see the difference in damage between critical hit and ESD, so as you can see you will be doing a kitten load of damage. Just note that you cant stack shield bash and skull crack durations.
I recommend you use this build with an asura, because the animations are smaller and less noticeable. Skull crack is almost completely indistinguishable from a normal mace hit, and skull crack + frenzy 100b will catch most people completely off guard since they wont understand what just happened (partly due to your size).
(edited by Sand Beagle.9867)
I would recommend neither using 5% damage or 5% crit chance, since both give only a miniscule damage bonus.
First 8 or so hits on a 100b, only difference is the sigils.
Base ESD: 7886.46
5% damage: 8178.55
5% crit chance: 8081.67
As you can see, there are much better sigils you can put on your weapons.
I think if this happens real life tournaments will start flocking to gw2.
Heh. Can’t help but lol.
Cause the tourney pvp mode and gameplay is sooooooo riveting to viewers it’s just class balance keeping people from flocking to it of course. Right?I mean, couldn’t be that it’s just plain boring as hell to watch and full of messy extravagant particle effects that block any of the supposed “action” that may be occuring in the fight.
“The Red team moves onto the circle! Oh but here comes Blue! Red lays down a technicolor vomit field in the circle! Blue counters with another technicolor vomit field! Look at those blobs of raver scabies battle it out! Oh, the red teams vomit field seems to be taking the lead! Oh, no wait that’s the blue teams. My bad. Blue has control! Look at them stand in that circle! But wait, red team is standing in ANOTHER circle! Oh man, this is a nail biter! Ohh, another rainbow vomit war is beginning at the far node, lets switch to that camera!”
LOL
10/10
When requierements for Paids are r40+/150qp+, the only possible way for new players to pug is to farm their Tiger and lie about their qp total.
Understandable, forgivable.
Its because the general pvp population is a combination of stupid, ignorant, and elitist. It was the same in GW1, and with this poor low-skill correlation ranking system this ideology is the only thing it promotes.
The whole system is extremely circular and flawed.
Cant get into a good tpvp guild without qp, cant get qp without being in a good premade/guild. Cant get into a premade without having high rank, only source of rank is now hotjoins. Farm hotjoins for months until rank 35+. Still cant do tpvp because you dont have qp. Spend more weeks slowly getting QP by doing randoms in tpvp. Eventually get into a good guild, and know about 10% of what you need to know since everything you did was only to get rank, and not to get better.
GW2 pvp in a nutshell. For the casuals who want to feel hardcore, perhaps. Now compare that to a game like darkfall (as bad of an MMO as it was), the only thing that distinguished you was your actual skill as a player, not a number or animal that jumps out of your chest when you type /rank.
(edited by Sand Beagle.9867)
If only they stuck with the gw1 concept of an ele. kitten of all trades is just a pain to balance and no one is ever satisfied.
The GW2 community has called crazy every GW1 ele who has proposed this…so thanks them if no changes will ever be made, but for my part ( and I think many others) nobody has ever asked Anet for the current ele design when the one in GW1 was perfectly fine.
I just wanted to keep playing an ele but Anet decided to come up with such bullkitten design and now unable to fix their kitten, every month they’ll keep nerfing to the ground most part of it and slighty buff some other aspect just to keep the profession afloat.
think how different this game would be if they hadnt gone half way with class-specific roles. monks, real eles, real warriors, ermahgerd
I haven’t even said the word overpowered in this thread yet, or the word nerf. I’m just saying there is some obvious balance issues here, turrets should be able to be played the same way a trap ranger plays imo, and we can’t do that.
id rather traps be changed to CD on trigger rather than on throw. it is one of those things that just doesnt make sense compared to the rest of the skills. kind of like mistform/invincibility stomping.
i used to think that also but then i seen hman playing a ranger then ele. so no ppl play the op class to win not what they want to play. actually very few ppl play what they want to play even raytek went to necro and jumper when jumper wanted to go competitive went necro. so there is many examples of ppl not running what they want so i think this will fix it.
warrior 4 lyfe
will 100b for food
i think warriors need a nerf too.
that 100b and eviscerate are just too strong
killshot also does a lot of damage
is warrior working as intended?
Arenanet said on SOTG that they were toying with the idea of making guild lord death=instant win. Kind of like gvg!
new meta = 5 burst thief
If only they stuck with the gw1 concept of an ele. kitten of all trades is just a pain to balance and no one is ever satisfied.
are you saying asura are OP because of their size?
you are just bad
asura are in no way op
sure their animations are different than other classes, smaller, harder to see, etc
but asura are in no way op
sure 95% of the top players play asura
but asure are in no way op
you are just bad
no way op
Its because they dont have a real GM-paging system, there are no GMs in this game. Just staff.
I agree, they need some uplifting colors in this game. Sometimes it feels like i am playing dark fall. The mist itself needs some serious work, such a depressing gloomy kitten land scape, my god. At least add some kind of day/night cycle and maybe keep the gloomy foggy mist for night time. Seriously.
I honestly think it deters people. They go from beautiful vistas like lions arch down into this kittenabyss known as the mist, which suffers from the “its daytime out but theres no sun” effects of games back in like 2001. That kitten just kittens with your brain.
viability increases proportionally with versatility. the more potential combinations you can make, the greater the chance one of those combinations will be viable.
limiting versatility limits viability
Edit: you dont know how to read the stats panel. A mesmer has 916 tufness base and 920 defense base. Thas a total of 1836, not 2800. You are adding the base tufness on the left with the TOTAL armor on the right. Hence, you lied, either intentionally or by lack of knowledge. In both ways, it doesnt make you look pretty. And you still try to defend you defenseless point.
Well to be fair the stat panel is pointlessly convoluted, and only the right side should show, and it should give you the calculation when you highlight them. ie highlight toughness and see it is your armor value + defense. The rest of the information is mostly irrelevant, except for damage calculation purposes, which dont need to be readily displayed anyways.
I think the population in every game is divided into:
Regular Players: Dont read the forums often, on-the-fence regarding most issues, or formulate their opinions on whatever would result in the most fun outcome; just play to have fun.
Highbrows: Frequently browse the forums, and usually give their input on important game topics like balance and future prospects, using mostly logic, reasoning, and sound argumentation.
Elites/Pro’s: Frequently browse the forums, give their input like highbrows, but are generally much more subjective and base opinions off of their own skill/experience as a player.
Trolls: Frequently browse the forums, and offer no real constructive input (consciously or unconsciously).
“Nerf (strategy/class/comp I loose against), it is OP! (strategy/class/team comp I always win against) is fine. Buff (my strategy/class/team comp).”
That is a pointless quote since individual player skill has nothing to do with an overpowered/underpowered game mechanic. You cant tell one way or the other whether it is the player’s fault or the game’s fault based solely on player input. You need to do some objective reasoning to find the answer.
A lot of people like to l2p spam without really taking the time to objectively consider if that mechanic is overpowered or not. Its far easier to just ignore the issue and assume someone is bad than to devote brain power to figuring out how to fix it.
No gvg, no ctf, no tdm, no 2v2, no 3v3, just 5v5 conquest.
What?
ahue only people who havent done the maths use scholar runes
Yes it is clearly an exploit of bad game mechanics, they have horrible issues all around with stomping and hit-checks in general, ie stomping someone through a sanctuary bubble, standing on the rim of a sanctuary bubble and hitting people inside it, aoe penetrating the bubble, initiating the stomp animation and following through with the stomp even though the person got blown like 10 feet away from you, etc.
They really need to overhaul the whole hit-detection system.
2v2, 3v3, 5v5 deathmatch with custom arena maps would be great. i’d like to see some 5v5 and 8v8 CTF as well. 1v1 i dont think will ever be popular since it only favors a few select builds and classes and will never be competitive.
The best thing ever would be the creation of a very large CTF map maybe twice the size of foefire that could accommodate up to 32 players (16v16), complete with trebs, cannons, fully defendable bases (similar to foefire), and even maybe an underwater region in the middle of the map that gives short-cuts/alternate routes to each base.
With CTF the guardians could bunker, the warriors could 100b, the mesmers could portal (maybe need some restrictions), etc etc. Everyone would be happy. I think CTF, while probably less competitive in a “hardcore esports” sense, is a lot more accommodating and balanced for each class, as in there is something for everyone, and you arent forced into a specific build or playstyle. Plus who doesnt love CTF in games?
This already exists, it’s called World Vs World.
How is WvW structured pvp?
It seems every time i play spvp now there is always some drama or someone making the drama. The most recent thing i can show is there was just a normal game going on and 2 select individuals started the drama saying they wanted a 1v1 with me but when we got to the 1v1 the 2 just came to the server and talked trash. This isnt just a 1 time thing it happens once or even more then twice a day. What is going on to spvp QQ its already not that active now days and these people are making it worse for some who actuly play spvp while waiting on torunys or just for fun to get out of the habit of tournys.
Now these 2 are from the guild professionalz or something like that so i hope their leader can talk to them about not doing this type of stuff. Its just a small hope but they probably wont.
Please ppl lets stop this bs and just play the game.
I dont recognize those names, you should come to Anvil Rock my friend, and enjoy a tranquil, mature atmosphere, and converse with some of the best players in NA.
Start taking into consideration wins/losses after they implement it?
Or will it have previously recorded all of your wins/losses before the rating system starts?
It should be a clear wipe, its only fair. The new rating system pairs you up with supposedly equally skilled players, right? So why should it include the months of potentially farming randoms as a premade group in your “skill level?”
Almost everyone loves the downed state because it adds a whole new layer of excitement to the game. Its just plain fun and adds for new strategies and different builds are viable because of it.
The day the remove downed state almost everyone will quit the game. Those who hate down state are beyond a minority. They are a tiny proportion of the community. This isnt a fact but just what is seen even on the forums where everyone QQs ALMOST everyone likes the downed state. In game everyone loves it. Nobody ever has moaned in chat about the downed state in any game I have ever played on GW2.
So yeh. Downed state is amazing. L2p
cant tell if trolling
I think the general consensus in the pvp community is that hotjoins need to be removed completely, or altered in a way that supports tpvp, not a kittenfest of button smashing and zerg rolling 8v8.
Hotjoins: http://inapcache.boston.com/universal/site_graphics/blogs/bigpicture/mud_07_20/m04_19643923.jpg
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Yes, stop crying, use your brains for once. The obvious solution to 3 eles is 5 banner longbow warriors. How do you simple-minded halfwit braindeads not understand such a simple and obvious solution?
If it hasnt already been done, i think it is time for the top guilds and players to form a [NEW] guild to help with the learning curve problem.
Their first (and second huehue) rule should be: Talk to everyone about [NEW]
The third rule: No hotjoins, evar, period.
:)
When someone wants to get better, they take advantage of ways to get better.
They formulate, they create,they test, they grow.
and they ask for help.
People have the tendency to assume asking for help is cheap and weak, and feel that since they had to do it the “hard way,” so should everyone else. This is a common logical flaw that is self flattering and ignorant, but it is very prevalent in competitive games.
This type of mindset leads to elitism, and a bunch of high and pro-teir elitists withholding their knowledge is the very last thing GW2 needs right now.
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I agree about the general attitude from a lot of players, i’ve seen this a lot over the years as i mostly only play competitive games, but this is prevalent in pve as well. To be sure there are a lot of helpful players on these forums, but some are only interested in staying on top, or in the high-tier. It is kind of unfortunate, but that’s how it is.
Basically the players who are truly good (ie have innate skill) are more willing to help others because they know (even unconsciously) that they will always be on top regardless of the competition; think of them as sayians or goku.
Competitive bad players or “try hards” who are good due to an experience difference or use of cheese/gimmick builds etc are generally the ones who are less inclined to illuminate/educate new players, and are more likely to try to discourage them from trying; think of them as Hercule/Mr Satan.
The actual pvp system is also to blame though. Hotjoins do considerable damage to the pvp community and the bad habits/information learned in them are hard to correct.
There is also no [NEW] guild implemented in GW2 (afaik), which exists in most pvp games that is a community run “conglomeration” mega-guild featuring prominent members from each of the top guilds as well as experienced and knowledgable solo players, who collaborate and assist new players by teaching them basic and advanced class/build/map/team strategy in game and over VOIP.
That could also go a long way.
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@OP i like that idea, its a nice mix of pve and pvp. it looks like you put a lot of effort into this and i think its something the devs should consider.
i would find a use for banner warrior, mark my words.
Mist form/elixir S does not give stability, comparing them just because they both provide some immune effect is wrong. Stability doesnt prevent some stuff as roots or slows. while immune prevents EVERYTHING incoming, for the exception of already applied condition.
In regard to stomping, stability and “immunity induced stability” are identical, since any differences between them are irrelevant; roots and slows dont prevent someone from stomping.
Mistform does not give stability lol, its just immune. However immune also prevents you from getting knocked down/stunned.
Hence it gives you stability, ie you cannot be knocked down, stunned, or controlled.
Uh.. “Morph into an invulnerable, vaporous mist for a brief time.”
In that sentence as you put it yes, it does indirectly give you stability, but only beacuse you are immune to attacks. If you would be able to get CC:ed in mist form then you would not be invulnerable anymore, hence take away the whole point with the skill (which is not to stomp ppl, btw).Invulnerable means indestructible not immovable, and it directly gives you stability. Indirect stability would be preventing others from CCing you (ie blind), rather than preventing you from being CC’d (balance stance)
Well, its true that according to gw2 wiki it “is an effect that prevents the target from taking damage or receiving conditions”. It’s also true that there are some CC skills, like mesmer daze or ele air#5 on dagger don’t deal any actual damage other than the interrupt effect. So a more suitable definition would be that invulnerability makes you immune to all incoming attacks. So, they have to either reconsider the definition of this effect or change its mechanics.
However, I do think the current state of mist form, elixir s, distortion are good as they are and are necessary utilities (beside they do have a long CD). I can understand its issue in spvp (although i think it’s minor problem, mainly cause of the long cool downs and there are other factors as well), but if you would change the mechanics behind it, it would hurt too much in other parts of the game.
The problem i have with it is that it makes this a half-way issue. Downed state is supposed to give you a chance to be revived after initially being defeated. That’s cool and all and i dont agree with the current implementation of downed state, but since they have it, it doesnt makes sense to have mistform (and other invulnerability skills) work in their current state.
What i mean is invulnerability removes the chance (or makes it extremely unlikely) that the person is going to survive the stomp, since the stomper cant be disrupted or killed. So what is the point in having downed state if you allow for some skills to remove the originally intended chance of getting back up (ie surviving the stomp)?
Either remove downed state or prevent players who are invulnerable from stomping. Half-way never works and always leads to strife. Look at darkfall, which had a random “decap” chance of being instantly killed rather than being downed. That caused a lot of turmoil because it was injecting RNG into their skill based game. Well this is injecting what is akin to RNG because you never know if the person has mistform/invul up so there is always a chance your skill will be overridden by bad game mechanics.
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You seem to be describing the “Well it was hard for me… so it should be hard for you” mentality. It is characterized sometimes by pretending to give advice, but it is designed to confuse/discourage the person and give them the impression that the subject is more difficult than it actually is.
It might just be a case of wanting to stay at the top, and making it more difficult for people with potentially more inherent skill to catch up is an easy way to do that.
Call it “tryhard subterfuge”
.
Mistform does not give stability lol, its just immune. However immune also prevents you from getting knocked down/stunned.
Hence it gives you stability, ie you cannot be knocked down, stunned, or controlled.
Uh.. “Morph into an invulnerable, vaporous mist for a brief time.”
In that sentence as you put it yes, it does indirectly give you stability, but only beacuse you are immune to attacks. If you would be able to get CC:ed in mist form then you would not be invulnerable anymore, hence take away the whole point with the skill (which is not to stomp ppl, btw).
Invulnerable means indestructible not immovable, and it directly gives you stability. Indirect stability would be preventing others from CCing you (ie blind), rather than preventing you from being CC’d (balance stance)
Mistform does not give stability lol, its just immune. However immune also prevents you from getting knocked down/stunned.
Hence it gives you stability, ie you cannot be knocked down, stunned, or controlled.