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Multiple necros teams plaguing PvP

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Posted by: Sardath.8524

Sardath.8524

If you see a lot of necros, change to Dh or Rifle Warrior. If you have both on your team, it should be an easy win.

We need a built in voice chat

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Posted by: Sardath.8524

Sardath.8524

The game direly needs this. It’s the only advantage some premades have.

For those afraid of toxicity, there is always a block/mute button. It literally has no impact on you – please don’t dismiss the idea just because you don’t like it, many people want it and every serious PvP game has it. Also, keep in mind this is Gw2, not Cs:GO, which can sometimes truly be cancerous – especially since there are way more players involved in a match and it has an overall toxic community.

Even if a lot of people won’t use it, one player managing the others is a huge improvement. It can be done in WvW for groups of +20, it’s way easier for 5 players.

I really hope Anet will implement something simple, even if it’s a 3rd party addon or something.

Edit: Others have suggested simple keybound commands(decap far, assist mid etc), but unfortunately it wouldn’t work since every map has unique secondary objectives and we also have Stronghold.

Your Top 5 Suggestions to ANET sPvP

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Posted by: Sardath.8524

Sardath.8524

For my second point, it would work using your method, but others suggested a completely separate queue for solo players, meaning in the same league, there will be two different sets of players that will never meet.

But so what? The league is not tournament brackets, it’s entirely possible that two players could spend half the season in the Legendary tier and never be in the same match, so what does it matter whether one is in SoloQ while the other is in TeamQ? I don’t think that they should have two entirely different progress tracks, like if you get to Ruby in solo and then attempt team you shouldn’t get dropped back to Amber.

If you log in for the night, worst case scenario you should be able to queue up for a SoloQ match, maybe win that, gain a pip, then immediately queue up a TeamQ match, and win that, gaining a pip right on top of the last one you earned. I see no reason why your position in the League ranking system should be at all affected by your Queuing method.

For example, for people in SoloQ Ruby, the average MMR/Skill could be way lower than in the TeamQ Ruby.

I could see there being a difference between Conquest and Stronghold MMR, but there is no reason why there should be any difference between solo and team queue MMRs, you’re the same player either way, only the impacts of other players would alter your win/loss records.

But in my opinion, it still ignores the underlining issue. If we had Team Speak, we wouldn’t need any other queue implementations. Most of the matches I lost were lost due to poor communication and it’s the only artificial advantage premades have.

You’re saying that they should build it into the game so that every player can be assumed to have TS by default? That might help, but ultimately I think it’s best to just assume that everyone in 5-man has TS while everyone else would not, and leave it at that. Not everyone even has an active mic or wants to use TS.

It’s simply not fair to have two separate sets of players. I am aware two diamond players may never meet, but in this scenario, they will never meet. The system should ideally place you regarding your skill relative to the entirety of the playerbase and separate queues do not achieve that.

As for the TS, even if you have one player to coordinate the team could be a huge improvement – think of it like the commander in WvW. And I think it’s safe to assume that most people have a mic nowadays, since every other PvP game has a form of TS. If you don’t want to use TS, no problem, it’s your right. But you don’t get to complain if you lose due to coordination.

Many of the complaints are due to poor rotations – I personally don’t see any other solution for this.

Your Top 5 Suggestions to ANET sPvP

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Posted by: Sardath.8524

Sardath.8524

@Ohoni, it would be a great middle ground, if the queue times won’t be too affected. If the game gets a boost in population, then it wouldn’t be an issue at all. For my second point, it would work using your method, but others suggested a completely separate queue for solo players, meaning in the same league, there will be two different sets of players that will never meet. For example, for people in SoloQ Ruby, the average MMR/Skill could be way lower than in the TeamQ Ruby. It won’t be skill representative. This has already happened with Stronghold. People farmed there, inflated their MMR and then switched to Conquest.

But in my opinion, it still ignores the underlining issue. If we had Team Speak, we wouldn’t need any other queue implementations. Most of the matches I lost were lost due to poor communication and it’s the only artificial advantage premades have.

Your Top 5 Suggestions to ANET sPvP

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Posted by: Sardath.8524

Sardath.8524

Some unpopular opinions here and a wall of text:

1. Don’t bring back SoloQ! Me and most of my friends only play because we can duo/trio. The queue times have increased due to the fact that the algorithm looks for people with the same MMR as you in a restricted pip range. I don’t want imagine how atrocious the wait times would be with SoloQ. Plus, it wouldn’t work with the League system. You can’t have two queues for the same league.

Most people don’t realize, but the underlining issue is the lack of methods of communication. It’s the only artificial advantage a premade will have. Give us a form of Team Speak and every solo team will play exactly like a premade. Every other serious ESport game has it, why not Gw2?

2. Buff/rework unused traits, utilities and weapons! I think this one is the most important by far. If you truly want Gw2 to succeed as a competitive game, it needs variety. There will always be a meta, but unfortunately, the current alternative builds are not even closely competitive, except a few.

A Moba will have over 80 heroes to chose from, each with a unique identity and role, Gw2 has only 11, with some of them being a bit subpar!(meta+great as seen on metabattle) The alternative builds in Gw2 should get the same unique identity and utility. People will try more classes and builds, the tournament team compositions will differ more and theorycrafting would be quite fun and engaging. This would greatly boost the health of PvP.

3. Don’t restrict class stacking! If every class is tweaked as suggested at point 2, we’ll get diverse and interesting matches with the same class stacked. Maybe restrict it to 3, until a good variety of builds is introduced.

4. Improve Stronghold! I personally see a lot of potential in this game mode, but at the moment it’s far too straightforward and has some balance issues.

Almost all the PvE elements lack depth. Everyone spams bombers until the doors go down, after which everyone spams archers. It’s the same pattern over and over again. It would be nice to use your resources more diversely. For example, you should be able to repair your gates using them, summon and/or upgrade your guards and maybe summon units that grant buffs to the other units and your team.

Another issue is the fact that there is no comeback mechanic. Once all the doors are down and your lord is exposed, the enemy team will keep throwing themselves at you and there’s nothing you can do. One quick fix is substantially increasing the death timer in late game, so a defending team can regroup after repelling an attack and launch a counterattack of their own. Added to this, for each enemy hero killed in the Lord room, an archer will be summoned on your attack lane. I think this will prevent mindless zerging and add some strategy to the game mode.

5. The idea of fixed stat amulets is obsolete! I think players should be able to mix and match any stats into a 3 or 4 stat amulet combo, with the exception of adding defensive stats as being primary. When healthy balance and diversity have been achieved, this is the next natural step of supporting them. Some builds are already kitten because some stat combos are unavailable. And why should they be unavailable if they don’t promote a bunker meta?

Thanks for reading!

Edit: Is gim5ped a bad/curse word? O.o

(edited by Sardath.8524)

A simple fix for matchmaking that might work?

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Posted by: Sardath.8524

Sardath.8524

They also need to implement division drops, and arguably remove the pip safeguards in the lower tiers (unless they only want ruby, diamond and legend to be competitive).

This would be fair, but a lot of players will rage at this. There are low skilled/casual players who need a sense of progression and some average players who deserve a form of progression. After all, you have to cater to all the playerbase. I think it’s ok letting them have 3 divisions, and the higher skilled players the other 3.

A simple fix for matchmaking that might work?

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Posted by: Sardath.8524

Sardath.8524

This is like S1, which was a flop and in no way represented skill. The current system is fine, it just needs to boost better players into higher divisions faster, or directly place them there based on the previous season.

Honestly, nothing needs to be rewritten, except the fact that new players start with an average MMR. They’ll get placed with actually average people and drag them down. This works fine for Unranked, where people need to learn, but it has no place in Ranked, which is basically a competition.

Team/class composition

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Posted by: Sardath.8524

Sardath.8524

I’m not sure what Revs and Warriors bring to the table.

Just gonna comment on the Warrior thingy. In team fights, with proper dazes and immobilizes, a rifle warrior will wreak havoc on the enemy team. In a couple of seconds it can dish out 2 gun flames worth around 20k. A pure glass warr coupled with a support to keep him alive is really fun/dangerous. With them having the arguably highest dps in PvP, I find them useful in this reaper meta, as they can melt quite easily through the reapers life bars – of course, kiting from a safe distance.

Unfortunately, they are very weak for 1v1, as most attacks can be easily dodged and they lack sustain. Still fun as hell though!

ANET How many more posts do you need?

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Posted by: Sardath.8524

Sardath.8524

Its not the match making. Its the balance. If you restrict at most 1 necro and 1 ele per game, you will see a lot more enjoyable matches. The fact that a class stacking of 2 or 3 necros can win tell you how oped they are.

I agree and in an ideal world we could have this, but unfortunately the queue times would be huge. Already the queue times have increased since the system tries to pair you with similar skilled players and it tries to avoid enemy premades when you’re solo/duo.

Kudos to Anet for this one, while I was solo/duo, I didn’t face one 4 man premade. While I was in a 4 man premade, I encountered mostly full premades, 4 or 3.

ANET How many more posts do you need?

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Posted by: Sardath.8524

Sardath.8524

I think people will still keep whining because everyone feels they are better at sPvP than they really are. When you have leagues there will always have to be people who are just Ambers and will be stuck there, same goes for every league division going up.

I didn’t pvp at all last season because I left GWII after HoT came out and just recently got back. So I was not only teamed up with total newbies but also quite rusty myself.

I grinded my way up to high Sapphire ankitten ow getting to a point where I’m sort of stuck there. I’m fine with this, and figure that once I really get better I will move up sooner or later.

I’m not saying early season hasn’t been bad by the way, just that no matter what ANet wouldve done, people who are just stuck for whatever reason will always complain about it being the systems fault instead of them having a part in it as well. This especially goes for the massive lose-streak posts. If you lose that many games in a row you have to start seriously asking yourself if you’re not in a big part contributing to the losses.

Unfortunately this is true and will remain true regardless of what will be implemented. This season isn’t without flaw, but it’s much better than the last and it finally reflects skill. The last season entitled a lot of players because it grouped them with good players. Now, your team is as skilled as you.

The most amusing thing is the snowball effect people claim to be suffering from. If you have a lot of matches played, your MMR isn’t as volatile and it won’t be affected much by a big losing streak. So this happens only to bad players with an average and volatile MMR. If you have a lot of matches and this happens to you, it’s due to your own skill. This was stated by Anet and plenty other people, but as usual it’s ignored and it’s easier to blame the system.

Even so, the system needs some adjustments:
- new players should start with a low MMR, not an average one
- the MMR of average/bad players shouldn’t be lowered as much when losing against a team of a significantly higher MMR
- they need to add a preseason to fill the gap or to place people in the ladder based on the previous season

Unhappy/Confused about Matchmaking

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Posted by: Sardath.8524

Sardath.8524

Most of the people complaining about the matchmaking seem to want everone to have their own personal reward track to legendary. The arguments like “the pros should have to face other pros from the start” or “good players shouldnt be farming win streaks at the expense of bad players” are just bullkitten.
The system isnt pairing rubys against ambers, its matching you with people in the same division, if your losing consistently in low divisions, im sorry, but your not as good as you think you are.
What do you expect? For the system to match bad players against other bad players in their own seperate “baddie mmr” matchmaking all the way to legendary while ACTUAL good players instead have to face ACTUAL good players to get to legendary?
The league divisions does not scale according to your PERSONAL mmr, its the same for everyone. The players in each respective division will be there because they won against the players in the previous divisions, its not like anet is just giving “pros” free pips when they queue, the people still have to PLAY the match and WIN, and they do, against players in their same division.
If your still struggling to get out of amber/emerald at this point, its not just “bad matchmaking luck” its probably you.

This guy gets it.

Unhappy/Confused about Matchmaking

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Posted by: Sardath.8524

Sardath.8524

They were paired with good players and they learned from the experience via Teamchat and observation.

And thank god this is over. Last season I’ve had my full of rookies in saphire and ruby

I am an average player at best, but I play safe and don’t do any rookie mistakes. I’m pretty sure I have a low MMR and I started the season with a loss streak. I barely played this season and I’m almost out of amber. I really don’t see any doom spiral of infinite losses incoming.

People tend to blow out of proportion the whole deal and while I do agree that some people genuinely had bad luck, most of them are probably bad players.

PvP - To the rescue!

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Posted by: Sardath.8524

Sardath.8524

Can we please have some fixes:

  • Ranger: Animal companions scales with the base stats of the ranger.
  • Ranger: Search and Rescue: Teleport range down to 600
  • Ranger: Ancestral Grace: distance traveled down to 900

Just no. Druid’s only source of damage(besides autoattack) are the pets. It doesn’t make sense to invalidate some pets due to your stats and playstyle.

And why the other nerfs?! Is ancestral grace range really the game breaking mechanic right now? And please stop with search and rescue! Yes, it’s a bit more powerful than the other rez skills, because you sacrifice a utility skill for it.

Instead of nerfing all the time, maybe we should propose changes to the less used skills and weapons. Other than some powercreep, the thing that PvP lacks the most is build diversity.

Suggestion: PvP Preseason before Season

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Posted by: Sardath.8524

Sardath.8524

This is brilliant! I’m sure it’s not hard to implement and it solves multiple issues.

New matchmaking is seriously fantastic

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Sardath.8524

So from my understanding the mmr is purposely pitting pro vs noob. In an attempt to rush them out. Ok now I know my place. Makes sense sorta. Legendary should belong to pros. Thank you.

Will people please stop saying this?

Your opponents can have higher, lower or roughly the same MMR as you. That means there’s 1/3 chance you’ll get pitted against “better” players. And even if their MMR is higher, that doesn’t necessarily mean they’re better players – plenty of people have been carried last season and their MMR doesn’t reflect their skill.

So maybe the reason people are losing is bad builds/skill/communication? In almost all the matches I’ve lost, people went blindly 1v3, went far early and let mid die, started afking or other brilliant strategies.

Everyone is quick to blame anyone but themselves.

I quit, something is very wrong!

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Posted by: Sardath.8524

Sardath.8524

This is what ppl have been asking for. A full reset after the season. And with the removal of mmr it really is a full reset leading to lobsided matches each and every game.

If youre below average like op you will lose a lot the first few days. But it will improve every week.

hi hi Locuz !
not really.

MMR is still there.
just that MMR is not used to find opponents anymore.

the system finds 5 solo q players within similar pip range and similar MMR and groups them together.

then pits them against another team of similar pip range. however, it does not take the other team’s MMR into consideration.

the other team could have higher, same or lower MMR players. but similar division and pips.

Could a dev please confirm this? It was stated that it won’t take the other team’s mmr into consideration, only the pip range, but it wasn’t stated whether team members will have similar mmrs.

New matchmaking is seriously fantastic

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Posted by: Sardath.8524

Sardath.8524

The new matchmaking is fine. If you lose 10 games in a row, maybe you belong in amber.

I can already hear people saying that you can’t have a huge impact. Sure, that’s why people are staying afk if someone on their team disconnects.

This forum is a toxic QQ wasteland.

Incentive to get a high score

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Posted by: Sardath.8524

Sardath.8524

There is no such thing as CUTTING YOUR LOSSES … you either win or loses its simple. That’s life so stop trying to SJF your logic into this game. And at the second poster, it won’t increase the amount of afk’er. You know what?? Because you get time out everytime you afk, like who want to get a 1 hour time out during league?

Salty much? I already said winning should be incentive enough, so this wasn’t necessarily for me, but for players who will give up easy. Staying afk isn’t the only way of throwing a match, they can purposely play bad or fight off points, so any incentive to keep people playing till the last minute is welcome in my book.

Pips aren’t the only way to incentivize this. You could get PvP potions or track progress. This way you reward the player without artificially climbing him up the ladder.

Unranked Is a Poor Laboratory

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Posted by: Sardath.8524

Sardath.8524

However powerful necros may be, at least they have a weakness: kiting.

My other gripe is with scrappers. The amount of combined damage and sustain they have is way out of line. Add to that a lot of CC and utility to the team. Either shave of the damage, or the sustain.

Incentive to get a high score

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Posted by: Sardath.8524

Sardath.8524

Last season, you could’ve potentially gotten pips if you scored high enough. People don’t seem to understand the old system isn’t possible anymore, due to the fact that MMR is no longer used, so you can’t determine win chance. Matches are based on a pip range now.

However, you could implement a similar system in the current league quite easily:

Award one pip for every three high score lost matches.

There are a few points to consider:
- the threshold should be 450, so the system won’t be abused(ex: the winning team letting the other cap until it has the necessary points). If the threshold is this high, the system won’t be abused due to the risk of letting the other team win.
- the old system was unreliable and unpredictable, sometimes you got 2 pips, other times you lost one or nothing. This system will have a guarantee that even if you are on a losing streak, you could at least cut a little on your losses
- I think every three matches is a fair number. Lower this and you will get bad players who will slowly grind their way out of their league, mainly due to being carried. Increasing this will give players little incentive(even though winning should be incentive enough)

Let me know what you think.

Upcoming Changes for PvP League Season 2

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Posted by: Sardath.8524

Sardath.8524

I swear to god, some people here are so dense. Evan said they can’t add any additional restrictions yet, it would potentially result in big queue times.

Full premades weren’t invincible last season and now people are complaining about 4 player premades. Just learn to communicate. Speak at the start of the match, you got a full minute to discuss strategy, use it.

Celestial Avatar & Condi

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Posted by: Sardath.8524

Sardath.8524

This is kind of an old thread, IIRC prior to the buff that AF regeneration received, so it’s not that relevant anymore.

sPvP needs its own business model

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Posted by: Sardath.8524

Sardath.8524

While the idea is good, at the moment sPvP doesn’t offer enough for it to be monetized in any way. The number of maps is OK for a mmorpg, but for a stand alone game it’s very lacking. Not only that, but you get only 2 game modes – and stronghold is very unbalanced at the moment, it’s pretty much rush and win. On top of this, due to the current elite spec power creep, you’re pretty much forced into them, resulting in very little variety. Keep in mind, mobas have a lot of heroes to choose from, which feel and play differently. Here we have only 9 classes and most of them are efficient in only one, mostly two builds.

After proper profession balance, additional maps, fixing the current and adding new game modes, Gw could actually try to implement this.

The truth about divisons

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Posted by: Sardath.8524

Sardath.8524

For your first point I’ve seen this idea tossed around:

1. Solo and duo queuers should be prioritized to encounter a combination of solo/duo/triple and should never encounter a premade, unless they have a 3 or 4 player party in their team.

2.Tripe queuers should be able to encounter any combination.

3. The 4 and 5 premades should encounter only queues that contain at least a 3 or 4 player parties, but should be prioritized to encounter 5 player premades.

This will probably result in a higher queue time for premades, but it would be less than separating queues.

Sometimes it can happen...

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Posted by: Sardath.8524

Sardath.8524

I just wanted to share a rare very close and fun match in all that sea of negative cheese that is pvp.

Glad you had fun!

Leagues aren’t that bad as people make them to be. Just the other day I lost a very close match against a guild premade and I got 2 pips for it.

I still remember when playing Dota, that was a truly punishing game regarding MMR. If you got one bad apple in your team, you’d better prepare for a 40 minute time wasting kitten fest. The system here is much more forgiving, especially if you try to communicate with your team and even if you lose, you can still potentially squeeze out a pip.

Anet, Please Care

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Posted by: Sardath.8524

Sardath.8524

I thought upgrading to a faster PC would get me better teammates.

And I thought casting quickness on me while traveling to LA would reduce the loading screen time.

What can you do?

Balance Team plans for the next patch, CDI?

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Posted by: Sardath.8524

Sardath.8524

Well, kitten me sideways. Your request has just been granted https://forum-en.gw2archive.eu/forum/game/gw2/Upcoming-Balance-Changes-Week-of-December-14-2015

I really hope the discussions will perspire the same way you described the CDIs.

“Our next major balance update will be released at the end of January, and after the new year we plan on sharing the high-level details of those changes, giving you an opportunity to provide feedback to our design team.”

LE: Cancerous posts have already sprouted in the thread.

(edited by Sardath.8524)

Balance Team plans for the next patch, CDI?

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Sardath.8524

The problem with discussing the changes are people like these.

Every single nerf and buff will most definitely get brainlessly bashed, mainly by people who have next to no idea how the game works(not claiming I’m an expert here). If the forum(or those specific posts) was moderated in a very strict way, to enable only constructive criticism, it could work and it would be a nice feature. Any mindless QQ/bashing/toxic posts should be instantly deleted, but it’s time consuming and many players will feel like that would be a form of censorship.

Don’t get me wrong, I’m not saying the state of PvP is fine, but it’s not trash or unplayable how others state and if the devs managed a state of relative balance post ele nerf, I’m fairly confident it will happen again.

If ArenaNet Removed Team Queuing from Ranked

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Posted by: Sardath.8524

Sardath.8524

I think Triple should have only duo on their side and mirror on the other side.

I think this would greatly increase wait time. A 5 or 4 man premade doesn’t have much advantage over a 3. If the rest of the players listen to the 3 man premade, there should be roughly the same coordination.

I think they should implement a feature that you can toggle on to not be that 5th in 4-man que.

Leave duo and soloq’ers alone. Rofl.

This is reasonable, but 4 man teams would have a really bad time due to this.

I usually play solo/duo and personally I wouldn’t mind being the 5th wheel in a premade, I would just follow their lead. Just my 2 coppers.

If ArenaNet Removed Team Queuing from Ranked

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Sardath.8524

I also think adding a SoloQ would be bad.

Here are some additions to the matchmaking algorithm that I think would drastically improve our experience:

1. Solo and duo queuers should be prioritized to encounter a combination of solo/duo/triple and should never encounter a premade, unless they have a 3 or 4 player party in their team.

2.Tripe queuers should be able to encounter any combination.

3. The 4 and 5 premades should encounter only queues that contain at least a 3 or 4 player parties, but should be prioritized to encounter 5 player premades.

I think this would solve most of the issues, as organised teams can only encounter other organised teams.

Thoughts?

Let's Talk PvP Builds (Druid)

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Posted by: Sardath.8524

Sardath.8524

I’ve been using this build with some success. I find the boon duration very useful: 4 sec quickness every 15 sec, over 20 sec might/fury/swiftness, 6 sec protection every 15 sec + some useless regen made barely useful when adding natural convergence.

For some reason, the numbers on the site are a lower overall.

I can revive pretty often, with allies’ aid for the speed and the glyphs for stopping stomping.

I had no particular problems with any profession, except viper revs and scrapper. Really hate scrappers, those little kittens have 2 invulns, a ton of CC, decent damage, decent heal, inviz and what not.

Why the bunk meta sucks

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Posted by: Sardath.8524

Sardath.8524

Hey, I think I was the ele you mentioned, and the warr my friend

I agree, the bunker meta atm is pretty bad, no one should be able to hold against 3 players.

My friend plays a full glass berzerker and relies on me for heal/condi cleanse. We can take out pretty much any bunker 2v1 due to his insane crits and unblockable attacks, except maybe for scrapper(inviz, CC, invulnerability). But it’s a very risky strategy, especially if he gets caught alone.

Try duo queuing with a combination similar to this. Or you could play stronghold, the bunker meta doesn’t work well there.

New pvp system "review"

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Posted by: Sardath.8524

Sardath.8524

Man, people talk about premades like they’re some godlike unbeatable creatures.

Yes, good people can make a premade, but so can bad people. Even if they’re good players, that doesn’t necessary mean they’re using VoIP or communicating in an outstanding way.

It seems to me that some people just want to have something to blame they’re losses on => “i played good, the rest of my team is kitten, they were premade and that means all of their 5 players were good”. It may sometimes be the case, but definitely not always.

On the other hand, there are some valid complaints because statistically speaking, you will find more communication and skill in a premade. I think there’s an easy fix for this:

Solo and duo queuers should be prioritized to encounter a combination of solo/duo/triple and should never encounter a premade, unless they have a 3 or 4 player party in their team.

Tripe queuers should be able to encounter any combination

4 and 5 premades should encounter only queues that contain at least a 3 or 4 player parties and should be prioritized to encounter 5 player premades.

now that the spirits are fixed

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Posted by: Sardath.8524

Sardath.8524

Has anyone measured Sun Spirit’s dps? Seems way lower than Frost’s.

Right its soloQ time... Whats good?!

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Sardath.8524

Not many, besides bunkers who accidentally support in the process(tempest/druid mainly).

I’ve seen some nice boon/aura sharing tempests. I myself play a staff ele, for the extra aoe condi cleanse.

Right its soloQ time... Whats good?!

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Posted by: Sardath.8524

Sardath.8524

Both rev and reaper are in a very good spot right now, you can’t go wrong with either of em.

PvP is a bit fuzzy right now, as the good players start from the same division as you, so don’t get discouraged if you get stomped a bit, it should balance out in a couple of days.

Bring friends, it’s way more enjoyable. As for Tempest, I’m playing one and my friend is playing full zerker Berserker dishing out tons of damage while I keep him alive.

You done kittened up - as AngryJoe would say

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Sardath.8524

Hey let’s look at a few things here…

2.1 Virtues being 10x better than on base guardian with essentially no trade-off.

lol

Justice: Have to be facing target, cast time, generally single target (can hit multiple, but have to be lined up), can be evaded. The pull has a 40 second cooldown.
Resolve: Obvious cast time/delay that can and does get interrupted
Courage: Now has a cast time – cannot be used in the middle of another action.

Clear trade-offs – and you just left out/ignored the fact that the Spear pull is on a separate cool down which is nearly double your example of another pull.

2.1 Instacast traps, they might as well not be called traps. So more unblockable, instacast CC, or if not CC, healing then.

Mechanically these don’t make sense and should not be instant at the very least.
I don’t care what you have to say about how easy DH is too counter or whatnot, mechanically broken. Period.

Hah. Only 2 are instant cast, and one of those is utility (not the heal.) They’re instant cast, not instant effect, as they have an activation time just like all traps.

But hey, when you have to exaggerate, lie, and get the actual facts absolutely wrong to make your point, it’s pretty clear even you didn’t think the facts were actually enough to make it sound as bad as you wanted.

Or you’re just totally ignorant and have no idea what you’re talking about. So was it malice or stupidity that you got all the facts wrong?

A thousand times this! It’s the perfect example of what’s wrong with this forum.

Not saying PvP doesn’t have balance issues, but if people tried at least to read about other classes and how to counter them, this forum wouldn’t be drowning in salt and QQ threads.

How can people expect replies from devs when most of the threads are uneducated and raged complaints?

As your average casual player........

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Posted by: Sardath.8524

Sardath.8524

Erm your definition of a casual player is absurd, a casual player can want to spend and invest the time in the game (infact they actually are by continually logging in), they just don’t have the same free time as say yourself who can spend up to 6-7 hours at a time in it, prehaps they use to be able to but situations elsewhere prevents them from logging in on a regular basis.

I can barely stay more than 2 hours at a time, except during the weekends. I’m by no means a hardcore player.

I understand the other complaints about how the map is design, the gating, the masteries – because they are a matter of taste. You either like them or not.

But complaining about content that is actually meaningful, that employs some knowledge about your class and builds, I just can’t understand.

It’s very difficult to cater to everyone, but please understand that any difficult PvE content can be overcome by just getting another person to help/increasing your skill/changing your build and refusing all of the above(not saying about you, but about some of the people who complained) is a little bit selfish – you can do something about challenging content, I for one, can’t do anything about the easy content in the game, it’s boring for me and I can’t fix that.

You don’t have to be a pro gamer, just adapt a bit, it’s still easy content as far as games go.

(edited by Sardath.8524)

So Raids and Druids

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Posted by: Sardath.8524

Sardath.8524

I’m in the process of crafting my ascended gear and I don’t know yet what to go for.

How important is survivability for you vs DPS and how much healing power is required? Is Cleric enough for all of them? Unfortunately, I don’t have money for Zealot(filthy casual here).

Thought about making full Crusader, but realized ferocity is pretty useless without precision, so I’m considering Cleric or a mix of both.

Official Suggestion Thread

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Posted by: Sardath.8524

Sardath.8524

Some things right off my head:

  • Shortbow has an overall weak dps. The autoattack is situational – needs more bleed damage from any angle, Crippling Shot does way too little bleed while also relying on the buggy pets – either buff the pet or increase bleed damage, Concussion Shot should also deal some confusion damage, as it makes sense with the skill description.
  • Pets should have their AI, attack speed and animations tweaked. I think there is an easy fix for the melee ones, just copy the Lynx.
  • Sharpening Stone – the skill should receive normal damage as well that would scale well with power. The current bleeding damage needs to be increased or it should scale better with condition.
  • Signet of the Hunt – next three attacks should have increased damage.

Shouts should be reworked:

  • Sic Em – attacks should also cause vulnerability.
  • Protect Me – the pet should either grant you protection when it dies, or the pet should remain active during it.
  • Guard – the pet’s basic attack should cause knockback in the selected AoE(once every 2 seconds), and it should either receive swiftness(unless the pets are reworked to be reliable) or a new charge like attack every two seconds. The pet shouldn’t receive protection and invisibility anymore.
  • Search and Rescue – after activation, you should be able to toggle it to search and kill downed players.

I won’t comment on what changes are required for the Druid, there are plenty of threads for that.

Please do something about Druid healing

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Posted by: Sardath.8524

Sardath.8524

Besides, bring any CC which can push Druid out of point and decap it to make the Druid absolutely useless.

This! Druid may be good with holding a point, but you can hardly capture anything without some help.

Also, I don’t know what the OP is talking about druid holding a point with 3+ enemies. 2 good players can take you off the point and burst you down.

As long as people aren’t wasting their skills when druid is in CA, I really don’t see the problem.

Further Adjustments Needed

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Posted by: Sardath.8524

Sardath.8524

10/10 would nerf again

Please do something about Druid healing

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Posted by: Sardath.8524

Sardath.8524

I posted this and I’ll post it again.

Here’s what you need to know:
- it’s like a dd ele, without the damage and roaming capabilities
- if you burst him after he leaves CA form, he’s most likely dead
- if you use a condi build, the druid will most likely not withstand the pressure, as he doesn’t have access to much cleanse outside of CA
- if you can’t kill him, just stroll away, he can’t kill you either.
- while he’s in CA, he deals almost no damage (except for skill 5 that even a cripple could dodge), so just be chill and don’t waste your skills on him, try to heal if necessary, manage your cooldowns and give him a huge burst once he gets out of CA

Also, as the people above mentioned, all the skills in CA have a pretty big casting time, it’s very easy to CC him and that gives you an opportunity to kill him.

Community knows little/none about [PETS]

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Posted by: Sardath.8524

Sardath.8524

Any chance you can do this test once more per pet on the moving golem? I understand if you do not want to, the data would be valuable, but I’m not sure its worth investing a week into

I’ve done some tests on this and the results are displaying in what poor state the pets are.

Most of the F2 skills miss, the autoattack on some of them are downright missing all the time. Cats, birds, smokescale, dogs and bristeback(if the target isn’t moving too much) are pretty reliable. But considering that not all of the pets from those categories are really useful, it doesn’t leave us with many options.

Sadly the wyverns are utterly useless on a moving target.

Can we remove Minstrel Amulet?

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Posted by: Sardath.8524

Sardath.8524

Druid gets one viable build and everyone is screaming nerf.

Here’s what you need to know:
- it’s like a dd ele, without the damage and roaming capabilities
- if you burst him after he leaves CA form, he’s most likely dead
- if you use a condi build, the druid will most likely not withstand the pressure, as he doesn’t have access to much cleanse outside of CA
- if you can’t kill him, just stroll away, he can’t kill you either.
- while he’s in CA, he deals almost no damage (except for skill 5 that even a cripple could dodge), so just be chill and don’t waste your skills on him, try to heal if necessary, manage your cooldowns and give him a huge burst once he gets out of CA

People seriously need to stop screaming nerf to everything they have a hard time against. There are builds that counter other builds. Who would have guessed? Learn to adapt and pick your fights.

Fear of nerfing

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Posted by: Sardath.8524

Sardath.8524

This is not related to the gating or the hero points. They don’t impact me personally.

This is about the challenging content presented in PvE. Some hero challenges were already nerfed and I fear this could spread to the other events/hero challenges.

I like playing with my friends and I’m sure many of us don’t play alone. When you nerf content to be soloable, anything you do in a party becomes a breeze and boring.

It is very hard to adapt the encounter to the number of players. The encounter could be way too hard(though I can’t think of an example of this), or way too easy.

But it is very easy to adapt the number of players to the encounter. We have mapchat, LFG, guilds and friends. For the players who play solo(something that I personally don’t understand, considering it’s a massively multiplayer online game) it’s easy to group to finish content and it will still be enjoyable. But for us players, who like to play with friends, making content easy will completely ruin our experience.

There is no other alternative for us.

That’s why the content needs to remain challenging, making you fail, adapt and improve. I just hope it won’t be like the core content, which is beautiful, but mind numbingly easy.

I understand that this game needs to cater to different needs, but this could be easily achieved by making one map out of four a bit easier, and the rest of them with real engaging challenges.

Thanks for the read!

Please help me pick new class for HoT

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Posted by: Sardath.8524

Sardath.8524

- mostly ranged, with some CC and heal to survive difficult situations.

I guess Dragonhunter would be for you. Good ranged damage that pierces and has aoe, you get virtues for added heal/damage/protection, traps for damage + cc + buffs.

I only payed DH in sPvP but I had loads of fun with it.

ANET gave TONS of clues about how to survive

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Posted by: Sardath.8524

Sardath.8524

There is so much easy content in the game core PvE, Dungeons, Fractals(first levels), world bosses, etc.

Please don’t nerf the difficulty of HoT! I’m talking strictly about encounters, I don’t care about masteries and elite specializations. Make the first map more accessible, if you want, but please leave the rest as it is.

PvE in every other MMO is a brain dead autoattack grind, make this one stand out!

Unplayable Solo

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Posted by: Sardath.8524

Sardath.8524

Please nerf Teq, I can’t solo it.

Marauder Staff Might-Stacking

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Posted by: Sardath.8524

Sardath.8524

It’s really funny, I melted every Dragonhunter I encountered with the 1st build, at least the more bunkerish builds don’t have enough damage to take you down.

I replaced signet of the stone with signed of the wild – people would usually ignore me, so why not add some extra damage.

I’ve seen a lot of people taking the wyverns. It seems to me that their attack is a bit clunky, any reason for taking them?