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Rest In Peace Terribad Cheese Builds

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Posted by: Sensotix.4106

Sensotix.4106

To be honest I think condi mesmer will be stronger than ever

Sensotix Goes Solo Q (HD) Gameplays

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Posted by: Sensotix.4106

Sensotix.4106

Another great video. I have difficulty pulling off your ‘about face’ forward teleport. I find that “about face” only works if I click the ground first. Even then I find I need to stop or slow down to re-orient.

Any tips?

you shouldn’t have a target
the second thing is there is a feature you can enable where you put the turn around on one key press the key and then just press pr and then the key again

Please rethink your diamond skin change

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Posted by: Sensotix.4106

Sensotix.4106

duke some people dont understand it because they have never put a foot in pvp which is okay for me as long as they dont discuss pvp issues

As I’m collectively well over rank 60 tpvp and also currently top 50 team q EU, although I don’t claim this to be significant for various reasons, to accuse me of never setting foot inside the mists is unfair.

And my only encounter in team q with you on NA in the last fortnight ended with my side winning, jus sayin.

But yeah my analysis of ele post patch is fairly astute, primarily because I replicate post patch builds on classes (as best I can) when notes leak. I only ask you don’t be too dismissive of my suggestions.

i see your point but i hope we can both agree that 100% immunity and a 100% counter to a class should not exist..
concerning the match on na i was playing with 3 sec lagg unfortunately and i have never played with that team before also we were playing without any bunker

Please rethink your diamond skin change

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Posted by: Sensotix.4106

Sensotix.4106

Diamond skin rewards an overly demanding health management system, and raises the skill cap significantly (which most buffs don’t do). Having a matchup that a min maxed glass necro can’t debunk easily will not break the game.

Yeh dat skill from healing PASSIVELY whilst they cast their skills will be epic. And it isnt a case of “debunk easily” – it is a case of 100% kill rate 1 on 1 an in team fights. Literally the hardest possible counter. They might as well give eles a skill called “Kill a necro within 1200 range”. You cant even stop them stomping by fearing from downed state. lol absurd

duke some people dont understand it because they have never put a foot in pvp which is okay for me as long as they dont discuss pvp issues

Please rethink your diamond skin change

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Posted by: Sensotix.4106

Sensotix.4106

Holy knee-jerk reaction…clueless about Ele traits/builds much?

Diamond Skin is a 30-point Earth trait. EARTH. The condition damage tree. If you see an Ele with Diamond skin, they have already put themselves at a huge disadvantage against almost every meta build.

Currently there are NO decent builds involving 30 Earth because “condi ele” is something that barely exists. Necro and Engineer have superior condi application in every way. So you will still see most Ele’s going 30 Arcana + Air/Fire (burst) or Water (defensive).

What is wrong with people lol…

That is exactly what i was telling people when they introduced damage on boons trait on warriors but everybody has this ideea of 30/30/30/30/30 builds for all classes and they scream op op op op kitten(funny the screamers were mostly eles), even if in fact picking these traits actually means nerfing yourself.Just lol.I do hope however that they will qq as much about eles as they did about warriors.AGAIN and they will , the ammount of bad in players these days is “trough the roof”.

What are you on about dude. Yeh I am so bad. I couldnt find you on the leaderboards for team q but solo q you are 514th with a 59% win % over around 100 games. So you dont team q and have 100 games at a low level of solo q. Honestly, if you are so inexperienced/bad then why even post in balance threads? You cant have any understanding of the game. I dont go on fractals threads and tell them that a fractal boss is op cos I dont have a clue about it.

I loled .With an extra rofl.Not sure if serious whining about “can’t do 1k damage Anet omg” or “i’m a pro cuz i levderbvoards and stuff and you don’t”.

mini maybe because necro cant really bring an elementalist below that health line where he is actually affected by conditions…elementalists constantly heal themselves with their skill when using the signet…this might be okay in teamfights but in duels on sidenodes? hm maybe you should really think before you talk

then don’t send a rabid necro to duel a diamond skin elementalist on side node?

Those tactics are too advanced for some people, its better to complain on the forums before the change even comes out.

or maybe you have a necro on far because he could kill their bunker whatsoever or because you pushed with mes and nekro..
there are many situations
the point is a complete counter to some class should not exist in this game..also if you think i suck at tournys, tactics etc you might have a look at the leaderboard

[Video] GS-Roaming + Basic Shatter-Tactics

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Posted by: Sensotix.4106

Sensotix.4106

I like this one well done!

Sensotix goes Solo Q (HD Gameplay Guides)

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Posted by: Sensotix.4106

Sensotix.4106

Added:
Episode 15 -“Solo Q Series Is Back!” (Mesmer)
https://www.youtube.com/watch?v=xUr3uqzzL0o

Sensotix Goes Solo Q (HD) Gameplays

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Posted by: Sensotix.4106

Sensotix.4106

Added:
Episode 15 -“Solo Q Series Is Back!” (Mesmer)
https://www.youtube.com/watch?v=xUr3uqzzL0o

GW2PVPTV is under new management and growing!

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Posted by: Sensotix.4106

Sensotix.4106

i would be up for participating i think it’s a great community project!

Sensotix' Thoughts On The Dezember Patch

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Posted by: Sensotix.4106

Sensotix.4106

what did you expect? haha

(edited by Moderator)

Sensotix' Thoughts On The Dezember Patch

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Posted by: Sensotix.4106

Sensotix.4106

this was the most constructive feedback i have ever had

(edited by Moderator)

Sensotix goes Solo Q (HD Gameplay Guides)

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Posted by: Sensotix.4106

Sensotix.4106

I’ve been use Sensotix’ stealth shatter in Solo Queue, with a few modifications — I often run Blink+Decoy+MirIm instead of Null Field, and I use Focus+GS for Skyhammer, but otherwise identical, and it’s been working great for me.

glad you enjoy it

Hardcounters in pvp - please adjust

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Posted by: Sensotix.4106

Sensotix.4106

the only thing i want to see changed here is that the matchups are a little bit more fair..ofc thief will always have an advantage but to make it possible for a mesmer to have a chance vs a thief that is as good as the mesmer or worse

Sensotix' Thoughts On The Dezember Patch

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Posted by: Sensotix.4106

Sensotix.4106

nerfing hammer is a good way to start but after the patch warrior will still be a truck running over everything with his sustain mobility

Hambow has very limited mobility. Not sure how this is a problem.

and just with a different weaponset i predict longbow and axe mace and these weaponsets are hardly touched so nerfing hammer will not change the state of the warrior after the patch..it will make him a little bit harder to play since he cant rely on his cc but it will still be too tanky for the dmg he does

Axe/Mace has no stun and given the fact that most Hambow Warrior’s are using Soldier’s, there is no way that the damage is comparable to what it currently is, as you are not able to take advantage of Unsuspecting Foe.

Sustain will also drop in such a build, because you can’t lock down the opponent like you can with the hammer.

when i talk about mobility i talk about 25% movement speed increase while wielding a melee weapon all the time
and when i talk about sustain i mean immunity to condi dmg immunity to physical damage and the signet in combination with lyssa runes as well as healing signet

Sensotix' Thoughts On The Dezember Patch

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Posted by: Sensotix.4106

Sensotix.4106

Some things for the end here:
I know that I have listed a lot of things and didn’t provide a solution for everything but the aim of this thread is to point out what is going wrong atm and to solve those problems I think Anet will find a lot of experienced players that will help find solutions for the problems because imo it is not a good idea if I tell Anet how to balance the Engineer for example if I don’t know everything about this class – what I would suggest here is sitting together with some really good/experienced engineer players and ask them what they think needs to be done and then sit together with good/experienced players of other classes and ask them what they think about the suggested engineer changes.

If I forgot anything I will add it to the thread later.

Writing this thread took me quite some time so I would appreciate constructive feedback and no offensive behavior in the comment section below. If you find any mistakes in this thread since English is not my mother language and I don’t really have the time to control everything I wrote three times you can keep them and eat a cookie.

What is your view on Phantasm Mesmer? Is it passive play? If so, do you think it needs a nerf so that the class may get buffs in other areas?

Hi Sensotix,

I was wondering if you had a chance to look over my comment? I would appreciate a response. Thanks.

sorry might have overlooked it..the thing about phantasm mesmer is that you can counter it pretty easily..second of all talking about tournaments this build focuses on duels so it is pretty much useless in teamfights which makes it pretty balanced imo
about being passive I would say it’s a pretty much a passive build but i wouldnt change it at all since it is only really effective in duels which makes it balanced

Sensotix' Thoughts On The Dezember Patch

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Posted by: Sensotix.4106

Sensotix.4106

Nicely objective, but 100% immunity is needed at this point.

5 of the 8 professions work largely at range and only 3 mostly work off physical damage. Range is defensive. If they can’t hit you, they can’t hurt you. In the case of range vs melee creating space is defensive. In the case of range vs range no defense or offense is gained so therefore neutral. In the case of long range vs short range advantage goes to longer range.

The amount of auto attacks that naturally cause conditions is heavy. Unlike gw1 where hits from behind or the side or bow preparations/ slotted skills did conditions. This means as long as you have some range you can invest solely in condition damage and spend your remaining points in defense. This leads to conditions+defense+defense+defense > melee+power+crit damage+defense.

Much the same as blocks/evade/protection/immunity all negate physical damage there is no series or combo that can be used to negate conditions apart from cleansing..even then they’re applied gain from casual auto attacking.

Without immunity this leads to a situation where power builds needs to focus on constant cleansing and gap closing. That means they have to invest heavily into defense..which as stated above..if they have range and it is longer than yours, your already at the disadvantage.

By lowering healing signetthe natural regen is what allows warriors to engage necro/engineer at close quarters and create breathing space for shortbow rangers and earth ele’s. All of these professions can tank remarkably adequately, if not fantastically for their lack of heavy armor. They benefit from opponents being closer than distant. This leads to that the one heavy based melee profession in game now is on the back foot and creates a feeling of -“screw it” -I’m using longbow/rifle..and that leads onto..you guessed it..condition dmg+defense+defense+defense with only furthers the current meta and pushes the notion of viable heavy physical melee into an even more unpopular niche.

I like how objective you are, but i think reducing healing signet is myopic in the long run. Sure healing sig maybe passive..but your attention is largely tied up when in melee doing your best to keep in melee range with the abundance of evading and distance creating currently in game.

Respect man it has been a long time that one started thinking outside of his small box and just qqed about his class getting nerfed
I agree on everything you said and concerning the healing signet the thing is warrior has many things that are pretty strong and one of the things need to be nerfed..nerfing hammer is a good way to start but after the patch warrior will still be a truck running over everything with his sustain mobility and just with a different weaponset i predict longbow and axe mace and these weaponsets are hardly touched so nerfing hammer will not change the state of the warrior after the patch..it will make him a little bit harder to play since he cant rely on his cc but it will still be too tanky for the dmg he does

Enemy endurance bar

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Posted by: Sensotix.4106

Sensotix.4106

no no no no
this would make counting dodges when trying to spike a necro etc completely useless and completely destroy the “skill” in this game
when it comes to thieves there are other ways to spike him for example daze/stun him when he is attacking with larcenous strike
please don’t add an endurance bar there

I’m sorry, but who actually thinks counting Necro dodges is difficult? They are the single class that even an idiot can keep track of 24/7. This is how it goes:
Dodge 1 gone
Dodge 2 gone, he’s out of dodges for the fight

Done deal.

This suggestion is aimed towards professions that have constant dodging. All it does is add an endurance bar. The person playing on the offensive still needs to bait out dodges and all other defensive CDs before they go blowing their entire burst into a block (which still isn’t shown), the defensive person can still do everything they did before, but they can’t play on the fact that its impossible to know some build’s endurance regen.

exactly its easy so why do you want it to make it even easier…

Check out the sticky :)

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Sensotix.4106

Hey guys I really don’t want to spam the pvp section this is just a friendly reminder that there are new things in the sticky: “Sensotix Solo/Team Q Tactical Guides (HD)”
What I have made there are videos where i play solo q with different classes and builds and explain what I am doing so people can learn a little bit about movement and team support in solo q…this is especially made for new players

The second thing that you can find in this sticky are videos recorded from the ESL tournaments or team Qs with my shoutcasting feature where you can see top teams playing against each other… I recorded those matches and provide a tactical breakdown of their splits tactics etc etc so this is also very good for a little bit more experienced players that want to learn more about tactics and movement in team q and tournaments!

The reason I am writing this thread is because I got the feedback from some of my subscribers saying that they never check the stickies and once they found it they were really happy about the videos so they thought it would be better if I wrote such a thread to help some new players find the videos in the sticky

Cheers, Sensotix

Sticky:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Sensotix-Solo-Team-Q-Tactical-Guides-HD/page/2#post3291512

Sensotix Goes Solo Q (HD) Gameplays

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Posted by: Sensotix.4106

Sensotix.4106

Sensotix' Thoughts On The Dezember Patch

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Posted by: Sensotix.4106

Sensotix.4106

Senso, I DO time my interrupts. My entire build revolves around shutting down my target not by permanent daze, but by precise interrupts. I do predict casts from time to time, like people tend to mash a skill when they are dazed to use it as soon as daze ends so I do an other daze 1/4 second after the first ends.
The only random interrupt in my build is F3.
I have sword offhand, Greatsword and the daze mantra.

yea but the problem is that such a lockdown build is hardly tourny viable..especially not in the current meta

That depends on how your team is built. Such a build can shutdown a Necro or an Engineer or any class that is a problem for that matter.

yea but those two classes arent really played atm..we see a lot of thieves warris guards and spirit rangers and a lockdown build vs warri is not really effective thats what i meant

Then what do you want the reward for timed interrupts to be? You can have damage, buffs, or debuffs, and all of them were considered crappy until the buff choice became easier to grab and the damage choice did more damage.

The problem with these new interrupt traits like Bountiful and Halting Strike is that while from your perspective, these are timed interrupts, there’s in truth no real skill involved whatsoever. There’s no mana system in GW2, so people are almost always casting skills; against a class like an Ele or a Thief it can often be more difficult not to interrupt something with a daze.

In essence, if the interrupt was timed against a critical skill and planned out properly, the interrupt itself should be reward enough. If you still want to keep the idea of rewards on interrupts, there needs to be some sort of conditional attached (for example, a trait that rewards interrupting leaping skills, or heal casts, or elites, etc). At the moment, these traits are thoughtless damage heaped on to our class, and they mostly encourage spamming interrupts off cooldown. There’s no skill at all in it, an overhaul is sorely needed.

I agree here…the problem is that let’s take ele for example there is almost no situation where an ele is not attacking so you will probably always interrupt something..speaking for myself I sometimes feel that I did very well when interrupting a necromancer heal for example when I kept my possible daze just for the heal but to be honest the rest of the times I just hope that I interrupt an attack since the attacks happen very fast (mostly instant) and the interrupt takes some time as well so you kind of have to predict an attack which is 80% luck I would say

Sensotix' Thoughts On The Dezember Patch

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Posted by: Sensotix.4106

Sensotix.4106

I’ll admit i didn’t read through all the comments, but these are a few opinions about Sensotix posts:

A lot of very good ideas there, very few bad ideas though.
I won’t focus on the good ones since we probably all agree to that.

I think that bad is the whole discussions about elite pvp such tiers, high rewards for top teams and so on.
Gw2 pvp, with all the gear normalization and such, is very casual friendly. It needs to stay that way. I agree in upgrading rewards for top teams, but my feeling from sentotix post was that being a top team has to be the only way to be rewarded in pvp. That can’t work.

Everything must be achievable without being a “top team”, could take longer, could be harder, but tying rewards to some playstiles (fixed builds, fixed setups, voice communication, long knowledge of eachother and so on, all good things in pvp that makes a team win against one that doesn’t have these things) may kill the already not so good situations of casual pvp.

I am a casual pvp player, more or less soloq and some teamq with guildies (the most of them are much more casual than me). I won’t be complaining about a top team winning a tournament and getting a legendary, i know they are better players then i’ll ever be. That’s because i’m a pvp-oriented players from 10 years of MMOs. Most of the real casual players won’t understand that though.

This has by no means to be read as a critique to Sensotix post or a nuub calling for his rewards. It’s just an opinion based on my knowledge of how many people (how many friends) came to gw2 with me because of it’s attention to casual gaming. Loose that, and loose those players..

I completely see your point and I agree!
I am sorry that I didn’t see it from that perspective of course casual players should be rewarded as well…hmmm..the problem here is finding a compromis and concerning this I would love to see a kind of meeting on teamspeak between developers some very high rated players and some casuals to try to work on such a compromis…thanks for pointing that out I agree!
I should have said that the things are mentioned are the things that I am missing for myself in this game

Enemy endurance bar

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Posted by: Sensotix.4106

Sensotix.4106

no no no no
this would make counting dodges when trying to spike a necro etc completely useless and completely destroy the “skill” in this game
when it comes to thieves there are other ways to spike him for example daze/stun him when he is attacking with larcenous strike
please don’t add an endurance bar there

this.

I completely disagree with you. It wouldn’t destroy the game – it would remove some of the insane randomness. Like said before it’s impossible to track endurance of an enemy because of vigor, sigill and some traits. Of course you can count dodges and guess but for example as an elementalist with extremely high burst-CDs it’s essential to know exactly when the enemy can’t dodge.
Bars showing opponents’ resources (also thief initiative, warrior adrenaline and life-force) are an integral part of most MMOs so you can skillfully time your spells – as it is now that’s impossible. You have to guess when the enemy has no endurance, you have to guess when he casts a (specific) spell (asura trolol) and therefore you have to guess when to dodge yourself. Since you never really know when the enemy can dodge or not it’s best to just spam your spells permanently anyways. That’s the most effective playstyle in most scenarios due to low CDs and because there’s no real resource for spells like mana so people don’t get punished for spamming … and you call that skill?
Skill would come from knowing what spells the enemy has, from knowing their approximate CDs, knowing which ones you have to dodge and by having a defensive CD ready when the spell is actually being cast (indicated by a castbar).

I know people won’t really agree with me, but if such bars would have been implemented since release of the game I don’t think that anyone would complain about it – because it’s a perfectly normal thing to have in an MMO.

i see your point but good players know most of the classes perfectly and know exactly when to burst…for example you can pretty much predict that a mesmer using sword/x and staff will pretty much always phase retreat after the burst and/or dodge and things like that seperate good players from casual players and the game needs stuff like this otherwise it can’t be competetive .. i really hope you get my point seems like i sometimes fail at explaining stuff…
there are always situations where you can be sure that the enemy won’t dodge and good teams know that situation

Vashury[Buka] on Twitch

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Posted by: Sensotix.4106

Sensotix.4106

I like the music and the effects
the only things I don’t like in this video is how you point out your superior gameplay and don’t manage to dodge some key attacks even tho you are fighting in an huge area like wvw battlegrounds
also how you point out that someone is around rank 30 in spvp which you can practically get in 1 week without even knowing your class..same counts for pointing out that someone is champion illusionist (pointing that out in spvp is like pointing out you won against a rank 80 pve character in wvw)
also try to fight some good pvpers the same way you are fighting the wvw guys..you will see that’s impossible

Sensotix goes Solo Q (HD Gameplay Guides)

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Posted by: Sensotix.4106

Sensotix.4106

Hi Sensotix,

first of all: thank you for your great work for the community! Its a pleasure watching your videos!

I have one question. I play mesmer in soloQ almost exclusively (no time for a team).
What build would you suggest to be the most effective?
Im playing PU/condi atm, trying to roam and take bases, and to help teamfight. I often find my damage is lacking, and Im quite slow. On the other hand, a shatter build like your tpvp build requires much teamwork and therefore isnt so suited for soloQ I guess? And would you concentrate on solo roaming or teamfighting in soloQ?

Any help is much appreciated,

Clam

I think my spike shatter tournament build is perfect for solo q that’s what i am running 99% in my solo qs it works well in duels as well as in teamfights and you can save your teammates quite often with mass invis

Sensotix goes Solo Q (HD Gameplay Guides)

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Posted by: Sensotix.4106

Sensotix.4106

Brilliant series all round and grats about the shoutcasting. Looking forward to your next videos and hopefully get to see Dec 10 changes in effect for classes . Don’t play much.

If I ran a site or podcast yourself and yishi’s would be my top interviews or hosts.

thanks a lot

Enemy endurance bar

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Posted by: Sensotix.4106

Sensotix.4106

no no no no
this would make counting dodges when trying to spike a necro etc completely useless and completely destroy the “skill” in this game
when it comes to thieves there are other ways to spike him for example daze/stun him when he is attacking with larcenous strike
please don’t add an endurance bar there

Sensotix' Thoughts On The Dezember Patch

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Posted by: Sensotix.4106

Sensotix.4106

I think it’s funny that one of the biggest “thoughts on the December patch” (that is, the next patch) was a massive redesign of the whole condition system.

imo there are quite some things that need to be reworked for example the whole ranger class in pvp but these are things that can be fixed rather easily if you have enough resources

Sensotix' Thoughts On The Dezember Patch

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Posted by: Sensotix.4106

Sensotix.4106

*
Healing Signet: One of the main sources why warrior is so strong.. (also it’s passive play again that doesn’t acquire any skill) no matter how hard hammer longbow will be nerfed next patch..healing signet will still be one of the main factors why other warrior builds will still be too strong

Noob, haven’t you learnt yet- you’re supposed to counter passive play actively! Yeah!

I am soo sorry man i think i need to practise more! i should put perma poison on the warrior with my mesmer!

Sensotix' Thoughts On The Dezember Patch

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Posted by: Sensotix.4106

Sensotix.4106

Not bad Sensotix, not bad! I’ll give my opinion on the condition and necromancer changes.

Bleeding/Burning:
You would have to separate the two for this to be alright. The way bleeding damage scales with condition damage is fine when combined with certain other damaging conditions like poison, confusion and maybe torment to some degree. Bleeding is not fine when combined with burning and terror because these conditions just do way too much damage combined with a high number of bleeds.

Lowering the damage of burning would be the best solution. Maybe by 30-50%. This would maintain burnings position as the highest non-traited damaging condition.

Blind:
If all blind skills are made instant you would have to change skills like deathly swarm. An instant deathly swarm would be insanely over-powered due to the transfer of conditions.

In general i think this suggestion has to be based upon specific skills and abilities.

Poison:
Removing damage on poison is not needed. The damage from poison is by no means over the top and can be dealt with. Removing it would not bring substantial changes to the overall balance of the game.

Torment:
Torment Torment Torment? Why was this condition ever implemented, Anet? Just remove the dang thing or change it to something that does not do damage. We already had enough damaging conditions in the game before torment saw the light of day.

Fear:
Moving the terror trait to grandmaster could work. I would rather have changes made to Dhuumfire. Terror was never really a problem, before Dhuum brought burning upon the necromancers enemies, and is a cooldown reliant trait that requires some degree of skill to pull off.

Dhuumfire: Remove burning. Change it to a non damaging condition as a cover for the necromancers other damaging conditions. If this suggestion is implemented necromancers will be more balanced in terms of condition damage spikes. The necromancer is one of the only professions that has access to long duration bleeds and if these bleeds are covered the damage will go up just like we have seen with the addition of burning. Although as mentioned, burning is not a viable solution for a covering condition because its damage is way too high when combined.

Weakness:
let it stack in intensity and reduce the duration of weakness applied by skills a little bit – Good suggestion!

Thanks for the very good suggestions

Sensotix' Thoughts On The Dezember Patch

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Posted by: Sensotix.4106

Sensotix.4106

I don’t really understand why you want to remove the dmg from poison – because that is actually what a poison does… it kills you!
Same with chill, if i see a condition like “freez”, “chill”, “Forst”… my intuitive understanding of the word tells me that it slows me in some way. If you remove this effect it is some sort of couter intuitive.

But i agree with you, conditions as they are atm are not in a good place. I would prever to have them more weakening the oponent over a long duration, similar to the buffs. For example we got “protection” which is reducing the dmg by silly 33%, while the “counter condition” “vulnerability” is only increasing the dmg by poor 1%. Conditions deal to much dmg and last not long enough, imo. I would rather like to see it similar like in gw1 where conditions where a huge preasure, which killed SLOWLY over time. What we have atm is rather the possibility to ignore the targets armor.
The problem with changing something here is, that it inflicts everything… Weapon skills, healing, condition remove, condition duration, utility skills, traits…

What i also don’t like is the massive ele weapon BUFF, almost every ele i see is running at least ice bow – even in pve

The reason i think dmg should be removed from poison is that we already have bleeding, burning, torment and fear that deal damage so we dont need another one..also poison would be used more specific when it doesnt do any dmg…and i think chill should not slow people down because cripple already does that so why have two condis that do the same?

So chill would do nothing to thieves then?

there i would suggest to slow down the regeneration of initiative a tiny bit

Sensotix' Thoughts On The Dezember Patch

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Posted by: Sensotix.4106

Sensotix.4106

While I think that Diamond Skin is less OP than Automated Response.
Things like Automated Response and Diamond Skin should not exist. You can’t give a player this kind of passive ability. Either give an actual reduced condi duration instead of total immunity, or make it work like Berserker Stance.
Passive play should not be encouraged anyway.

I also think that Settler’s Amulet has a ridiculous stats spread, those 3 stats should never be together in tpvp. Condi bunker is the worst kind of bunker.

Just wait for the Dire Amulet…

Yeah. I hope they listen to all the players saying that Dire should not be added to spvp

If they do, omg, so many builds would become super op. Think of staff/scepter mesmers, 3 kit engi’s, lb/ dual sword warriors, p/d thieves, necros…

hope this will never be implemented in pvp or we will see a condi bunker meta

Sensotix' Thoughts On The Dezember Patch

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Posted by: Sensotix.4106

Sensotix.4106

Senso u are right in many things but form my point of view (necro) i cant agree with u.

Torment works fine , problem is that thief,mesmer,war have to easy acces to it when necro need to be close range a chanell the skill , its great defensive and ofensive mechanism for necro.

Chill chnage? Never , chill for a necro to slow ppl is a must , if u want to make this change on chill u need to rework traits/wepon skills/utilitis on necro and thats not gonna happen.

Terror moved to GM? Ok i can agree but only if devs gonna rework our adept and master traits , we have a lot of good GM traits and thats the problem becouse most of our adept/master is usless

Autoatack to strong on necro?? Idk. The problem is that our autoatack is our main source of bleeds witch we are getting less on other skills every month so without reworking other skills autoatack need to stay same.

So basicly to make your sugestions work u need to rework a lot of necro , and its only necro point of view. And its not like i am defending curent state of necro balance becouse necros are in realy bad position atm , thing is that i want to make class that o love to play be at least playble , there is a lot of things to fix/change in the game and it will take months.

hm you might be right actually i will change some things

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Sensotix.4106

Blind: make the skills that apply a blind instant (like we see on ele) but decrease the blind duration
Poison: remove damage
Chill: remove that it slows down enemies
Cripple: let it stack in intensity
Torment: change the skill so it does double dmg while the target is not moving (in a game where good positioning and movement is a key to win a fight moving should not be punished) it also can lead to nice combinations with stun and immobilise
Immobilise: max duration 5 sec
Fear: move the “terror” trait on necro to grandmaster
Weakness: let it stack in intensity and reduce the duration of weakness applied by skills a little bit
Vulnerability: Increases damage the target takes by 2% instead of 1% stacks in intensity.

How will that affect the Game:
Conditions will be used more carefully and we don’t see the spam we all hate

I think this deserves more arguments if you want it to be constructive and promote a discussion about it. You can’t just say “change this and that” and justify it with a non so obvious consequence. The torment change is the only argued one.
.

The blind change is clearly intended to make Blind a reflexive trait to avoid incoming damage. In other words, you see an attack coming and use blind to avoid it: rewards timing and counterplay. Good idea.

The poison change is an attempt to dial down condition damage overall and reduce it to a smaller set of sources. Removing the damage component could open avenues to increase its duration, which would make it better counterplay against heavy regen/healing classes. Good idea.

Removing slow from chill is another way to tone down the effects of condition spam. I’m not 100% sold on this yet.

Cripple change is married to the slow change.

Fear – we all understand the Terror argument.

Weakness – it’s insanely powerful (and undervalued by many). This is an attempt to tone it down but at the same time make coordinated use of it more potent.

Blind: yes it was pretty obvious, but this could end making blind a too easy counter to telegraphed skills, knowing that often blind skills have short cds. For instance, the iZerker cast for mesmers is very talegraphed. Sometimes, when I play mesmer, I’m blinded while casting it so I loose the phantasm’s dps plus an illusion to shatter, whitch is annoying. If my enemies were able to easily do this all day long, because of short cds on their blind skills, I would be a bit angry. Another example: personally, as a mesmer, very often when a war uses his hammer F1 without stab, I use my Diversion right before he reaches the ground, so I interrupt him. The only reason why this is fair is that Diversion has a long cd so I can’t just do that everytime. I will not be able to do it twice in a fight, but being able to do it once is enough to balance the fight. You say that it rewards timing and couterplay, but where is the counter to the insta counter? I don’t feel incredibly skilled when I use an instant Diversion to iterrupt a war, and the timing is pretty easy.

Poison: Yes, maybe it could be good to remove the damage, but I disagree with the idea of incrasing it’s duration because:
1) heavy regen/healing classes are also often those that can clean condis often. Maybe they will just cleanse your long duration poison like they cleanse the short duration one.
2) At the end, those that already have difficulties with conditions and that have only one heal will be the more affected ones, being poisoned every time they heal.
Personally, I think that poison is already a spammy condition. Some classes can put very long poisons on you (without you needing to stay on their poison fields), they just put it on you at the beginning of the fight knowing that it will still be there when you’ll heal. I would prefer short poisons having to be timed. 7 sec, for instance, would be a wide enough window of time where you can predict your enemy to try to heal (cause he’s mid life, has a defensive attitude, is hiding, disengaging a bit…).

Chill: chill is very strong but isn’t a spammy condi, you’re rarely chilled twice in a fight, idk if it has to be changed, I don’t see it as a priority.

Cripple: Again, we can’t see what version is better if you don’t give an idea of what a stack would represent in terms of % of reduced mobility. But yes there are a few skills that apply pretty long cripples or that renew them too much, idk.

i agree that the poison duration should not be too long to prevent spamm ! good point!
about cripple i am not set yet on the amount of % and things like that or how to balance certain stuff should be discussed in a state of the game imo with other players as well

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Sensotix.4106

The ammount of clueless suggestions from op and the rest is incredible.It speaks volumes about the the present and future of pvp sadly.Unfortunately less and less players with wide knowledge about all classes are to be found on forums and" buff my class nerf the other i agree as long you nerf the classes i din’t faceroll" it’s dominating.
Lol at remove slow from chill but give free cripple that stacks intensity to everyone.Where is the logic in that?.And lol to make might give only power damage,condi builds should not benefit from might because?.Only reading threads like these knowing that i would need to write a thousand pages novel just to adress what is wrong with these suggestions, or just get infracted cuz that would be reasonably impossible, makes me feel like switching to pve or just unninstal altogether.

Please Josh continue listening to these sugestions i know they somehow make sense for you exactly like it does for them.Nerfing combustive shot because it replenishes too much andrenaline.

It doesn’t give any omg.Volumes.

when did i say that might should only improve power damage? and about the chill change..why would you want to have chill and cripple in the game which basically slows the enemy down..chill being more effective here (that was my thought) people are complaining about mindless condi spam..so my idea was to decrease the number of condis and/or make every condi have one specific effect which you use in certain situations

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Sensotix.4106

are you serious man? whats wrong with my torment suggestion? do you agree with punishing players for moving lolz

You are looking at it the wrong way. Torment is not punishing you for moving, it is rewarding you for standing still. The decision is on you to understand when taking advantage of it is actually going to be “advantageous”.

The condition is meant as a deterrent for people who decide to run away from you. Its purpose is for the aggressor to stick to their target more easily, which is exactly what it does. If Torment did less damage for targets who moved, this purpose would be voided.

you just can’t stand still in this game it’s your instant death man…the way torment works is just wrong

Why bother quoting me, if you do not even make the slightest effort of understanding what I just explained to you. Torment was designed to encourage you NOT to move. It’s like an immobilize that you can choose to ignore for a little extra damage.

For the love of god, take a step back and read, you might learn a thing or two. There are abilities in this game that force you to stand still and take whatever you are about to receive. Do we want to remove these too, because this game is “move or die”? It’s their exact purpose to not allow you to move.

Furthermore, you simply can not advocate an intensity stacking cripple and then proceed to argue that you need to be able to move in this game or you are dead. You demand that a movement-impairing effect should be made stronger, yet you want torment to be changed in its purpose, when the arguments for these individual changes are worlds apart and incongruent.

i know but why would you like to have a condition that punishes the right decision which is to move…there should rather be something that punishes you for doing the wrong thing..blind: punishes you for attacking while blinded..confusio: punishes you for attacking…but punishing for moving in a game where moving is the most important thing..i really get your point i really do..it’s just the idea of torment that i don’t get..also you can’t really combine it with other skills atm

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Sensotix.4106

There may be a few valid points like the warrior for example, but there are too many faults and inane ideas involved that it’s difficult to take seriously.

It’s fine that you suggest things, but some of it just makes no sense whatsoever and appears as random thoughts with no base in reality.

I see several people has pointed out the inconsistencies and flaws of your posts, so I need not bother. Just pointing out that your writing doesn’t come over as objective (biased even), and presents little decent content.

what has retal to do with torment tho?

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Sensotix.4106

are you serious man? whats wrong with my torment suggestion? do you agree with punishing players for moving lolz

You are looking at it the wrong way. Torment is not punishing you for moving, it is rewarding you for standing still. The decision is on you to understand when taking advantage of it is actually going to be “advantageous”.

The condition is meant as a deterrent for people who decide to run away from you. Its purpose is for the aggressor to stick to their target more easily, which is exactly what it does. If Torment did less damage for targets who moved, this purpose would be voided.

you just can’t stand still in this game it’s your instant death man…the way torment works is just wrong

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Sensotix.4106

Remove damage from poison? Remove the slow from… CHILL? Good lord… Also, I don’t think you really get the intention behind torment…

The only part of your post that really made sense to me was your evaluation of Warriors. Other than that, I’m going to have to say your post seems somewhat biased. As a mesmer, I can see you really hate conditions. You also seem to dislike thieves, even though they are stuggling right now in spvp are they not? You didnt even mention the nerf to sword and vigor, which is the nail in the coffin for sword/dagger.

are you serious man? whats wrong with my torment suggestion? do you agree with punishing players for moving lolz

It adds tactical play, like Retaliation, you see?

what?
i have no clue what you are talking about atm

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Sensotix.4106

We already made 2 ele specs that are going to be pretty much immortal after patch for our guild team…just waiting for 10 dec to unleash them….at least we all know who’s going to be next insane fotm spec…bunker meta is coming, remember those words…

bunker meta will be countered by spike damage if the right teams play it
but i look forward to playing against your team then

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Sensotix.4106

warriors are supposed to be the “tank” in guild wars 2.

… No… An Elementalist can probably tank a lot better than a Warrior. Haven’t really tried out all of the other professions @ 80 and with a semi-defensive build, but I would think that Warriors are not really the best “tanks” in the game, since it would seem that a lot of other professions have a higher skill-ceiling and thus have the possibility to play “better” and therefor get rewarded by avoiding/surviving more damage.

pve or wvw player?

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Sensotix.4106

Senso, I DO time my interrupts. My entire build revolves around shutting down my target not by permanent daze, but by precise interrupts. I do predict casts from time to time, like people tend to mash a skill when they are dazed to use it as soon as daze ends so I do an other daze 1/4 second after the first ends.
The only random interrupt in my build is F3.
I have sword offhand, Greatsword and the daze mantra.

yea but the problem is that such a lockdown build is hardly tourny viable..especially not in the current meta

That depends on how your team is built. Such a build can shutdown a Necro or an Engineer or any class that is a problem for that matter.

yea but those two classes arent really played atm..we see a lot of thieves warris guards and spirit rangers and a lockdown build vs warri is not really effective thats what i meant

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Sensotix.4106

Senso, I DO time my interrupts. My entire build revolves around shutting down my target not by permanent daze, but by precise interrupts. I do predict casts from time to time, like people tend to mash a skill when they are dazed to use it as soon as daze ends so I do an other daze 1/4 second after the first ends.
The only random interrupt in my build is F3.
I have sword offhand, Greatsword and the daze mantra.

yea but the problem is that such a lockdown build is hardly tourny viable..especially not in the current meta

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Sensotix.4106

To make poison situational you’d need to remove the damage fact, shorten the duration by a lot for some classes so it can’t be perma and increase the effect on healing to something like a 50% or 75% healing decrease. This way it will be as effective as interrupting a healing skill and it will add a timing element.

yea these are things that can be discussed i just wanted to point out the main problems there

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Sensotix.4106

Agree with everything under pvp/reward changes…
Disagree with everything else….

I can’t understand how you see the changes on thief as a buff… Thief is the only class that will rcv a big nerf on the new patch…

The change was made so it’s Easier to obtain like 1 or 2 more initiative but impossible to obtain like 5, 6 how people could do before using signets, and utilities and traits… What we can expect here is a thief that will not be able to spam skills than stealth, recover all initiative and spam again… After dec patch thieves will have initiative to support a more fluid game without been able to spam…

where did i say that thief is getting a buff?

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Sensotix.4106

Halting Strike… not dodgeable?…. WHAT??

Yes. Halting Strike damages an opponent if a Mesmer successfully interrupts their cast. So it requires a precise attack at a precise time to score the damage.

That’s exactly why I am absolutely flabbergasted by the comment that Halting Strike is instant and undodgeable. How the heck does a skill that requires such timing, become instant and undodgeable?

People were complaining that the old shutdown mesmer wasn’t available anymore, it becomes available and all of a sudden, Halting Strike is OP? So what the OP and some of you guys are saying is that you don’t want the Mesmer to be rewarded for successfully timing an interrupt?

well i see your point but no one times his interrupts..because the clones reach the target at random times and chaos storm is also random
you can of course dodge the clones and the knock from time to time and i never said that halting strike is op..its just that it also is instant damage which you cant predict..ofc you need much more skill to interrupt an enemy than just switching to air for the instant lighting strike but still it is instant damage and instant damage as well as too much immunity destroy a balanced game…there is almost no counterplay to a timed interrupt

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Sensotix.4106

I like the diamond skin change. It’s a reward for an already very active health management system, for bunker ele only.

Bunker ele is largely unviable right now, and the trait is easily countered in a team fight.

Also… power meta inc.

i rather expect a bunker meta to hit…we already see teams just focusing on decapping points..with double guard double engi thief
we might see a spike meta as well to counter the bunker meta ..but then again whats the place of a necro in it then?

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Sensotix.4106

“Chill: remove that it slows down enemies..”
What should chill do then?

obviously slow down the skill recharge

but.. it’s the necro’s only chance to catch other professions…
I suppose getting necro mobility on par with all other professions as a counter..

i would buff necro with giving him access to more crippling skills

So that is a no then, in that case i strongly dissagree and declare all your future opinions invalid without reason..^^
necro’s need mobility buff’s.

you cant give necro more mobility in a fight otherwise it will be op…with the huge condi output and decent sustain against a few enemies and good positioning in a tf a necro will be impossible to kill if you give him mobility as well
it would be like warrior..nice damage nice sustain nice condi remove nice cc nice heal and then nice mobility ..would be too much trust me

iow roll warrior ^^
ok i get the message XD

i hope warrior will be in a more balanced spot soon

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Sensotix.4106

“Chill: remove that it slows down enemies..”
What should chill do then?

obviously slow down the skill recharge

but.. it’s the necro’s only chance to catch other professions…
I suppose getting necro mobility on par with all other professions as a counter..

i would buff necro with giving him access to more crippling skills

So that is a no then, in that case i strongly dissagree and declare all your future opinions invalid without reason..^^
necro’s need mobility buff’s.

you cant give necro more mobility in a fight otherwise it will be op…with the huge condi output and decent sustain against a few enemies and good positioning in a tf a necro will be impossible to kill if you give him mobility as well
it would be like warrior..nice damage nice sustain nice condi remove nice cc nice heal and then nice mobility ..would be too much trust me

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Sensotix.4106

“Chill: remove that it slows down enemies..”
What should chill do then?

obviously slow down the skill recharge

but.. it’s the necro’s only chance to catch other professions…
I suppose getting necro mobility on par with all other professions as a counter..

i would buff necro with giving him access to more crippling skills

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Sensotix.4106

“Chill: remove that it slows down enemies..”
What should chill do then?

obviously slow down the skill recharge