#allisvain
(edited by Serdoc.7261)
Here is a Sw/Sw – LBow build from a PvP streamer (Xerrex):
http://en.gw2skills.net/editor/?fIAQNAT8cjkOxwpQCPMxBCkCsUlzjksEyrUYn6A-TsAAzCpI+S9l7LzXyvsfN6Ytw2DA
Obviously there are several variations on the idea, different traits or runes or sigils.
As an example, some people would probably only go 25 in Arms / 15 in Discipline, for an extra 10 to spend in any of the other 3 paths.
(edited by Serdoc.7261)
My suggestion, from my balance document:
Decrease Passive by 1k/20s base, but increase Healing Power scaling: 342 (0.08), down from 392 (0.05)
Increase Active by 1k/20s untraited, slight increase in Healing Power scaling: 4275 (0.6), up from 3275 (0.5)The goal is to nerf the heal for DPS builds, while keeping it about the same for bunker builds. Also, make the active good enough so that it makes more sense to activate when getting low on health.
There ya go Jon, a solution that meets your criteria.
My only possible addition; to make the active more attractive, reduce the cast time to 1 second.
……
Exactly, it cant be right that the only way to counter this build is by applying poison.
the whole point of healing skills is to have a way to counter it (interupt/CC).why can’t it be right?
rocks, scissors, paper counters.massive condition overload (necromancers, engineers) will render healing signet useless.
anyway, i wanna update my proposal.
currently it is 392 + 0.05 healing power
what if it is 300 + 0.20 healing power?true berserker with 0 healing power
it would be 300 health per second (big shave from 392, less 92)hammer warrior with 300 healing power from traits
it would be 360 health per second (medium shave from 407, less 47)bunker with 1000 healing power from cleric amulet
it would be 500 health per second (small buff from 442, extra 58)
Changing it to something like 300 + 0.20 healing power is what I used to think was needed, but I feel like that is not fixing the root of the problem (despite the fact it is a reasonable change).
What is needed for all passive/AI play is to make it less passive. I think a better solution is to slash the healing passive entirely, and instead have it so the warrior gains a certain chunk of health whenever they gain a bar (10, not 1) of adrenaline. This means the warrior has really powerful sustain when he is gaining / spending / gaining adrenaline, aka making the healing more active.
Its an idea, and maybe it wouldn’t work in practice, but as someone who has over 1500 PvP games with Warrior, I just hate how brain-dead + powerful healing signet is.
I think the OP has a solid suggestion overall.
I would just be happy to see ALL passive/AI based play in the game either nerfed or redesigned to be less passive.
Very close match
Talk about beating a dead horse :P
Sounds about right to me.
Passive / AI play is too powerful, healing sig warrior, spirit rangers, MM necros; all to good for being so easy. But just outright nerfing these 3 things must be done with care IMO, lest another frustrating meta take hold.
I play a lot of PvP, and 1 thing I try to do as a PvPer is be kind to the new players who are obviously PvP-ing for the first time. It might help, it might not, but its worth a try.
See attachment.
looks fun, never thought about the whole distortion on signet combined with condition clear on signet…
Good job Pixels, like the data.
I especially appreciate the 2nd graph down on the left, where you take yourself out of the equation to see how popular professions are. Seems to line up with reality pretty well, Warriors and Necros are the most played soloQ professions.
+1.
If you really dislike Skyhammer, try going TeamQ, especially if you can rope in a friend to queue with you. Who knows, maybe it will work better for you
Winning so easy; embrace the passive play, savor the cheese.
#allisvain
Warriors are fine ATM, although healing signet is rather passive / boring
Maybe try : Greatsword Staff Shout Guardian, a semi-bunker with surprising mobility and good sustained DPS.
http://intothemists.com/calc/?build=-7g-Z-FKSFF40J3RG-90;9;69TT;44;018A389U-k6-NV0ZF18ZF186Np
- All shouts remove 1 condition and convert 1 condition, giving your team a lot of anti-condition support.
- Lots of retaliation to counter AOE spam.
- Multiple sources of stability (1 of which is AOE).
- 2 sources of AOE Swiftness, so your team can be more mobile.
Ah, GW2 PvP and Esports. Definitely was talked up in the past:
http://massively.joystiq.com/2012/08/21/guild-wars-2-paves-the-way-for-e-sports/
Nowadays, you don’t see the devs talking about esports that much, if at all.
This game will never be a valid eSport (IMO); too many issues, and too late to make massive design changes. Best we focus on making the PvP balanced, fun, and rewarding.
ANet has stated many times that they will not remove hotjoins.
Best to focus feedback on areas of the game (balance for example) that have a slim chance of getting better with player feedback.
Honestly, late Feb or March.
My advice, don’t wait for balance to have fun, if the game is not fun just give it a rest.
NO balance discussion, great.
#allisvain
they won’t remove them because the map team thinks they are brilliant maps (remember the dev post about skyhammer? all the hype about the awesome fun map they made?), and their ego is too much for them to step down from their pedestal and be humble enough to remove the maps.
But they are frickin awful maps, every time i get one of those i wish i hadn’t queued in the first place.
ding ding ding, we have a winner!
I have been a software developer for roughly 7 years, and I know how it goes. When someone in a company introduces a feature he thinks is great, and his co-workers say is great, but then is disliked by the customer, bad things usually happen.
As a dev, it hurts when what you and others think is great is thought as terrible by the customer, but a good dev will swallow his pride and either remove or improve the bad feature. But if the dev has an ego, it almost always gets ugly, just like the skyhammer map is for GW2.
Do you have any plans on nerfing pet/AI builds in PvP?
Ranger spirits, Necromancer minions, and Mesmer Phantasms are the prime offenders, no one likes them, they are brain-dead and clutter the screen.
Now, nerfing AI builds in PvP would of course require compensation in other areas for the affected professions, but the main question stands; will you be nerfing pet/AI builds in PvP?
(edited by Serdoc.7261)
I think this would be a good idea, especially if it came in at the same time as ladders.
Major balance patches are usually 2 months apart, so dont hold you breath on any big changes. Factor in ANet taking a Christmas break for the next few weeks, I expect the next big balance patch to be late February, possibly even early/mid March.
I don’t think GW2 is currently pursuing e-sports for the PvP of the game.
The game never was an e-sport / will never be (IMO).
ANet just needs to keep focusing on:
-balance
-new game modes
-making the combat more fun/active
-getting rewards in the right place
LOL, this thread delivers.
The biggest offender in the game, IMO, is passive and AI based play.
Healing signet is too much healing for no action required (I main warrior, 1700+ games in PvP, level 80), Ranger spirits are too good in PvP, etc etc. We have all been hearing these complaints for several months, if not for just over half a year.
ANET, PLEASE actually do something about this, nerf all passive and AI builds in PvP, thank you.
Make it so when you attune to earth, you get immunity to all conditions for 4 seconds.
In the same vein, slight buff to Rock Solid; 3 seconds of stability instead of 2 seconds; which means with a bit of boon duration you could get 4 seconds of stability, to match the condi immunity of 4s with Diamond Skin.
Please add: no minions for Necromancers and no spirits for Rangers while you are at it.
Hopefully this would equates to a match that is fun to watch, with the drop in screen clutter.
Dota 2 has the playerbase to support a fully functioning MMR system, GW2 does not. No matter what ANet does, there will not be a decent matchmaking system until there is a large enough pool of players for the system to choose from at a given time.
+ 1 to this, even the best matchmaking falls short if the population is too low.
Uhg, if they really do add another spirit to rangers, and we see even more spirit rangers with 5 spirits and their pets, I might just stop laying this game
No more AI skills!
No more AI builds being strong in PvP!
PLEASE!!!
Please remove ranks, they do not indicate anything meaningful since Skyhammer farming started months ago.
Just nuke ranks.
(edited by Serdoc.7261)
sorry i am not the brightest person, more need it bluntly said =P so basically ranks will be removed after X amount of months? a ladder would go for what like 6 months?
just be nice to have a rough idea to know if can pull off another 10 ranks before there removed.
Why? Would you like us to hold off releasing these changes so you have more time?
I can’t give you a time frame because things are still being decided based on your feedback.
Please dont hold off on the changes, if anything, speed it up I dont care about finishers (I am Rank 48), I care about meaningful rewards and PvP being more fun to play.
Good steps for getting more people into PvP.
Better rewards + new game modes = more PvPing.
Well, this seems like a great place to ask!
- What runes/sigils would you like to see added to PvP?
- And for any adventurous readers, what different stat combinations on amulets?
I think 2 stat combos on amulets that would help build diversity in PvP would be:
Magi: Healing Power Main – Precision minor – Vitality minor
Knight: Precision Main – Power minor – Toughness minor
Well, according to the Dec 10th patch preview, the Warrior’s Rifle Trait Crack Shot will be moving to adept tier.
I think this could really help make Rifle/Greatsword a usable build, since going 20 in Arms means you can get both the Rifle and Greatsword skill recharges slashed by 20%. Throw in going at least 20 in Discipline (30 if you like), and you could do well in WvW and PvP.
Druidic.3146 (Lady Steamhawke is his ranger’s name) has been running a Power Longbow Greatsword build lately, got him fairly high in the PvP leader-boards.
The build looks to be even better after the Dec 10th patch, so maybe it is a potential option after the patch.
Well according to the data-mining, Legendary PvP weapons are just around the corner.
109842_0272 Turn in these shards to purchase legendary PvP weapons and other rare items.
109842_0273 Shard[s] of Legend
109854_0504 Shard Collector • Sells Items for Shards of Legend
So maybe the idea is rack up a ton of tourney chests and save them? Then once a future patch hits that implements ‘Shards of Legend’, we turn them all in for phat loot
Warriors with Physical Training Trait using Stomp (AOE Knock back) could really grief this map a lot, not to mention Thieves with scorpion wire from stealth
Great links garethh, really shows that ANet did in fact talk about eSports quite a bit.
IMO, GW2 PvP failed to become an eSport, and never will be an eSport. The game has too many problems; visual clutter, low skill ceiling, lack of build diversity, and lack of game-play diversity.
With that being said, I still enjoy the game, and I like playing PvP on a casual basis. I even dare to hope that a few more people will trickle into the PvP scene once proper rewards and new game modes are added
Gotta agree with NevirSayDie on this one, HS Spam thieves are very easy to deal with in most situations, the exception being you have no cool-downs & are below 50% health, but in that situation any good player will kill you despite their build.
Good to hear OEggs, would like to have the channel succeed.
One thing I think (my opinion) will help is keep a good variety(PvP, WvW, etc), a solid example being blu shoutcasting.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Warrior-Ele-2-0/first
Towards the bottom of the first page, a dev comments, warriors are getting nerfed.
Agree with almost all of these, especially #11 and #12.
AOE spam, Condition spam, and Immob stacking; IMO they all lowered the skill cap. Please ANET, make the game less spammy, more skill, and more fun.
One funny side-effect of this change in hot-joins, a lot of people are rolling bunker guardian for apparently the first time, in hopes of locking down a capture point. Seems most of these new guardians are just beyond terrible, like no idea when to use their skills or how to bunker a point
Tested this ‘bug’, won a match with a glory booster, got 290 glory.
How is that too much?
Please do not nerf the glory gain
Good luck out there Allie
Today there were some changes to how glory and rank points are handed out at the end of a match. First off, instead of being based on personal score they are now based on win or loss. Secondly, rewards are now interpolated based on the duration of the match up to a time we have determined to be a little shorter than the typical match.
Laying the Groundwork for New Game Types
There are several reasons for these changes. The biggest reason is to lay the groundwork for new game types and map mechanics. By normalizing rewards we can be much more flexible with map layouts, game types and mechanics. Game modes will need to reward players equally without directing players to one mode or another based on perceived differences in rewards or encouraging players to play a specific way in order to maximize rewards. As an added benefit, we can also begin to be more flexible with Custom Arena settings.Time interpolation falls into this category as well. If we introduce a mechanic that leaves the potential for the match to be over very quickly, such as regicide, we need to ensure that doesn’t lead to collaboration to farm rewards or encourage players to play this mode simply to maximize their rewards.
Team Based Rewards
The second big reason for this change is that we have seen that certain builds are much more effective at scoring points than other builds. For example, we see that typical bunker builds score lower than all other types of builds because they serve a vital role of point defense. All members of a team should share in the rewards equally. Again, this lays the foundation for new game modes. We don’t want to limit ideas for new modes because it creates one role that is potentially more or less lucrative than another role.The numbers chosen for the rewards are based on the data we have collected. On average players who earn the most glory earn about 120 glory per match. We therefore set the minimum numbers to be on par with this number and scaled up from there. Along with this change you will see that Solo Arena and Team Arena both reward significantly more glory and rank points for winning. This is both to compensate for the queue times as well as to reward the higher risk that is taken in these areas.
As an added anti-AFK and botting measure players will need to score at least some points to get rewards. The standard AFK detection continues to be in place and players detected as AFK will receive no rewards.
Also, as before, players will continue to earn a small bonus for having the highest score personal score in each of the game stats.
Thank you for the clarification, sounds like a great first step, lets hope the anti-afk measures are enough, and the increased rewards for tPvP vs hot-join will encourage more people to queue up
Hope:
- Fun, more mature-ish dungeon with cool lore
- Balance to OP/UP professions
Expect:
- Temporary and grindy content
- No balance changes to OP/UP professions
:(
Smack talkers are kinda fun to mess with IMO.
They talk smack, you hunt them down and kill them for the rest of the match without ever saying a word…
Spirit Rangers are boring to play, obnoxious to play against, and make viewing PvP matches a ‘petting zoo’ disaster.
I purpose that spirits get significantly nerfed (especially spirit of nature), and signets/survival utilities get buffs. This will hopefully wipe out spirit rangers in PvP, and give the Ranger more viable builds + encourage play that requires a bit more skill.
*The nerfs:
– Reduce spirit health by 60% (back to the value it was before April 2013 patch).
– Increase spirit cooldowns from 25s to 35s, for spirit of nature 180s to 220s.
*The buffs:
– Signet of Renewal: Reduce cooldown to 50 sec.
– Signet of Stone: Reduce cooldown to 60 sec.
– Signet of the Wild: Remove cast time so the signet benefit is instant, and fix the bug with the skill that prevents characters from interacting with objects, reviving, or finishing opponents.
– Lightning Reflexes: Reduce Vigor gain to 5 seconds, and add 5 seconds of Stability.
– Quickening Zephyr: Reduce cooldown to 50 sec.
– Sharpening Stone: Change from 6 sec bleed to 4 sec bleed + 2 sec weakness.
Thoughts?
Just to be sure that everyone knows the numbers
Healing Signet : 392 + 0.05 x Healing Power per sec
Adrenal Health 125/240/360 + 0.15 x Healing Power per 3sec
Regeneration : 130 + 0.125 x Healing Power per secA typical Warrior build has around ~350 Healing Power.
300 from Defense (some may prefer 200)
45 from Valkyrie’s JewelWith 345 HP:
Healing Signet: 406 Hp/sec
Adrenal Health: 177/292/412 Hp/3secThose passive regens are nothing like Regeneration, they are stronger and passive so you can’t steal/remove them.
Here here, finally some one posted the numbers. AND don’t forget that Healing Signet / Adrenal Health can be used with the Regeneration boon on top of both, and since Healing Signet /Adrenal Health are not ‘boons’, they cannot be stolen or wiped like the Regeneration boon.
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