(edited by SobeSoul.6910)
how is it the most used amulet?
ele: celes/berserk
guard: berserk/cleric
engi: celes/rabid
necro: carrion/berserk
mesmer: berserk
thief: berserk
warrior: celes/soldier
ranger: berserk/carrion/celestialthat’s 4 celestial (counting ranger)
and 6 berserk
Lol. No one plays celestial ranger on a serious level.
Will people ever realize you need to look at output of the amulet and not just the amount of points?
Play an engie and find out. Because if you think the waterfield is broken on turret and you want to remove it you have little to no understanding of it.
Lol. style doesn’t want to simply balance a class he wants to kill it.
You don’t see as many eles on high end teams, nor have I seen quite as many in solo queues.
Engies can stack the hell out of chill from downstate. It’s annoying or funny depending on if you’re the engie or the other person.
Hey guys.
can any 1 explain the logic , or the reason why people spam #1 when in down state ?
I can understand it if the enemy is also very low, or both you and enemy is down. but when its a grp fight or even 1v1 and the enemy(s) has pretty high health why do people still insist on spamming down #1 skill, I have no kitteng clue. you are defeated – it’s over. (this happenes in wvw tooi know)
I am asking as I main thief in pvp and I regularly shadow refuge allies yet they still spam #1, even though i call it in chat! not only did the guy die, i lose my shadow refuge to sealth another allie.
SO why do people do it? i just don;t understand. this is not pve where we face ambient creatures.
If you don’t 1 spam you’re bad unless a thief is there to res. Keeping people in combat as long as possible is one of the best things you can do before you die.
this is my point lol, why??? spamming #1 dose not make the stomp cast time longer. like i said i can understand if the enemy was also low but when they are above 50%?
and that necro vid lol! thats a bit extreme isnt it :p
Try thinking about what I said.
Anyone who says turrets are barely viable are squirming in their chairs with the sudden realization that they might actually have to learn to play the game. lol.
Hey guys.
can any 1 explain the logic , or the reason why people spam #1 when in down state ?
I can understand it if the enemy is also very low, or both you and enemy is down. but when its a grp fight or even 1v1 and the enemy(s) has pretty high health why do people still insist on spamming down #1 skill, I have no kitteng clue. you are defeated – it’s over. (this happenes in wvw tooi know)
I am asking as I main thief in pvp and I regularly shadow refuge allies yet they still spam #1, even though i call it in chat! not only did the guy die, i lose my shadow refuge to sealth another allie.
SO why do people do it? i just don;t understand. this is not pve where we face ambient creatures.
If you don’t 1 spam you’re bad unless a thief is there to res. Keeping people in combat as long as possible is one of the best things you can do before you die.
making balance changes based on whiney kids feedback is fail
turret engies are fine – only those who don’t know how to fight them cry
there is a reason no one plays them competitively – think about that before you nurf them anymore
I guess you will have to learn keybinds after nerf.
Engie counters thief.
So many people are leaving games in Ranked.
Either deduct 10 pts for this, or start getting strict with dishonor.
Between mindless bot builds like Turret engie and RQers and such a slow or no response to any of it, my motivation to purchase anything from Anet dwindles. The game still has some enjoyment value, but sacrificing balance updates for an expansion pack at this point is just bad.
Ask Chaith what his winrate is. No one has said matchmaking is perfect. I’m saying there are a lot of people who complain about it who could use their time more wisely by actually learning how to win.
Lol welcome to the life of a solo player in GW2, one thing to keep in mind is that you will lose over 50% of your matches as solo player..no matter what you do or play
Not true. I am around 60% winrate solo queuing. People just need L2P maps. You can even lose every fight you are in and win matches if you know what to do.
With MMR,DC’s, random specs match up,players giving up, it’s not a l2p map issue you got the lucky end.
Not really. 4v5s are evenly distributed. Players only give up when the game is already lost. Random specs are also even distributed.
It is a l2p issue when there’s a healthy amount of players solo queuing and attaining 60% win rates.
Lol welcome to the life of a solo player in GW2, one thing to keep in mind is that you will lose over 50% of your matches as solo player..no matter what you do or play
Not true. I am around 60% winrate solo queuing. People just need L2P maps. You can even lose every fight you are in and win matches if you know what to do.
I genuinely don’t understand why you folks seem to expect to be able to queue solo and still end up high on the leaderboard. It’s a TEAM GAME fer cryin out loud, teamwork matters and of course it’ll give the side with premades an advantage!
If you are real pvp’ers with a true competitive ethos you would understand this, and either get a team or make peace with ending up not at the very top of the leaderboards. To ask that you not lose points if you got beaten by a premade is basically asking for pity points. Why on earth do you think you deserve a handicap bonus?
I’m not trying to bait or insult you, it’s a genuine question: why do you think you deserve a handicap for queueing solo? I understand that it’s frustrating to lose, I just don’t get why you think you should lose but still end up high on the leaderboard?
Personally I’m not a great player, I don’t have a regular team, but when I’m watching high level games, I want to know I’m genuinely watching the best. Not just the players with the best mechanical skill, but the ones with the best teamwork, map awareness, and co-ordination as well. Those are all valid parts of the skillset, just as big, if not bigger, a part of the game as pulling a clutch interrupt on an enemy’s heal.
If you give soloers a leaderboard handicap, then the people at the top won’t be the best in the whole range of skills that make a great GW2 player. I wouldn’t want to climb the leaderboard like that. It would cheapen the sense of achievement, and the prestige of the game. I’d rather be stuck right at the bottom and have some genuinely good players to look up to, rather than be able to get high despite losing to premades, only because losing to premades doesn’t cost me leaderboard points.
I mean come on, Evan said that you were favoured to win in your first two games – that means that the opposing team all had significantly lower average MMRs than you, even with the 5% MMR inflation you get when you’re partied up! So a bunch of mechanically less skilled players managed, through teamwork and communication, to squeeze out a victory against better players with 4,000 games experience. Doesn’t that deserve applause? Haven’t they earned their leaderboard points? Don’t you deserve a penalty for losing to less skilled players?
Besides, we saw what allowing you to not lose points if the enemy team is favoured to win gets you: the leaderboards become a farming exercise, where it doesn’t matter if you’re solo or premade, good or terrible, only how many games you played.
Anyway, I suspect you disagree with me on principle, so I doubt I’ll get you to agree to my point of view. Let me instead suggest something that’ll make your solo queueing experience better. Download Curse Voice, set up a chatroom before each game, and past the link to it in team chat when you get into a match. Anyone with a microphone and Curse Voice also installed can just click it and join, and you’ll have instant voice comms even though you’re all solo. So no more excuses: if you’re genuinely good and think you should deserve to be winning against those premades of worse players, this will level the playing field.
This would make some sense if the game didn’t have solo queue for such a long time. And finding teams to play with consistently in gw2 is lol.
OE, ROM, Tage, Supcutie, Toker
I have a 60% winrate over 110 games or so from solo queuing on the current leaderboard. Even my losses aren’t complete blow outs for the most part. Wouldn’t say I’m a masochist.
Think it is time for OP and others to stop and take an honest look at what they’re doing in game or how they’re contributing to their teams, and your builds and classes (some classes just don’t carry well). Maybe record videos to get feedback. There are supposedly elite players who I have seen do the most dogkitten things in games and lose a lot of games when they don’t need to.
ps the majority of premades are beatable.
(edited by SobeSoul.6910)
If you need motivation to get better then you’re not competitive to begin with.
1.) Better balancing principles such as deleting z-axis garbage and skull crack instant cast compared to overcharge instant cast
2.) Frequent balancing updates instead of waiting for months
3.) Actually separating Courtyard from Conquest to GET CASUALS INTO THE GAME instead of using Turret Engi to get casuals into the game.Oh wait, we have none of these at all.
Dude, your post doesn’t make sense.
OS might be insta cast but the engie self-CCs. If you want warrior to CC themselves then sure your griping about engie makes sense.
I farm thieves. Get better at fighting them OP?
Yeah, I know that. But if you fall behind to that point I don’t really think rewarding defense on a point wise basis is a healthy thing. Rather learning where things went wrong in the first place.
It’s kinda like saying I got 60% questions wrong on a test, but man in that one essay question I really kicked butt.
Again….
You have to look at what went wrong before all that. If you are stuck defending like that your team didn’t defend properly to begin with.
This is speaking from my personal experience, but I’ve found that both teams can be equal in terms of offense and defense. Yet, as soon as the heroes spawn, whichever team acquires the hero has a huge advantage…
That leads to my original post. Why is it that when your team successfully defends the enemy push, but the enemy is still in the lead and has respawned and went back into the map sooner than your team?
I can’t count a single other thing that has helped your team other than your lord didn’t die, but your team is still losing.
It works both ways.
Everything in this thread doesn’t read of anything being unbalanced except for team wipes not being as meaningful in this mode since it a short distance from respawn and Lord room. Which actually makes defending easier.
As soon as people nail down solid strategies and form some SH meta, I think much of the concern you have raised no longer applies.
Yes, i agree with the separate queue and the boatload of new pvpers, as they will be pve players sick of open world and not true pvp players. stronghold is a pve map, dont fool yourself.
true pvp players don’t like conquest either
False.
I think that OP, when he says “defending” he means the situation where you are stuck in your base because, for whatever reason, the enemy team outplayed you in rotations, objectives, etc… you are stuck in your base and although you wipe them, you still have to deal with some NPCs coming through the lane + you don’t have enough time to get to the supplies.
In that situation, comebacks are unlikely to happen. There, the max you can get is stalling the game and actually losing it by timer, as you can’t push at all or gather enough objectives to gain points.
So yeah, I think OP is right.
Again….
You have to look at what went wrong before all that. If you are stuck defending like that your team didn’t defend properly to begin with.
Oh, and I also think the ability to spam caltrops might need to be looked at rather than an entire line.
That is true of a lot of builds with or without stealth. Condi engie can kite players while AIDSing up NPCs. I know because I did that. You can ignore players for the most part with ranged to get down mobs.
Don’t get me wrong. I think SA is silly, and Shadow Rejuvenation is too much. Just I think there are match ups that put it to a stop. And if that line got nerfed it should be for the reason that is silly to begin with and not SH alone.
SA thieves are fine imo. And not saying that because I play one. I don’t. It’s just I don’t find them particularly hard to defend against when I know they are around.
While many builds can kill them or survive indefinitely, it has the same problem as yaks in wvw do – there is literally nothing you can do to prevent an SA thief from killing your defending npcs.
I didn’t find this true when fighting them on my engie. I think certain classes are better equipped with dealing with SA thieves in this particular mode. Area cleave with some a few decent burst skills seems to be able to deal with them as long as you have some clue how thieves operate.
SA thieves are fine imo. And not saying that because I play one. I don’t. It’s just I don’t find them particularly hard to defend against when I know they are around.
OP: Playing Defense is plenty rewarding. If you’re worried about defense not working when people break through two of your gates and now are zerging your lord then you should shift your focus to earlier in the game.
(edited by SobeSoul.6910)
Custom arenas aren’t the problem you are addressing.
But the only reason for a game to take long is if the people on the team are completely inexperienced. Don’t you predict that over time as people figure out what to actually do, all teams will be finishing quickly? There’s already been teams finishing in like ~2 minutes.
Nope.
Evenly matched teams of varying skill levels would time out with added mechanics you suggested. And I don’t think this mode is like other games where people don’t mind sitting 30 minutes to finally win.
Good
1) Fresh feel to it.
2) Environment leads to versatility in builds.
3) Fun to have a more roaming feel to it instead of fighting tooth and nail over nodes.
4) Map feels like the right size. Doesn’t feel like it takes you eons to traverse the map. Nor does it feel like it can lead to zerging if played intelligently.
5) Fun Lord room fight instead of Foefire’s Lord fight.
Bad
1) Too much stuff. With so much stuff to do like using treb, running supply, defending, it would be hard for new players to make optimal decisions. There has to be a tutorial with this somehow or else there will be a lot of flaming of new players.
2) This game mode needs a lot more cooperation than getting random teams can provide.
3) Archers yusonub? LOL
4) Game’s pacing seems off. When players learn good strats this game mode will lead to it timing out a lot.
5) Competitiveness seems to cater to a more casual crowd. Which is fine. Just I can imagine top tier players sticking to conquest.
Ugly
1) Caltrop thieves can clear lanes of NPCs without doing anything LOL
2) Lord room can turn into a discotheque (all the effects),and make it hard to focus on what’s going on.
3) The bug mentioned about supply.
4) Voice actor… MATE. Probably the most atrocious voice acting I have heard in a long while LOL.
(edited by SobeSoul.6910)
TDM in this game is bleh. Look at CY. Even if there was a nice map for TDM it would be bleh.
I could see 2v2 or 3v3 arenas being fun, but not TDM. In fact I would greatly prefer if ANET works on anything besides new conquest and stronghold maps to add arenas, not TDM maps.
They should have extended the play time since our EU frands couldn’t play it the full time it was scheduled.
Stronghold is a blast and our team had a great time tonight. Though for the sake of the beta test, here is a summary of our team’s experience tonight:
Quickly figured out that conquest builds do not work in Stronghold
So our team ran this and we were winning about 90% of our matches:
- Power Well Necromancer Offensive Pusher/Lord Room AoE Nuker
- Trap Ranger Offensive Pusher/Lord Room AoE Nuker
- GS/Sword Warrior “Mobile Strikes” Main Peeler/NPC immobilization DPS
- Shatter Mesmer “Portal Entre” Main Supply Runner/Treb Player
- Pure Turret Engineer Gate Defense
Wat?
Turret engineer is horrible in this map compared to rifle engie or condi engie. Condi engie especially would defend better than turrets. I 1vX’d on rifle engie (ty pve heros!)It’s not like conquest where you have to fight over a point. So you can just let the AI fbois sit there while you deeps guards and their rocket and rifle turret.
Yeah. The turret engies I saw were having serious issues in stronghold. L2P issues in here.
No thanks. This map stalls out when you have two teams that have similar levels of skill. Going a full 15 minutes isn’t how it should end the majority of time. Especially if you cannot breakdown doors because the other team would be able to just wipe your doorbreakers and archers if they bother to defend properly.
5v5 > all
You can kill the Lord in 5 minutes or faster. If you wipe a team they can respond to defense rapidly. You raise player cap and the map will stalemate even more than it does currently. Which is quite often when teams are somewhat evenly match. Besides the actual areas you fight in aren’t large.
Have no problem on my guardian OP.
D/D ele, cele engi, turret engi, w/e is braindead in conquest is even worse in stronghold.
Wait… Cele ele and Cele engi suddenly braindead?
Wow…ah yes, juggling over 20 skills so simple. a baby could do this.
vs me on my cele ele and i can show you how ‘op’ the build is in the hands of an awful ele player.
If you’re a warrior and getting juggled then you should think about the build you are playing.
Think there’s too much stuff. People sit on treb doing nothing and treb doesn’t really seem to matter in the map.
with 10 vs 10
break down of group:
1 on Treb
2 of Lord Defense
2 on Supply run
1 on Mist
1 on NPC escort/Horn finder
3 on offense pushthats fits for Stronghold map well.
No. It would make it worse for 2 reasons.
Game would time out more than it already will, and 10v10 would lead to zerging.
10v10 wouldn’t be fun. It would just be a clusterkitten.
Leaving a game is never OK. What the kitten is wrong with you? You are exactly the person who should be banned from spvp OP.
Eh. If they don’t want 20 hour duels because settler ranger, I don’t think it has anything to do with L2P.
Yeah, four zerkers usually turns into your team getting farmed in randomized queues.
Eh, if this is mean to be practice for people inspiring to get better, the cele ban should be lifted with a rule you can only go 2 or 3 wins before having to swap out for another player, or changed from KotH to Foefire. Foefire would probably be more ideal for practicing since there’s 5 good dueling areas, so you could have 10 players dueling at a time. Also Foefire has a bit more realistic dueling quality to it that Beach lacks.
Just my 2c.
I don’t think it should be so much about zerker or cele. Mediguards usually provide a little support. But if you were to say 4 zerkers that were combos of rangers, thieves, mesmers, and necros, i’d say yeah, I’d prefer any team balancing system to err on the side of team support over selfish type builds.