Top 100 Solo Q for a full minute
Top 100 Solo Q for a full minute
Arheundel, stop going offtopic in every thread you post in!
The issue is being rooted in place besides the fact you stunbroke the control effect. You remain stuck in the same position, standing fully upright. It has nothing to do with failing to use your stunbreaker correctly!
A video of this bug would be quite helpful. Maybe someone who streams can provide one?
All stunbreakers should be tested on all control effects to document this bug.
A bit much to ask the community, but something that could be done on a Test Realm with a team of dedicated players, if there was one…
Top 100 Solo Q for a full minute
It is a serious issue I tried to adress in this thread not very long ago: https://forum-en.gw2archive.eu/forum/pvp/pvp/Hotjoin-it-is-time-to-let-go/first
Basically it is impossible to play casually with your friends on the same team for a complete game start to finish unless you play rated!
Which increases the odds of facing experienced premade groups in an environment that will punish you for being a new player.
Top 100 Solo Q for a full minute
It is difficult to point to one ability and say that is why Necromancer has suddenly become dominant so we nerf it since we got so many new and very strong abilities.
(The survivability issue comes down to Necro running Carrion and scaling with vitality through Lifeforce, something Engineer would never be able to. It is required, since we lack Engineer’s blocks, stealth, combo field heals, …)
1. Dhuumfire – as mentioned above, if it procs your damage goes through the roof. It needs to be adjusted in terms of damage, chance to be applied or simply be removed.
Burning is too essential across all classes for condition builds.
2. Fear (Terror) – is the core of most Necromancer’s playstyle, but it is very strong because we lack DR’s in this game. We should not be able to chain 3 or more fears without repercussions. ICD on Terror would be a way to avoid chaining fears solely offensively.
3. Death Shroud – Torment was a nice addition to the set, but it doesn’t make sense we can apply DS#5 then leave DS and still get the immobalize trigger.
The channel should cancel when we leave DS like with DS#4.
(future) 4. Life Force generation – consider how we trait fully offensively without what we deemed fundamentally important before the patch and think about the announcement we’ll get more life force generation from our weaponsets.
Necromancer is problematic, because the developers have a different idea of how it ought to perform than the way the players prefer to build for SPvP.
When a more reliable and mobile build appears that equals the Necromancer’s condition damage, the Necromancer will always disappear from the Meta.
!!! In my opinion, Necromancer should counter condition teams and boon stacking, while being weak to burst and crowd control. We should receive more tools to return or spread condition pressure and turn boons on opponent as a form of staying power. Arriving slower to the fight and being weak in skirmishes against burst comps, but turning the tide against bunkers and grouped up players.
Top 100 Solo Q for a full minute
(edited by Stof.9584)
Actually, most condition spam abilities are what you’d consider skillshots!
They are ground targetted, instead of player targetted, so you have to aim them. Grenades are the best example.
Clearly, these abilities being skillshots doesn’t stop them from being very reliable and strong.
It seems you are mostly concerned about Necromancer, who only recently became top tier… which is not related to (traited!) Staff being a strong weaponset.
Asking for Bullscharge, Unload or Heartseeker to be a skillshot is ridiculous. They have huge tells and are easily dodgable already. In fact, I feel some classes have too many dodges currently.
Top 100 Solo Q for a full minute
Don’t blame the negative feedback about a poorly designed gimmick map on a bad community.
There are so many different aspects to SPvP that can and need to be improved. It is disappointing to see the developers waste time and energy on new maps, when they will obviously never be played in Tournaments.
We have received 7 maps, but only the original 3 are playable in Tournaments.
When you say the community needs to adapt their playstyle, have you though about new players we still need to learn the gametype? They are being flung of this map and they don’t understand why or how to counter it, because they don’t get a chance to learn.
Top 100 Solo Q for a full minute
In all honesty, I feel I have played this map enough to say it was a waste of resources.
It is incredibly frustrating to play. Unrewarding to committed and skilled players, it promotes cheese builds / teams.
There are much more pressing matters to implement in SPvP than new maps, which have to be banned from tournaments because they are based gimmicks, anyways.
It seems impossible to me that the SPvP developers we have come to know through SOTGs thought this map would fit their gametype. It is not Conquest, it’s Super Smash Bros gone wrong.
The layout of the map is its downfall, in my opinion. The cannon room is the most poorly designed feature in SPvP.
It gives vision over the entire map, unlike the trebs in Khylo. Also its entrance, a portal, is such a poor choice. You basically blindly enter a boobytrapped room with cliffs on each end. The sidepoints are impossible to defend. While B is impossible to decapture since it is directly beside the entrance of the cannon…
The entire underground network should be avoided at all costs, since there is nothing down there but glass platforms to fall through.
Ugh.
Top 100 Solo Q for a full minute
(edited by Stof.9584)
The way it ideally should be:
condition>bunker
bunker>burst
burst>conditionThe way it is now:
condition>bunker
condition>burst
bunker>burstSomething is very wrong…
This.
Conditions spamming shutsdown everything currently, too many and too easily applied without a direct counter.
Don’t forget dodge as a counter to all types of burst.
Top 100 Solo Q for a full minute
(…) allowing you to fall to your death with “skill”.
I laughed, then I cried.
Top 100 Solo Q for a full minute
Yes, you can see the beam and walk out of the aoe. It’s not that hard to walk out of a circle you know.
Any decent tournament player will save his crowd control abilities for when the laser is about to hit the enemy… its AOE is massive and undodgable, forcing you to waste cooldowns and jump down the edges if the person firing makes any effort to aim it.
But I don’t even mind the Cannon, it can be tweaked and it needs to be.
The layout of the map, though, is far worse. It is obvious they tried to make a map with vertical mobility akittens core, but Skyhammer has the most gimmicky verticle lines of any map by far.
Most of the jumppads lead to nowhere. Using elevation to dodge the cannon doesn’t even work: if you are on top of a pillar and the cannon hits the ground below you still get knocked down…
Ranged classes already have a huge advantage in this game and on this map certain areas: in front of the gate, if you have B, you can simply rain down AOE on the ground below + the cannon protecting its own entrance.
Then if you finally manage to reach the portal you’ll get blown up by whatever is waiting inside…
The floor platforms are horrible RNG. They are hugely in favour of certain builds and classes, whom are already very strong at debunkering.
It’s fun as a Deathmatch type of map, but it is not appropriate for Conquest tournaments, in my opinion.
Top 100 Solo Q for a full minute
Haha, good one! Great song choice ~ Wonderwall.
You’d think those PVE players in Hotjoin would know not to stand in the fire.
Top 100 Solo Q for a full minute
Don’t think the emphasis should lie on capturing.
Point decay only promotes loss of interest in defending, since the rewards of outnumbering the opponent on their node would be far greater.
As mentioned above it would also be very difficult to keep track of which node is at which stage, etc.
-
I feel people exaggerate the strength of the bunker. Its job is very simple: (1) stay inside the circle and (2) stay alive.
If we had more diverse tools to (2) bunker and (1) debunker, I think more people would enjoy it.
Stability is an issue in this regard. Area denial, crowd control, knockbacks are far less optimal because of it than AOE damage. Then again, we don’t want ragdoll effects either…
In my opinion, if they tone down the AOE we’d see more coordinated play to take down bunkers.
In all honesty, have you tried staying alive in the current meta as a Guardian against more than 2 people? It’s hard. That is why the higher tier players have relied on resses for some time now to counter coordinated burst.
Top 100 Solo Q for a full minute
Agreed.
The state of Necromancer thread had far better ideas for slight defensive sustain buffs than the massive increase in damage we received.
Building the most offensive traits possible is far more advantageous now than a traditional conservative variation.
Also Corrupt Boon was a staple of the class, which didn’t cause balance issues.
Now simply plowing through a Guardian’s boons with more conditions is more efficient than using Corrupt Boon.
Top 100 Solo Q for a full minute
Let’s get this thread back on track with a concrete example. I was looking for arguments why Hotjoin fails to give the new and veteran players the intended experience of the Conquest gametype.
I bought this game prelaunch with two irl friends to play pvp. They haven’t been playing as much as me so our ranks, skill level and knowledge of the game differ quite a bit: rank 11 and 16 to rank 37, respectively.
The reason they don’t play often is because they don’t enjoy Hotjoin, we want to play together in a fair match up from 0 to 500 and play to win by defending points.
However, it is not be fair to other teammates to take them into rated Tournaments, because we’d lose since they are inexperienced. Furthermore, grouping only stacks up the odds of playing against proper premades.
We tried it, but we don’t play together because there is no format we can enjoy together…
Top 100 Solo Q for a full minute
(edited by Stof.9584)
+1 – Should be on top priority on their list at this point.
I must say it has gotten better in the last month with Leaderboards being less volatile, but this only means it now takes 10 – 15 matches for me to yo-yo from playing premade top 100 teams to solo queue r10 hotjoiners instead of 5 matches.
Top 100 Solo Q for a full minute
I think, it is absurd people don’t feel encouragement to learn is essential.
Why would it be, though? Some people just play this game (or certain modes of this game) casually. As this is a game and not a job, there’s no reason they shouldn’t be allowed to get what enjoyment they want out of it. They’re not hurting anyone.
I’m not against casual play at all, since I consider myself a casual player without a team, practice schedule or competetive goals. But I am certain a functional reward system is completely tied to personal improvement as a player.
Simply playing more isn’t rewarding. Longterm enjoyment in SPvP comes from discovering and understanding. Running mindlessly from point to point or spamming buttons until something dies won’t cut it in the long run! Not for the player who has been logging in since August last year to play against other players in this game.
Obviously, casual players are not physically or mentally hurting anyone. But Anet is hurting the development of its own community by denying a large portion of players to progress into and experience the Tournament environment.
SPvP was designed to be played a certain way: capturing and holding points in the conquest gametype.
For the issues listed above by numerous people, Hotjoin no longer delivers.
Top 100 Solo Q for a full minute
Interesting, thanks for the replies so far.
In all honest, I did not expect people would be so fearful about losing Hotjoin.
In no way am I implying it ought to be removed from the game. Restricting the playerbase to the competitive core, obviously, goes against growth as well. This is why I made the thread.
The fact remains there is no middle ground!
Hotjoin doesn’t even closely resemble the (intended) type of gameplay we see in Tournaments.
I think, it is absurd people don’t feel encouragement to learn is essential. But this is the general mentality I associate with Hotjoin.
Three “simple” steps:
1. add hotjoin Deathmatch mode,
2. remove hotjoin Conquest mode,
3. add non-rated Conquest tPvP.
I’m starting to think this is the best option, but it means basically giving up on a large portion of the community. I can only see casual players moving from Deathmatch to Conquest, because of a new reward system: “Oh, that’s a cool greatsword skin! It is only rewarded through Conquest? Maybe I should play…”
Top 100 Solo Q for a full minute
(edited by Stof.9584)
It is a plea to rethink casual, unrated SPvP to a format which is educational and encourages growth towards competitive play! Not necessarily remove Hotjoin.
Hotjoin, as it stands, lacks this and even limits new players’ abilities to learn the conquest gametype, as we know it in Tournaments, because of the issues listed above and more.
I hope this thread can be a constructive reference point, which sums up the grievances with Hotjoin that have floated around the forums in the past.
@Draedark: I don’t consider Custom arena as a solution, because it is a gemsink, which splits the community into haves and have-nots.
While it is similar to the unrated variation of Rated Tournaments I think we require, the customization is only of interest to guilds, teams and streamers.
Top 100 Solo Q for a full minute
(edited by Stof.9584)
I’d like to, once again, remind the developers of how counterproductive Hotjoin is for SPvP, its playerbase and its aspirations as an Esport.
I’m calling on the active players, who have been a vocal part of the community for close to a year. It is time to let go of the Hotjoin format (or at least start thinking ahead):
Issues
- Glory farming = zerging.
- No one defends points (key aspect of the conquest gametype).
- No teamplay: general disregard for allies (doesn’t affect personal glory gain).
- Random joining / leaving affects teamspirit and social motivation.
- Lack of educational aids <> initial learning curve of the gametype.
- Varrying skilllevels makes it unenjoyable for both new and veteran players.
- Autobalancing restricts playing with friends.
- Gap between Hotjoin and Tournaments on multiple fronts.
- Map rotation: no one likes Raid of the Capricorn.
- 8v8 is an unplayable mess of AOE and spamming.
- …
Add a format identical to Rated Tournaments without the Leaderboard rating!
Instantly bridge the gap between both ends of the community.
Arguments
- Play for fun with friends – guaranteed on the same team.
- Practice new classes or builds in a setting resembling competitive play.
- Play from start to finish every game to practice openers & secondary objective strategies.
- Don’t worry about facing premades or glory farmers.
- Possible testing platform for solo queue / duo queue without messing with leaderboards.
I hope people will reply and add their own issues / arguments to this thread. Thanks.
Top 100 Solo Q for a full minute
(edited by Stof.9584)
Yes, building for aoe condition damage is far more favourable than single target power currently.
Top 100 Solo Q for a full minute
To be fair Elixir R has been nerfed: it is no longer a stunbreaker, but the toss Elixir R ress hasn’t.
I think it should’ve been the other way around personally: longer cd, casttime, slower ress, smaller radius, shorter range, etc…
The nerf has definitely crippled the class just when they had solidified a spot in the meta.
Top 100 Solo Q for a full minute
I’d say Anet will be reluctant to introduce this map.
It overlaps with WvW and basically requires developing a new gametype for SPVP, which does not fit well into the Hotjoin system.
Then again, I think it would be dumb to not even consider it since the existing playerbase will love it and it could introduce many WvW players to the Mists!
Top 100 Solo Q for a full minute
That’s because power isn’t viable anymore. What the heck, how can people even think that doing direct damage and getting countered by weakness, protection and the fact direct damage on ranged weapons is always weak so all the anti melee effects like laying fields of AoE death at your feat, cripples, disengages etc…
Agreed.
I hated Necro being lower tier, but my enjoyment of the game hasn’t been lower than it is currently.
In general, I find power builds are more fun to play and play against than AOE condi cleave or unkillable boon share comps.
Top 100 Solo Q for a full minute
I would rather they just nerfed burning in general than remove it from the necro
Agreed, there is one common issue with all overpowered condition builds: permanent burning. It simply does too much damage and the durations are incredibly long on certain abilities.
After the patch I figured I’d build my Necro like this: http://intothemists.com/calc/?build=;0_-34;0kHkH0p3oJkJ0;9;5TJ-J;138917;238-V-V8V;1hoHAhoHA1Fc
Thinking I’d need Lifeforce (= large health pool), bleed duration and Corrupt Boon.
I was wrong, seems like building completely offensive fixes the problem of our low survivability. -_-
Top 100 Solo Q for a full minute
Honestly, Dhuumfire makes no sense to me.
Top priorities before the patch were:
1 – reliable escapes and mobility to roam or survivability to defend one point.
2 – the ability to do sustained damage by covering our bleed stacks.
Instead, they have effectively made Necromancer into Engineer with Burning on crit.
Assuming Necromancer will now run Rabid’s amulet, we have even less lifeforce / defenses and rely solely on raw damage output and triple fears in fights.
Top 100 Solo Q for a full minute
The only thing I dislike about the patch is now everyone will hate on me for playing Necromancer, while I did all along.
Top 100 Solo Q for a full minute
Too expensive for casual players, but I guess it is intended for guilds, organized teams and casters/streamers.
In my opinion, it is a poor way to monetize SPVP. As long as SPVP does not give the players the ability to earn gems / gold in SPVP on a similar level to PVE they will not gain a similar income from SPVP as they do from PVE.
This amount of gems basically requires a real money transaction or time spent in PVE.
Top 100 Solo Q for a full minute
I like the changes. They have added more options and versatility to a largely unplayed class, as far as tournaments go, without sacrafising their stance on how Necro ought to perform.
I think the rearranged traits give the class more staying power without focusing on player demands for the need of increased mobility.
Spectral skills not cancelling when you DS is a huge quality of life change! Which does not noticably affect balance as far as I can imagine.
Spectral wall is quite amazing, but requires strategic use on the Necro’s side and insight on the opponents side, which will result in more dynamic playing.
@Myrmidian: people just shouldn’t run through it twice… you can dodge through it, no?
Torment is a decent peel as far as DS goes, more seperate conditions makes the Necromancer stronger.
Signet of Undeath cast time increase is admirable, now we have an excuse not to run it… these kinds of full resses are slowly disappear from SPVP anyways.
Corrupt Boon nerf was not required, it has a significant cooldown, but it’s clear Anet are having trouble balancing this skill: Should it be unblockable? Should line of sight interrupt the casttime?
Still think S/D thief is a gimmick that instantly appeared and took over the Necromancer’s niche.
If anything the interesting build paths got buffed (Fear / Power) and the passive ones (Minions) were left largely untouched for a change.
Top 100 Solo Q for a full minute
(edited by Stof.9584)
Interesting idea.
The way most blinds function in the game definitely counters long animations / tells in playstyle.
I’d say it’s a learn to play / skill based issue, but those weaponsets with long cooldowns (Hammer / Mace) paired with Warrior’s overall viability makes them suffer from blinds more than other classes, I guess.
The Engineer has the Goggles utility, but it is one of the most unused utilies. So for Warriors, it should be a trait or added to weaponset / existing utility?
A sensible workaround could be to add an “immune to blind” to the Signet of Might’s “unblockable” active to make it more functional. Since good players will blind when they see the active (or the passive disappear rather…).
It is one area that deserves to be looked at to make Warrior’s more viable, but I’d say there are more pressing issues with the class: all condition removal.
Top 100 Solo Q for a full minute
(edited by Stof.9584)
It would make sense to (re)introduce a (free) unranked 1 round tournament system.
On top of the above list for the tournament scene, we desperately need to bridge the gap between new casual players and the dedicated pro pugs/premade teams that have been practicing for over a year now.
Even with solo queue and perfect matchmaking, there will be a large skill gap that is very difficult to cross for new players.
People would be able to play for fun with their friends without having to worry about rating, while learning and getting comfortable with the ranked format. Hotjoin clearly fails to fulfil this role currently, because it teaches you nothing about actual tournament play or strategies.
I think it would be wise to reevaluate the reward system in this light, as well as glory gain. Currently Hotjoin, as I’m sure you are well aware of by now, solely promotes selfish glory farming.
Top 100 Solo Q for a full minute
(edited by Stof.9584)
From what we do know: Weakness rework / Torment condition, I can only say it is looking dim for Warriors being viable unless they get exponential buffs from here on out.
I’d rather see Warrior have Torment, it would fit what they need perfectly. Punishing opponents for running from them, which is one of the Warrior’s weaknesses right now.
I am excited to see new opportunities for condition builds on unconventional classes: Thieves & Mesmers and picking up Necromancer again!
Although, it’d rather see more burst glasscannons in the game than team’s stacking conditions mindlessly in teamfights…
Opting for the sensible reaction.
Top 100 Solo Q for a full minute
Apprentice pants drop from Deer chests.
They cannot be crafted as far as I know. I recently bought a lot of chests to get this “rare” drop as well.
I’d recommend buying more Copper Deer Chests, if you really want them. The odds don’t improve enough to make Silver or Gold chests worth it in my opinion.
It’s RNG so you may spend a lot of glory on this! It may or may not be an entirely bugged set, since the salvaging is indeed bugged.
Top 100 Solo Q for a full minute
My enjoyment of the Tournament system peaked right before they removed tickets.
I liked the 3 round system, because it felt rewarding to win gold and it made item rewards more valuable. Tickets as an entrance barrier filtered out players with low ranks and no clue of how the game works: keep losing = go to hotjoin to learn and earn glory for tickets.
But I understand it was problematic for the top tier players who didn’t find matches.
Currently, I am stuck at the 96% rank. I only solo queue.
I have trouble finding people to play with for multiple games and simply don’t see the benefit in adding to the chances of facing top premades, because I queued up with a party without voice chat…
My win/loss ratio is steadily falling towards 50%. I’ve experienced the same as described above: premades, smurf accounts, leavers, low ranks, …
Winning a match means I automatically lose the following one.
Matchmaking, as I observe it, pits me against top player premades for a game I always lose, followed by game(s) against unexperienced pugs, soloquers with leavers, … which I win or lose based on my own random team composition.
At this point, I believe it has little to do with my own abilities or the abilities of my random teammates or opponents.
I am just caught in a repeating cycle solely influenced by the invisible matchmaking rating. One I can only break by miraculously performing far beyond my own capacity so as to offset the tremendous chance based odds for multiple games in a row and eventually single-handedly beat an organised, practised pro team to have a chance of gaining rating.
I am trying. :’)
Top 100 Solo Q for a full minute
(edited by Stof.9584)
(…) This is how the rest of the community that doesn’t care to play thief thinks about this.
Please, don’t alter my statement, my choice of words was plenty clear. Hell, at least quote my post if you want me to reply to your nonsensical babbling. Allow me to, anyways.
“I would go so far as to say (…)”. Take note of the “I” as in me, I am not putting words into anyone’s mouth here. If anyone is, you are!
Besides you completely contradict your primary opinion, about this being a bug, by agreeing the developers were not clear about the matter.
As far as parity goes, why would you want all classes being equal on all terms? What is the point of having different classes if they all have the exact same mechanics and stats…
This thread is not about the Thief alone. It is about the mobility of all classes.
Quite frankly, I don’t agree with this change and I hope it can be toned down to make shadowsteps functional again, without them being abusive. It makes the game shallower at the moment.
If it wasn’t intended it should have been made clear and it could have been announced that it was being “fixed”.
I don’t understand why certain spots are still functional and others aren’t, though. There are sudden imbalances now where the red side can jump walls and the blue side cannot, for example.
Also, Shadow Return, which is by far the most defensively strong has not been balanced at all…
Top 100 Solo Q for a full minute
(edited by Stof.9584)
After personally testing all the spots I know, it seems the ones directly on a point no longer work. Keep and Clocktower for instance.
But other ledges, platforms and numerous other obstacles can still be done 100% of the time. For example: the wooden structure around Clocktower.
It’s curious, I’m awaiting an official reply from the Devs on this one.
Top 100 Solo Q for a full minute
Also please be so kind as to watch the whole video, you can see me succeeding in teleporting there and I know of that situation and it only works on one side. Other similar situations show different results some of which don’t even move you an inch.
You’re simply doing it wrong, the teleports you failed would have always failed.
This thread is about RNG when using Shadowsteps and teleports that no longer work, because of unknown reasons.
Standing in the same exact spot should give the same result every time: failure or success to be reliable in PvP.
Top 100 Solo Q for a full minute
I’m really baffled by this change. I can’t believe this is an intended “fix” for a “problem” that added so much dynamic and interesting gameplay that both players and viewers loved!
It has kept me playing Thief after so many nerfs and made it possible to outplay the stronger classes by pure knowledge of the game and mechanical skill!
This has nothing to do with increasing viability of the Warrior or Necromancer. In fact, it only accomplishes the opposite.
How can you possibly consider this a bug? It has been a vital part of SPvP since Beta and it is common knowledge. I’d go so far as to say maps like Khylo had these mechanics in mind when they were designed.
If anything, this makes me seriously reconsider if the Developers really aim for transparency with the SOTG. They couldn’t think to mention this?
Top 100 Solo Q for a full minute
(edited by Stof.9584)
What Neno said, assuming it will be fixed after the 18th.
Top 100 Solo Q for a full minute
The most fun part of Dragon Ball are the hordes of PVE players you get to blow up with fire.
I like it a lot, good mechanical skills and strategy can get you far, but ultimately it is a repetitive mini-game.
Top 100 Solo Q for a full minute
One note: skills during jump animation = fluid gameplay!
Think about adding this to SPvP.
Top 100 Solo Q for a full minute
I’ll look again, but didn’t find anything recent.
I agree with the examples you gave, Iceflame. I read on the wiki the location of the combo field is also bugged for Spectral Wall.
Bone Minions are too unreliable to be decent blast finishers: AI, slow moving, obvious for opponents in PvP, bugged, uncontrollable, …
They would be more interesting if the explosion skill was ground targeted.
I think these are important ideas to add to Necromancer viability, though.
Top 100 Solo Q for a full minute
I find there is a serious lack of both self-sufficient and worthwhile combo fields and especially blast / projectile finishers on the Necromancer.
The wiki provides a simple table: http://wiki.guildwars2.com/wiki/Table_of_necromancer_combo_skills
“Axe, daggers, scepter, focus, and warhorn have no combo effects.”
Consider the diversity some other classes have access to and be amazed why Staff is considered a must.
Staff #1 is our only common projectile, however it suffers from slow projectile speeds.
I’m mainly speaking about my experience in SPvP as a Necromancer, where they are considered bottom tier currently.
But I hope to bring this to general attention as it can be an additional method of increasing viability and overall value in adding a Necromancer to your party.
Thoughts? Suggestions?
For example:
- Spectral Wall, a largely underused utility, is a rare Ethereal field, which grants Confusion. A condition the Necromancer is uncapable of applying otherwise.
Right now, the long cooldown paired with our lackluster projectiles make it hardly viable, though.
- Siphons are another example, they are unique to the Necromancer, but somehow don’t work as combo’s. Making them even less viable.
- Also Life Blast is not a projectile finisher, which makes combo’s hard when we are forced into Death Shroud to sustain.
Top 100 Solo Q for a full minute
Re-post:
I still think dagger/pistol needs to be reworked. The burst is technically balanced in group play, but how easy it is to pull off and how much damage it does presents a number of problems, including making the game less accessible to new players and punishing players way too quickly when a thief decides to jump into an ongoing fight. These aren’t necessarily balance problems, but they do hinder playability, entertainment, and skillful plays.
How ridiculous, D/P is a near perfect set and was basically the only viable one left.
If anything, the Mug nerf has completely wiped out all thief play in high level tournaments with this set.
It has been replaced with the S/D gimmick build which does suck out all the playability, entertainment and skillful play for both thieves and opponents.
_
Instead of moving this thead, remove it to stop this lunacy from spreading.
Top 100 Solo Q for a full minute
More.
Also had games against smurf account premades who are now below rank 200 EU all week. Another underrated side-effect of the leaderboards and current matchmaking system.
Top 100 Solo Q for a full minute
Nice tip!
I’ll go look for ways to use this on my thief now.
Top 100 Solo Q for a full minute
If you are refering to Heartseeker or any skill on a backstab build: no thief can simply spam a skill until he runs out of initiative and live to tell against a good player.
Only S/D can do this right now, because the build is largely focused on dodges through vigor and initiative gain.
One could argue Lacerating Strike costs too little initiative, but it’s still a gamble to spam. The problem right now is their ability to reset.
Risk/reward is very important for the initiative mechanic to be balanced.
Top 100 Solo Q for a full minute
Use Corrupt Boon, it turns Stability into … Fear!
Then chain your other Fears if you know the target has no other sources of Stability.
Top 100 Solo Q for a full minute
Possibly related to skill queuing?
First press doesn’t register, then spam and heartseeker three times.
Top 100 Solo Q for a full minute
When the leaderboards were released I finally found a goal in GW2 Pvp beyond farming glory for cosmetics. Sadly, because I decided to commit to the solo queue system (or lack there of) that was implemented to improve my individual skill I never managed to reach my goal.
The idea: form a team of people with the same goal: get ranked on the EU leaderboards!
Instead of asking to be carried by ranked players, let’s start fresh and get up there ourselves. Leave behind your in-game credentials in this thread: character name, main profession (role), alternate professions, glory rank, tournament wins & available time to play.
If enough people are interested we can start a guild and have multiple teams qeueing, but for now I am looking for four other individuals on the European servers who are motivated to get ranked, at least once!
Top 100 Solo Q for a full minute
What you did wrong is quite simple: Necromancer is currently not great at point defending.
Your build is a defensive variation of the Fear build, it is good in theory, but against S/D thieves the fear duration and high life force will not be enough to sustain. He will simply wear you down.
Then again, it took him a very long time! Enough time for a teammate to arrive, which is basically all you can ask from a Necromancer close point defender.
What I am saying is neither of these builds are particularily good at what they were used for in this video.
Necromancer with corrupt boon / flesh golem / fears is great at teamfighting against bunker Guardians or Elementalists.
The thief spent too much time in stealth and has no way to knock you off the point for a decapture it. It would be much wiser for him to use his boon steal on an enemy bunker in a teamfight as well, imo.
Top 100 Solo Q for a full minute
(edited by Stof.9584)