Mesmer bunker with the new heal. Use divinity runes and pvt trinket with rampagers jewel. This will give you 40% crit chance with phantasms. either go 0/15/15/25/15 or 0/20/15/15/20
That won’t do squat against a warrior with HS. Not enough damage and not enough healing.
I remember Jonathan Sharp saying a good indicator a class was imbalanced is if you had 2x of them on a team.
That’s still what I see….
Then again, I haven’t seen Sharp on the forums for a while. Maybe they canned him.
I think Skullcrack is a good place now. Ideally, all of our high impact skills should allow for counter-play via a clearly telegraphed attack animation. It’s something we’re constantly thinking about when we look at existing skills, and doubly so when we brainstorm new ones.
Skullcrack is fine. Healing Signet needs adjustment. It’s way overpowered. I watched a warrior tank 3 people for about 40 seconds doing nothing but attacking.
If a player can /sit and another player does 0 damage to him, then you’ve got something WAYY broken.
I played Rift for over a year and never saw anything this bad.
Me and denshee honor ele’d against eachothers teams tonight quite a few times and the rest of our teams are playing pretty old school stuff like back stab thief, mesmer, engi, guards, etc, BASICALLY NO S/D THIEF OR WARRIORS and I don’t even think anyone had necro.
Basically, we had fun, not something you can experience every day in this game.
So I came up with the idea of having maybe 1 scheduled day a week where a bunch of players meet up on a private server and play by our own rules. We could even have a tournament or make it scheduled more often and of course people can organize it amongst themselves you know I’m just kinda ranting at this point. You get the idea.
Anyways, we’d come up with a list of things we want to ban to make the game more fun. Obviously everyone has different opinions on this so I may just talk to some people I know and we’ll come up with a list ourselves but I’m curious what everyone would have on their lists so I’ll start off with some things off the top of my head for every class.
Thief: No Sword
Warrior: No signet, no longbow, no hammer, no mace, so tempted to ban other things but I dunno
Necro: No dhuumfire, maybe no Weakening shroud/Terror?
Ranger: No elite spirit, no moving spirits, I guess thats all, just stay away from this class it is no fun to play against or with in general! (just imo, obviously the class is not banned)
Ele: No Diamond Skin just out of spite! Maybe no clerics amulet? If all these changes made far point clerics amulet ele viable again I just wouldn’t wanna play against it or as it, no fun.
Mesmer: No Moa, No condi amulets, really what kinda scum just stealths all day and lets there auto attacks and AI slowly(quickly) kill there opponent with zero timing or skill at all.
Engi: No condi immunity, not even an I win button, you just select it when you create your engi for the first time ever and you can’t lose to a condi class, many skill, such finesse, wow
Guardian: The only class that can do what it wants I think. I can’t come up with anything frustrating that a guardian can do.And the hardest rule to enforce of all: No stealth openers, No shadow refuging or smoke blast finisher comboing to go in for 3 man gank kinda crap. I can’t stress this rule enough, this kinda thing officially sucks the fun out of everything when a team fight is decided not even in the first second, it’s like the first 0.5 seconds and it’s often all down to if your guard gets a lucky dodge. It’s like starcraft cheese all over again. I didn’t scout the hidden double starport and he quadruple cloak bansheed me, what a pro, I applaud that kinda play, really.
This is obviously very opinionated like I said. The power meta was a blast for eles, thiefs and mesmers but I don’t think engis have that great of a time in it especially when the eles plays glass, but it’s far better than right now I’m sure.
I don’t even know how much longer I’ll have time to play GW2 but people should just do this without me of course, it’s just way more fun.
Going to bed I’ll check on this thread tomorrow.
Not only would I play it, I’d buy that game! You could call it the F.U.A. league. :-)
Steps to Reproduce:
1) Play Mesmer
2) Equip Sword in Off-hand
3) Take “Blade Training” Talent (Dueling IV)
Notice the sword cooldown is not reduced.
Yes, this is the single worst decision I’ve seen ArenaNet make.
(edited by Thedenofsin.7340)
If ron honestly feels like this change is taking the game in a bad direction then he has every right to speak his mind, though its better to add suggested alternates to the trait rather than simply bash it. And I dont think a Necro should have to just roll over and change their entire style of play to accomodate one class buff.
No one can argue that this is bad gameplay. I don’t feel any alternative is warranted, aside from, “remove this from the game”.
Killing someone senselessly is bad. The corrective measure is, “Dont kill someone senselessly”, not “well, perhaps you could just beat him to a pulp and leave him for dead” – no other alternative is acceptable.
If you had two people standing next to you at the treb, were you really helping the situation by remaining there?
You can blame your team all you want, but you’re a major part of that team, and if you sat there arguing about how you should take the treb with them you didn’t help any.
And if they truly didn’t know how to play, then help them figure it out. This again is on you. You make this community hostile and inaccessible, then new people won’t come to it, and you won’t have people to play with. You make them feel welcome, they’ll tend to stick around.
I’m just saying, if you’re gonna go around assigning responsibility to everyone, assign some to yourself as well. We all need to be taking responsibility for the shortcomings of GW2’s PvP, because the players are a major part of that too.
That’s an extremely presumptuous statement, considering you know nothing of the games I have played, the situational context, what I did to support the team or what direction I provided.
snip
I’m sorry you’ve gotten matches you don’t enjoy. We’re working on addressing the skill gap on multiple fronts.
In the mean time, have you tried Team Arena? You may find it more your speed.
I have not, sans a few matches a long time ago with some guildies.
Since the reset I feel as though I’ve had two good (i.e. well matched and competitive) solo matches overall: one we won by a small margin, the other we lost by about 15 points or so. Aside from that, it’s been either a blowout or a firm manhandling by one side or the other. Nearly all of those I can attribute to:
- a mismatch in numbers
- a mismatch in rank
- a stacking of FOTM classes on one side (eg 3x warriors, 2x warrior + 2x necro, etc.)
It’s not fun, Justin. I want it to be, but it just isn’t. The mechanics are generally good and, sans a few builds, the classes are well balanced. However the entire matchmaking system is still horrible, and I’m referring to queuing, “match starting” and ranking collectively.
Perhaps the small player base has something to do with it. However, I don’t feel the small player base is somehow due to the fault of the players.
I know you guys are working on fixes. However, I don’t see those fixes showing up today, next week, or next month, and promises of how much better things will be 3 months from now won’t make me enjoy the game today.
I’m hungry now and would rather have eggs and milk than wait two hours for you to bake a bread, no matter how delicious you promise it will be.
Every single match I walk into I see nothing but new players running around without a clue. ArenaNet does NOTHING to fix this problem and just lets the issue get worse and worse.
I must have lost 8 matches due to players who don’t know how to play. Last match I was running treb and literally had 2 teammates standing next to me at the treb.
I am completely frustrated at the state of the game.
I really liked this game. I really wanted to love it, but ArenaNet has decided to do nothing about it.
I’m done. You guys don’t want to fix your game, so I’m not playing it anymore.
(edited by Thedenofsin.7340)
When are you going to fix the matching? Solo queue totally sucks because of all the new players and I keep losing because of them.
This isn’t fun.
If you aren’t going to fix it, then give us the chance to see the ranks on the team and leave if we don’t like it.
Seriously this is horrible!
(edited by Thedenofsin.7340)
Don’t forget that Downed Skill #3 can’t even outdamage Healing Signet!
35 seconds is entirely too long for any build. Even if you take the signet talent, that’s still 28 seconds, which is too long, even for a bunker build. It should have been 30 seconds, which would have made it a nice option for someone trying to make a Phantasm bunker mesmer.
35 seconds? Jesus that’s insane!
It’s so not 800 hp/s. maybe /3s. Even /2s seems on the very high side. Because does anyone honestly think they’ll give mesmers a heal that’s stronger than warriors?
I’d lay even money it’s /3 seconds. Combine it with Phantasmal Healing and it’s the same as the warrior’s signet.
Oddly enough I independently just ran across your video on youtube (suggestions).
Nice video!
So someone linked the Mesmer’s signet in LA chat, and I’m scared.
Active heal was 3.5k
1 illusion was 300
2 illusions was 600
3 illusions was 800……
I got a screen for lulz.
There is no way that’s every second.
DiD GW2 release in Asia? I haven’t been able to find info on a release.
I am a pretty decent PvP players. I know my role and I can execute it well. I was iin the top 1000 before the reset if that means anything. I’m not superman and I’m not a Bunker who can carry a team, but I know my place.
But ever since the reset I have been losing roughly 70% of my games. I’d like to claim through no fault of my own.
It’s just the team I end up with are at times just useless or the enemy just stacks more Necros and Warriors than us. Either that or I am left with 3 Thieves on my team who can’t contribute meaningfully to team-fights because they are instant-gibbed by AoE damage.
I was pretty close to a 50/50 win/lose ratio before the reset but since then it’s been god kitten awful.
What changed about match-making that makes it such a pita?
According to ArenaNet, this is ok because both teams have a chance to get crappy lineups with inexperienced players and/or bad teaming.
Enjoy!
To your second point: if team “A” swaps out against team “B” and wipes them, the only impact this would have is to marginally increase (if at all) the MMR of the professions that actually played the match, as opposed to the ones that queued for the match.
So basically, you’re saying for the team that was the victim of an exploit causing them to face opponents much better than them, don’t worry – they didn’t get much of an MMR gain?
You have to consider the public interest and well being at large when deciding the right standards.
I think this is a good point. There would have to be some sort of “lock” system to prevent exploitation once the match starts so that people can’t swap classes mid-game as they currently can. I was under the impression that classes/skills were locked in soloQ but saw a ranger swap to his warrior mid-match last night in soloQ (was he exploiting? — if he was, mod can contact me for more details)
Suggestion: This is a technical barrier, but if Anet can show the roster with all the classes on your team before the match starts for 60 seconds for soloQ (similar to how TeamQ works right now — if you queue solo, you can see your team’s roster in the tPVP menu), players can change their class to match their team’s composition better.
If someone swaps to a class that’s way above/below their matched MMR, they get booted back into queue and the match doesn’t start. After it starts, professions get locked.
This sort of approach will allow players that are equally skilled at multiple classes to swap between professions pre-match to balance their team’s composition while:
1) preventing players from exploiting the matchmaking system by swapping to a profession they are better with
2) preventing players from dragging their team down by swapping to a profession they are worse with
You’re overthinking the problem. This really isn’t a significant issue, and if it is, ArenaNet can implement a band-aid that would effectively discourage that behavior.
If people are really concerned about this minor secondary effect, then all ArenaNet has to do is change the MMR reward thresholding for players that swap after entering the game. Instead of not rewarding points/rank/etc when the differential exceeds “X”, they change it to 0.5X for players that swap.
Sorry, I have to quote myself as it seems I went unnoticed
Yes, but in the meantime a newbie team has had their face melt. Not funny at all. You risk to loose potential longterm pvp players.
I think that this was the issue about “public interest”. Newbies don’t care about ladder, or rank, or whatever, position, but about how funny are the first games they play in pvp mode.
With the advent of solo / team queue restrictions on players below a certain rank/level/# of matches, this problem would be obviated as well. New players would have had plenty of times to get their face melted in hotjoin and quit well before they queue solo (or team.
To your second point: if team “A” swaps out against team “B” and wipes them, the only impact this would have is to marginally increase (if at all) the MMR of the professions that actually played the match, as opposed to the ones that queued for the match.
So basically, you’re saying for the team that was the victim of an exploit causing them to face opponents much better than them, don’t worry – they didn’t get much of an MMR gain?
You have to consider the public interest and well being at large when deciding the right standards.
I am considering the public interest. Eventually, if the disparity becomes so great, the team which swaps will not gain any rank for winning, and the other team will not lose any rank. Then the problem fixes itself.
Besides, you’re talking about team queuing, which will use a separate rank for the team. For this to be a problem in solo queue, you’d need a full team to sync, which apparently is no longer possible.
3) I’ve pitched the idea internally of having two MMRs, one account bound and the other per profession. Does any one have an opinion on this?
Does profession-bound MMR even need to be discussed? It’s obvious that’s the optimal solution. Why account-bound MMR exists in the first place is beyond me.
Easy there, sparky. I think there are definitely things to discuss.
@ Justin O’Dell, my opinions on profession based MMR
- 1) In GW2, it’s extremely easy to multi-class and have all of those classes at, or around your proper MMR. This isn’t a gear based MMO where your alts are all in poverty/welfare gear and you’re fighting an uphill battle. In conquest, mastering the specific profession’s mechanical skills are certainly important, however, skills such as cooldown management, proper rotations, and many of the ‘winning determinants’ are profession independent.
- 2) Deceptive MMR. 5 people get on professions that they’ve never played before and queue for team queue. They get matched up with the appropriately matched team, at their MMR level. Those 5 people then get on their mains and proceed to demolish opposing team with legitimately less MMR. For this to be a thing, you’d have to profession lock when queuing. And I don’t want that – I want to be able to make different picks if needed.
There are a few more minor issues, but these are my biggest two, in regards to profession based MMR. Especially my #2. But hey, if profession MMR was weighted very low, I would never say that diversifying the MMR determinants – effectively reducing the margin of matchmaking error could be bad.
Your first point carries very little water. If you are equally skilled in multiple professions, then profession-based MMR will reflect that. If not, then it won’t.
To your second point: if team “A” swaps out against team “B” and wipes them, the only impact this would have is to marginally increase (if at all) the MMR of the professions that actually played the match, as opposed to the ones that queued for the match.
3) I’ve pitched the idea internally of having two MMRs, one account bound and the other per profession. Does any one have an opinion on this?
Does profession-bound MMR even need to be discussed? It’s obvious that’s the optimal solution. Why account-bound MMR exists in the first place is beyond me.
Here is my question:
What is wrong with the Raid Leader system in WoW that precludes GW2 from adopting it? That system is at least 5 years old (I think it’s closer to 10) and worked extremely well.
The Raid Leader system in WoW provided:
– raid leaders (aka commanders)
– raid assistants (aka lieutenants)
– multiple target markers for assigning priority/actions
– on-screen message overlays for providing clear, concise directionsIf you had this system in GW2, you would eliminate many of the problems in WvW and PVE and PVP to boot!
I’ll respond to this to get the general idea out to everyone. Implementing a system that is in other games, older games or not, that is not in our game at all is a very time consuming project. It is not as simple as just copying and pasting some HTML code. Not only do we have to build it ourselves, but it has to fit with the design of our game both visually and from a systems standpoint. So, building any system of this sort, even one that was a direct copy of one in another game or product, would still be a significant project for us. Which isn’t a reason not to do it, but is a factor in determining when we would want to do those things.
I understand that it is a time-consuming process (I write massive simulations as my full time job). However, this subject must have come up during initial development. During that time, there had to be a discussion where the developers weighed the pro’s and con’s of implementing a system and there had to be some kind of decision that resulted in ultimately not deciding to implement it. Perhaps the team even used some kind of formal decision making process where you assigned values and weights to the decision factors.
There is probably some reason why this wasn’t implemented in the first place, with a good reason. I am curious what that reason was. Did it simply boil down to utility?
Obviously this is your game, and you and your team gets to decide how to best spend your resources. Personally, I am of the opinion that such a system as the referenced raid leader system provides a mechanism that facilitates:
* assignment of priorities in a team
* delegation of authority
* clear direction and command
* learning of objectives, strategies and tactics
As can be seen, these issues are not germane to only WvW, but apply directly to PVE (dungeons, guild missions, open world content such as Tequatl and the Tower of Nightmares), and sPvP (where to move, what points to prioritize, when to take down treb or Lord, etc.).
If your teams are segregated according to game subfunction (PVE, WwW, PvP), one could make a strong argument to pool resources across all subfunctions to implement this mechanic, as all aspects of the game would greatly benefit from it.
(edited by Thedenofsin.7340)
I picked up Far Cry 3 for $8.00 on Steam the other day. That could keep you busy for a while.
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?
Enjoy getting ROFL-stomped in the Gold League next season!
Here is my question:
What is wrong with the Raid Leader system in WoW that precludes GW2 from adopting it? That system is at least 5 years old (I think it’s closer to 10) and worked extremely well.
The Raid Leader system in WoW provided:
– raid leaders (aka commanders)
– raid assistants (aka lieutenants)
– multiple target markers for assigning priority/actions
– on-screen message overlays for providing clear, concise directions
If you had this system in GW2, you would eliminate many of the problems in WvW and PVE and PVP to boot!
Please hotfix this asap. It’s completely broken.
This is why the scoreboard needs to be changed to place all players at the end of a match in 1 list and sort the list by glory rewarded.
Regarding new skills, PvP will continue to have all existing skills unlocked for players. Only new skills will require unlocks. The number of skills currently in the game can be intimidating for new players. We would like to allow them some time to learn the base set while they work towards unlocking the new skills.
Is the intent of the new healing skills to increase pvp build diversity among the player base, or only among a subset of the player base? Requiring unlocks implies the latter…
I’m going to give a single, concrete answer on what I believe would be an awesome reward (yes mods, I’m serious):
- your own personal patsy
Yes, I’m serious. Yes I’m talking about the Patsy from the Holy Grail. Here’s what he would do:
- walk around you knocking together 2 coconuts where ever you went
- play a fanfare when you made certain gestures (such as /bow). I’d recommend he play the horn from the gem store
- instead of Arthur’s flag, fly 2 flags: the flag of your guild, and a flag representing your PVP achievement
This game has the most responsive devs, with the most transparent work, with the most community involvement of any MMO I’ve ever seen. Add to that that their game is a subscription free model, and color me impressed.
None of those things you mention translate into results. Clear communication is important and terrific. However, I’d gladly exchange it for better changes in a timelier fashion.
I was expecting a little more. Giving us a draft of features that should have been developed in Beta, and implemented over a year ago is a step in the right direction, but I think it happened too late. I can’t even log for dailies anymore.
4v5, AFKs, and other things that can clearly be copied/slolved from other games to give us an interim solution has not been done either :\
I feel like the direction of this game is going in too many directions, but with a low player base (and fading fast), regardless of how good the game is…kills it for me. You can’t ask me to wait like a dramatic girlfriend, I already have one of those
I love you GW2, but I think I am throwing in the towel.
Two words in that blog post would have made me excited about PvP: 2 weeks
If they said they were changing their development model to push out small changes every two weeks, I would have jumped for joy.
Meh.
Same mindset, same devs.
If it’s just small changes, things would end up being less thought out and more buggy.I doubt that’s what you seriously want.
It is, because even if it is buggy, I’d see a fix for the bug in two weeks instead of seeing a fix for the bug in 4 months, which is the current state of things. Hell, there are still talents and skills that have been broken since BETA!
Wait till the Phantasm Mesmers show up with their new heal.
I was expecting a little more. Giving us a draft of features that should have been developed in Beta, and implemented over a year ago is a step in the right direction, but I think it happened too late. I can’t even log for dailies anymore.
4v5, AFKs, and other things that can clearly be copied/slolved from other games to give us an interim solution has not been done either :\
I feel like the direction of this game is going in too many directions, but with a low player base (and fading fast), regardless of how good the game is…kills it for me. You can’t ask me to wait like a dramatic girlfriend, I already have one of those
I love you GW2, but I think I am throwing in the towel.
Two words in that blog post would have made me excited about PvP: 2 weeks
If they said they were changing their development model to push out small changes every two weeks, I would have jumped for joy.
All I’ve seen from ArenaNet these past few months is discussion about plans and ideas and concepts for things to do in the future.
Even their ‘balance’ patch they announced over a month ago… and it still isn’t here.
Quite frankly, I’m sick of it. I’m sick of hearing about what they want to do and what great ideas they have 6+ months from now.
I’d like ArenaNet to fix something NOW. Not two months from now. Not a year from now, but NOW.
There are so many things in PvP that are broken that need to be fixed: Healing Signet, Double/Triple profession stacks, rank 1 players in queue, player matching, 8v8 hot join defaults, etc.
I’d like to see a measure of good faith by ArenaNet by having them take the initiative and fix something immediately. Show the player base they can make good changes in a timely fashion.
Am I upset? Yes, and you should be too! This game could be great. It could have excellent PvP. However, it doesn’t, and the main reason why it doesn’t is mismanagement.
ArenaNet cannot seem to get out of their own way and make a code change that doesn’t take less than 2 months. 2 months! I’ve seen other MMO’s capable of pushing out quality fixes and changes in days or weeks – and I’ve seen them do it many times over.
Let’s put 2 months into perspective: my father-in-law had open heart surgery with cardiac repair and was fully recovered in less than two months.
If surgeons can take someone apart and put them together with a full recovery in less than two months, I think ArenaNet can push out a small code change.
I know several people would like an option to wait forever for a good match, but I think it would be best to design the system around the more typical use case. If there is still a need for it then we can certainly revisit the topic.
Then why not just put a slider in the queue menu, with a recommended setting? Then users can adjust on the fly to suit their tastes:
(quick+dirty <————x————> long+well-suited)
Way to go, Jon…making me look bad!
Aww, don’t be such a grouch! Oh wait…
As for the new heals, I’m sure this will be good for some classes, but on my thief, I feel like I already have some of the best heals in the game. It’s going to be tough to add something that will appeal to me more than Withdraw or Hide in Shadows.
P.s. I’d rather see more Elites added than either heals or utilities.
Oh the new thief heal is going to mix some things up for sure!!!
Did you give them the Warrior’s Healing Signet?
On the whole I don’t see this as a problem. However, I do see it as a problem iff a spec is a hard counter to an entire profession, regardless of build.
If there needs to be a subforum on skill balance, then it’s time we all uninstall the game.
i speak for myself since i am a casual sPvP player and only plays in anet’s official 8 vs 8 hotjoin servers. nowadays in sPvP, i only play my warrior and he is far from godlike or cannot be defeated. he is harder to kill, yes, but not impossible. he still dies every now and then. so, based on this fact alone, my take is that, healing signet is not overpowered.
in short, healing signet is not overpowered because when a casual player uses it, they are not godlike, and still can be defeated.
Are you serious?
yes, i am serious.
i speak for myself, as a casual sPvP player, who enjoys using warrior in anet’s public 8 vs 8 hotjoin servers, and in WvW.
come, lets hear your counter argument.
That’s a completely invalid argument. You’re saying that it’s balanced for bad players. The argument is so poor I will find it difficult to ever take your posts seriously.
gg
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
You time your interrupts for things like stopping a stomp or a heal. If you spec for Mantra of Distraction, you typically try to time your interrupts.
I disagree on your last comment. Counterplay to interrupts is proactive, not reactive. Stability, quickness, stealth, interrupts/stuns/knockbacks/etc are the proactve counterplay to interrupts.
Another I have seen that I really like:
Passive:
Gain X health per second (maybe 300)
Gain an additional Y health per second (Maybe 100) when within 450 range of an enemy
Active:
Heal YourselfStill very warrior-like as it allows you to “stick in the fray” but lessens your ability to just run away, get back all your health so quick, and come back.
What happens in a fight against a ranged enemy? No heal?
:/
Range limit is an horrible and trolling idea, just stay over “x” range to disable warrior heal :/
Use your ranged weapon. Last time I checked control points werent 1200m in diameter.
Healing Signet is most definitely not fine. The people who truly believe this are the ones who are using it as a crutch: there is no gameplay to it, there is no counterplay to it and it allows warriors to mindlessly tank damage without consideration to skillful gameplay.
Quite simply, the Healing Signet is PvP for dummies.There is a counterplay.
High DPS and High pressure. The warrior has to actively fight to survive.
You will say, Endure pain. Then use condis. You say Berserker stance, then use CC. You say stability. Then you win. He activated all his defensive skills. Kite him for 8 seconds and you win. He has zero protection to save himself. If you play any other profession, you probably have mobility to escape the Hambow.
After the 8 seconds, Everyone focuses the warrior and the warrior becomes helpless. The warrior becomes a punching bag and will eventually die.
I have zero problems with killing warriors and the only time I feel invincible when playing Warrior is when weaker players are trying to brute force against me. The more skillful players keep their distance until they know all my defenses are down to instagib me. The more skillful players dodge every key attack as I helplessly attempt to fight back.
Maybe, I am just wasting my time. Maybe this thread is a L2P issue. Maybe, you don’t want to learn how to kill these OP warriors. You probably want to mindlessly kill warriors with no effort.
You’re joking right? The counterplay is more damage? So then just buFf the signet to 1000hp/sec. Right? Just coUnterplay it by doing more damage?
That’s honestly one of the stupidest arguments I’ve heard to date. I think you are right this thread is a L2P issue, but it’s in part by posts like this.
Do more damage to Counter healing signet? Endure Pain? Oh, then do condi damage! Oh, berserKer stance? Then do burst damage!
So let’s see now. All YOU need to do is 500+dps damage out out-damage the healing signet, and be able to do 500+dps condi damage for when the warrior pops Berserker stance…. oh let’s not forget that the warrior is also doing 500+dps. So, assuming you have the same HP pools, you need to be doing 800+dps direct damage to actually kill him before he kills you, and 800+dps condition damage.
Yes, let me pull out that awesome 30/30/30/30/30 spec so I can counter that warrior’s healing signet.
I hopped on a warrior for the first time in PVP the other day and ROFLstomped players. The signet is a total joke and can turn any chump into a killing machine. I’m pretty sure my 3 year old could wreck everyone with these broken specs.
OK guys, you win. Keep your Healing Signet and call it balanced. All this QQ trying to defend the healing signet reminds of me World of Roguecraft.
Bad skills create bad gameplay. Bad gameplay and the people that defend it are the prime reason this game’s PvP will never go anywhere.
I’m done feeding the trolls.
(edited by Thedenofsin.7340)
Given that it can be dodged and killed and poisoned/blinded/etc, it should be more powerful than Healing Signet.
I think it should give Necromancers at least 500hp/sec healing.
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.
Healing Signet is most definitely not fine. The people who truly believe this are the ones who are using it as a crutch: there is no gameplay to it, there is no counterplay to it and it allows warriors to mindlessly tank damage without consideration to skillful gameplay.
Quite simply, the Healing Signet is PvP for dummies.