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Thanks for the comms, Gaile, we definitely appreciate it. Any update on when Season 3 starts? We’re all dying to know.
Next week.
Fantastic, thank you for the comms
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I already disagree on the first sentence. Yes there is much work to do to bring back diversity. But if the route is elite + 2 core being more powerful then it´s acceptable and also easier to balance then keeping all trait lines an combinations at the same level. Not to mention the selling point of expansions. What would be very bad if power creep continues. The game needs to settle at a level for elite or we can never reach diversity and balance all 9 classes or at least come close to this.
Not trying to sound rude, but how is one build per class acceptable? There are the elite trait lines, which you need to be viable, and then there are trait lines that you need in the class, otherwise you won’t work at all.
For example, I play thief. The mandatory lines are Trickery, Deadly arts, and Daredevil. In most cases (unless you have a really odd build), you need these to play properly. So that locks me into those three trait lines. It is like not taking alchemy for scrapper, or beastmastery for druid. That isn’t really build diversity when you are locked in to most of your choices already.
I agree that diversity is on the floor. But this does not mean that base classes must be on the same level as elite.
As long as base classes aren’t on the same level as elite, then build diversity is completely thrown out of the window, and making one trait line mandatory is only giving the player 2 other trait lines to use (as opposed to 3).
In addition, if the core specs aren’t on the same level as elite, then why would those without the xpac stick around? That is completely unhealthy for the life of pvp, and putting them on the same level would go a long way towards making it more enjoyable for new players.
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Dragonhunter:
-Reduce the amount of time spear of justice is tethered to an enemy, but increase the burn damage
-Reduce the amount of time shield of courage is active
-Longbow is fine
-Reduce damage on Test of Faith
You did absolutely nothing for Guardian other than nerfed them… we’re already borderline useless in progames. Can’t take this thread seriously now…
Most of the things I listed were nerfs, which is necessary unless you want to buff everything else. Of course, that would lead to more power creep.
Several of my friends are Dragonhunter / guardian mains and they say that they take the elite spec just because the virtues are that much better. As long as they dramatically outshine the base virtues, then the dragonhunter line will still be considered mandatory.
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I already disagree on the first sentence. Yes there is much work to do to bring back diversity. But if the route is elite + 2 core being more powerful then it´s acceptable and also easier to balance then keeping all trait lines an combinations at the same level. Not to mention the selling point of expansions. What would be very bad if power creep continues. The game needs to settle at a level for elite or we can never reach diversity and balance all 9 classes or at least come close to this.
Not trying to sound rude, but how is one build per class acceptable? There are the elite trait lines, which you need to be viable, and then there are trait lines that you need in the class, otherwise you won’t work at all.
For example, I play thief. The mandatory lines are Trickery, Deadly arts, and Daredevil. In most cases (unless you have a really odd build), you need these to play properly. So that locks me into those three trait lines. It is like not taking alchemy for scrapper, or beastmastery for druid. That isn’t really build diversity when you are locked in to most of your choices already.
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Your suggested Druid nerfs are horrible. Do not target the healing, it is needed elsewhere in the game(raids…) but instead target the pets and the general utility of the class. Smokescale and Bristleback are both very overtuned.
Be honest, would you run something other than druid if you knew the trait line provided a ton more healing than the core spec? I know I wouldn’t, there just isn’t another trait line that provides that same amount of utility.
If you wouldn’t target healing, what else does druid have (that would be nerfed) to make a core spec viable again?
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Really bad changes the Druid nerf is pretty horrible also dragon hunter is bad as core already
Go into more depth on how druid changes are horrible. The problem is that every druid can heal up to full through celestial avatar, while core ranger lacks the ability. Keeping that same capability will still make the traitline mandatory and prevent build diversity. Also staff auto does the same amount of damage with a heal, and can’t be reflected back at the user like other ranged options ranger has. That is too much utility for an auto.
As for guardian, I think the ability to block EVERYTHING in front of it for 5 seconds is a lot stronger than blocking one attack with virtue of courage. That alone makes dh stronger than the core spec (there are ways around that argument, but for the average player, the pick is obvious). The utility that spear of justice also has way more utility than a stronger burn (compared to virtue of justice). Which would you rather have? A stronger one-time burn skill or a skill that pulls / burns periodically (so they can’t cleanse it).
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I didn’t say mm was a meta build, but “Rise!” is a strong skill just from the 50% damage reduction. I guess in order to get the extra perks from having minions, they are having to sacrifice a trait line for one utility. So we can cross out the part about them not contributing to minion traits, but I will stand by my comment about the damage reduction.
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(edited by Topher.5631)
As the title suggests, core specs MUST stand on the same playing field as elite specs. It is absolutely essential for the health of the game, and it needs to be done ASAP. Starting on lights and going to heavies:
Reaper:
-The damage reduction from “Rise!” needs to be reduced from 50% to 20% (at the absolute most)
-The cooldown on “Your soul is mine!” needs to be increased (Traited it is on a 18s cd, and not traited it is on a 20s cd)
-Greatsword is fine.
Chronomancer:
-Shield 4 should block ONCE and create ONE phantasm, especially since the phantasm created applies quickness and slow.
-Illusionary reversion should have an ICD, as well as Chronophantasma
-Gravity well needs a longer cooldown, from 90s to maybe 120s
-Revert the moa nerf, and make Continuum split not interactable with the elite skills
Tempest:
-Reduce the healing from applying auras
-Reduce healing from water overload
-Reduce damage from air overload
-Increase recharge on “Rebound!”, “Feel the burn!” and “Flash Freeze!”
-Increase damage on all weapon skills
Scrapper:
-Remove the reflect on Hammer 2
-Remove evade on hammer 3
-Slightly reduce damage on hammer skills
-Increase the cd of blast gyro from 15s to 30s (cc on a 15s cd is a bit out of hand)
-Increase the ICD on Function gyro from 20s to 30s
Druid:
-Reduce the daze time from Glyph of Equality to 1 second
-Reduce the amount of healing in Celestial avatar
-Reduce healing or damage on staff auto
-Reduce healing on Ancestral Grace
-Reduce healing on Astral Wisp
Daredevil:
-Reduce damage on vault
-Reduce damage on Weakening Charge
-Reduce damage on bound (damage dodge)
-Reduce condi duration on Impaling lotus (condi dodge)
-Put an ICD on removing condis for Unhindered combatant
-Increase the cd on bandit’s defense
Berserker:
-Increase the cd on headbutt from 20s to 30s
-Reduce damage / condi damage from all berserker burst skills
Dragonhunter:
-Reduce the amount of time spear of justice is tethered to an enemy, but increase the burn damage
-Reduce the amount of time shield of courage is active
-Longbow is fine
-Reduce damage on Test of Faith
-Herald
-*I am not familiar enough with the class, and there are issues across the board, I can’t even try to make suggestions for this one.
These changes would help increase build diversity, and ultimately fun. Please note that players play for fun.
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(edited by Topher.5631)
I think build diversity is definitely one of the top things on Anet’s to-do list. Seeing a mesmer and knowing his build down to the letter (and that they just copied-pasted it from a website) is not fun.
I am a thief main who runs d/p. I would LOVE to run s/d, but s/d has a lot less power and a lot less utility (d/p has a poison / endurance regen on auto, as well as higher base damage and a faster attack speed).
I really hope they bring back builds that are actually fun to play, rather than having a total of 5 viable builds in the game
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Hey guys, this is my mesmer Melody
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This is what I used to use pre-HoT, and it worked stupid well. I could 1v2 in pvp with it, and I literally never died in pve.
http://gw2skills.net/editor/?vRAQRBHbhG2IDN0Ujd1gbNwejDchC2mBwBMLimYJk5wOcDA-TJhGABB8EA4Y/BAOJALXGAA
It doesn’t work as well in pvp / wvw anymore because of powercreep, but as a minion mancer, your job is to keep your minions alive and stack vulnerability with more damage. So while you are in combat, you use axe/focus. Then when you get them low, lock them down with dagger 3 and warhorn 4 so they can’t heal / kite minions. Be cautious, in any pvp game mode, too much of something will be deadly against this build. (Too much condi will melt, too much cc will hurt).
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Pretty helpful video. Good editing. Here are some things that I use for my d/p set that I think is super useful.
1) Throw down smoke field with pistol 5, then blast it with blinding powder or Shortbow
2. This is really useful when pushing far on maps like forest, or stealthing a downed ally
so you can go in for the res.
2) If you are being chased, use the pistol 5 Heartseeker combo to stealth, then run back
the way you came. This throws the enemy off and usually results in a free getaway
3) Do NOT use steal at the beginning of a fight. It has too much utility during combat.
You use it to restore endurance (if you are running Daredevil). This can’t be done if
your endurance is full at the beginning of combat. It also heals you, which, again,
won’t help at the beginning of combat. It applies poison to reduce healing, and also
can interrupt an important cast.
4) Time steal after a dodge or invuln. Don’t waste it.
5) Know when you are about to lose. Don’t die for no reason. If you stealth up while
appearing to run away (and get a heal off maybe) then you can steal + backstab the
target if they are low. Don’t try that if you can’t guarantee the kill.
6) Know the Shadowstep locations. Nothing more irritating than a “No valid path”
argument when your life depends on a valid path.
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I was just wondering the same thing. Recently had a ranger on my team double capping and just pew pewing people. Of course this could just be his way of playing the game, but not something I would expect to see at my mmr level.
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I can vouch for this guy. He is an awesome thief, has great determination to get better, and he even beat Caed in a couple of duels. Definitely someone you want on your team
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Looks like someone just lost to a warrior haha. But honestly, if that is a case then you just need to learn to counter the class. *cough ranging them
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The new builds are kinda fun, but the ones before HoT were much more fun imo.
For example, I know bunker guard was something that people had a lot of fun with, and put a lot of time into perfecting. The buff to shouts might have been a shot at bringing the build back, but it really wasn’t enough, with tempest doing the same thing except it was an on-demand heal. Maybe we could try to bring back the build by getting rid of some of the support from tempest, the heals are just so much better than what guard provides.
Speaking of which..
I know a lot of players are a bit sour about d/d ele, but I have heard from quite a few people that they don’t enjoy the support role that came along with tempest, and that they would like to do some damage every once in a while (skilled players know how, but for the average player, I think a 1v1 would be too time consuming). Another thing barring this one from making a comeback is, once again, the utility offered by tempest. Please note that this isn’t a tempest qq thread.
Another build I know a lot of people had fun with (myself included) was s/d acro thief. It has the potential to be a lot more rewarding than d/p (based on how skilled you are with it), and I can’t think of a reason to not bring this one back.
Other builds that I would love to see again include rifle engi, power mes and power necro, but I don’t know those builds well enough to provide useful input.
Any other builds you guys had fun with / would like to see make a come back?
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First off, it does have reasonable counterplay (in the form of telegraph), you just have to be a good enough of a player to catch the animation.
Secondly, and more on topic, the biggest nerf to the chrono moa is to nerf CS. This would effectively increase the cooldown of the moa form. If you nerfed the Signet of Humility itself, you would be harming core mesmer. This is the most reasonable suggestion I could come up with.
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I like the new skyhammer changes. It encourages map awareness and awards coordination. The full decap function makes bunker builds less useful, making for more interesting fights. As far as “It doesn’t change the game goes”, I have lost a couple here and there because we owned all 3 points, enemy got hammer, and made a push back into the map because we were trying to recap all 3. That makes for good games. So, yes, I like the new skyhammer over the old one.
Spirit watch I also like because the older version allowed the orb to be spammable, which made for a really unfun mechanic (which is why it wasn’t chosen as much and people always got mad at that one guy who picked it). I actually don’t mind as much when I see spirit watch in the possible maps.
Legacy is also better because it prevents the losing team from using a “Get out of Jail free” card with the lord rush. Everyone who has been around for a while knows that it isn’t a “gg” when one team wins with a lord kill. This has reduced the possibility of that happening.
Overall well done on the changes
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You want F3 to be the new F2?
Not necessarily, but Guard needs more help in the survivability apartment. After they get the burst off, there isn’t much they can do except range / kite until it comes back up. Mesmer has the same mechanic, but far better kiting skills. Guard… Guard can’t kite as well. So therefore it needs something to help it live longer. Not necessarily the F3, but something needs to get better before it will be on-par with most of the current classes.
And since the “Nerf Everything” patch didn’t happen (unfortunately), the only other thing that can help it is a nerf to everything else.
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While the class 9 out of 10 times counters mine, it isn’t good for the health of the game if a class isn’t playable. Sure, I ran on to point and got one-shot by traps. Sure, I got hit by the TS + JI combo. Fine. But 20 percent nerf? That is way too much, especially on a highly telegraphed skill that renders the user immobile. Meanwhile we have rev over here spouting garbage with sword two every 5 seconds on little to no telegraph….
Anyways, the problem with dh is that it doesn’t have any utility. It is basically a one trick pony that has an easy counter. I don’t know much about the Guardian, and I can only suggest things to improve before leagues come out.
Give this a go Anet:
-Introduce a trait (maybe one that is taken on Dragonhunter by default) that causes
traps to provide some defensive bonus (vigor or regen, or maybe remove a condi)
-Allow Shield of Courage to heal a little bit on the Guard and nearby allies. This would give it more team fight ability (Just a reminder, the purpose of a “Guardian” is to support, though it seems that has been forgotten).
-Let puncture shot heal nearby allies if it hits a second target (That way it isn’t as consistent as something like druid staff auto, for example).
I know there are some other things that could be included, or that some of my points may introduce new issues, but something needs to happen. I would really hate to see another season where a class isn’t usable. Please, if you have any suggestions or want to correct one of mine, feel free to include those.
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Definitely agree here, I was 1 win away and I got paired with 2 thieves. I asked for one of them to switch, and they both just ignored me. Throughout the match they were playing horribly. One got downed in a 1v1 then teleported off point. He got bled out and they got the cap. Just silly stuff like that. When the match ends I see they are both legendary…
Just random stuff like this whenever you get to the end of diamond.
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I agree with almost all the points, and definitely good point about druid.
The main issue I see with the proposed changes is that we are reducing the power creep (less damage from classes) but tempest is left untouched, and they would just heal everyone up to full constantly since there isnt a lot of damage output. That could easily remake the game into a replay of s1 since no one would die.
__________________________________________________________________
I think anet should actually tone down the guardian f3 a bit, that one is basically a minor invuln, and try to remake bunker guard. They could do this by buffing things like Altruistic healing or giving staff auto a small self-heal.
It would also provide an alternative to bunker tempest, and who doesn’t like more options?
It was something a lot of people liked playing back in the day and I think it would be a step in the right direction to revamp it.
__________________________________________________________________
On the note of the scrapper…
Rifle / pistol / shield should be made viable again, I won’t argue there. But every hammer “skill” has defensive value attached, save auto. That doesn’t promote skilled play. I actually played scrapper once, and it was way easier to play than necro.
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And we even had a war on our team
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I think backstab won’t reveal and it now applies 3 seconds of stealth
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Thank you for posting this, but next time you should post it maybe a day before. I would have loved to play one but I didn’t know about it until today XD
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This! I don’t want to be forced to play a single line so I can be effective, and I miss all of the fun builds that existed before HoT. Builds that offered risk v reward.
You know that off period between seasons? Get a couple diamonds / legendary players to test things out before you buff / nerf anything! That will ensure community satisfaction and (hopefully) make the game fun again, which is the point when you get down to the bottom of it
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Honestly, I would be happy with a cool down reduction to all skills (not weapon) by 20%ish. Every other profession can be in your face and survive mostly everything via a mix of weapon and other skills, while the warrior can’t.
I rarely play war, so I don’t know how effective that would be, but if that were to happen then war skills would just be more spammy like any other class, so I don’t feel like that would be the right option
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The biggest buff to warrior would be to nerf all other classes to be in line with warrior. Some classes just fill the same role as warriors but with so much more utility (looking at you rev mains)
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Balance every month would probbaly not even be doable if they wanted to. remember there’s manpower and dev time to be used over this kind of stuff.
it’s also very easy when balancing too often to overreact to stuff and nerf / buff where you didn’t need to.
I think 3 months is really the perfect spot. But those patches just need to be meaningfull enough.
Well that is my personal issue with this whole thing. Does it really take 3 months to move numbers around? I don’t think that it does, and if they do have a whole team dedicated to balance (like they say they do), I don’t think they should have 1 day of work every 3 months
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Like the title says, would you rather have patches once every 3 months or would you rather have mid season?
The main argument I see against having them mid-season is “Well that would shake up the meta too much” or something along those lines. Honestly, I would prefer it if there were patches more frequent than 3 months apart, even if it disrupts the season.
Would anyone be against that, and if so why?
If possible, can someone from the pvp team give a reason against it?
I think it is an important issue that would make the game far more enjoyable depending on how frequent we get the game balanced out.
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tbh I don’t mid a warrior on my team in unranked. As a thief main I can relate to the qq it generates from playing such a class.
I think the reason people don’t like war as much is because it has very little team support. The lockdown you mentioned is great, but only single-target. So it should be good in a 1v1.
In theory
Mes can moa twice for 20s total, rev has so many more defensive mechanics, engi has a defensive move on every hammer skill….
I will agree a good war has an even chance at countering one of these in a 1v1
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I think they were hinting about it jokingly in their april fool’s balance patch. “Necro auto will apply fear” Sounds like a scepter reversion, and the “Portal recharge removed” sounds like a port nerf.
I dunno tbh. Just a possibility
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I think I get what you are trying to say. Personally, I enjoy the current conquest mode. It involves personal skill (knowing your build and your opponent’s) and knowing where to be and how to act. So closest option would be both things in number two
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I definitely agree. There are, what? 6 usable classes (everything except dh / thief / war) in competitive pvp? Sure, each class if played really well can be an asset, but the meta classes are outshining them on a much easier learning curve.
To be honest, I would like to see the old trait system come back, even if the stats aren’t a part of it.
There was so much more a person could do and be halfway okay with it. I came up with a junk condi survival ranger build and it worked really well. When I won a 1v1, people were shocked that a build that far off the meta beat their meta build in a fair fight.
It also rewarded the trait investment for grandmaster traits instead of automatically having them for whatever trait line you choose. Right now the only place where you might not have them on a trait line is in pve (where you haven’t unlocked it yet). Only having 3 options per tier is not healthy for the fun of a game.
To solve the problem of elite specs, you would have to invest 6 points in the trait line in order to get the benefit. For example, daredevil wouldn’t get 3 dodges or staff until they had invested all 6 points needed. They would just have 2 dodges unless the trait line is filled out, and wouldn’t be able to use staff
I hope that ANET would re-instate the old trait system, even if it excluded the stat portion of it. I feel it would be a step in the right direction.
Would anyone be for / against it?
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(edited by Topher.5631)
Anet I love how you guys phrased these patch notes!
Esp. the warrior bug, well done. I was laughing so hard for like a minute straight XD
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Dang it, it is in Tribulation mode
Took me 4 hours to do zone one lol
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I’ve beaten king toad 3 times (and played through each zone each time) and I didnt get the scholar achievement at all. It isn’t even showing that I completed the zone
Is this happening to anyone else?
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So SAB is back ! Yay!
But the festivities end april 19th
Does that mean SAB is going as well on the 19th? If it does go on the 19th, why?
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Guys I have played a couple games with this guy, and he plays really well on ele (probably one of the better ones I have met). Like he said, he is really good at support and his rotations are spot – on. Definitely give him a shot if you need to fill a spot on your roster
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Hey man, at least you had a good time laughing out loud the whole time
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So basically I am trying to go for “Gods walking among mere mortals” in gw1. I am willing to help people get through lower level missions if they are interested in the idea. Right now I play a Level 14 necro / ranger, going through the Eye of the North campaign. Any help / guidance would be great
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In gw1, we had Primordus who was the major player. He had this image of a deity that we couldn’t ever contact and could never hope to beat. The best we could do is destroy one of his “generals”, so to speak. And even doing that took an entire race to sacrifice itself.
Flash forward to Zhaitan. We were handed this amazing story where we tried desperately to stop him from destroying the world. It worked really well. Really well up until we facerolled him in Arah with the cannons. We had finally managed to take down the lord of death with a cannon. Personally… I found it dissatisfying. I wanted something more like a series of missions fighting him alone. I feel that would be more on-par with what the players expected rather than an hour-long dungeon. And we didn’t have the same amount of sacrifice that the dwarves had in gw1.
Now we just beat Mordy. He also was made out to be a god. A being that was as large as the jungle itself and lived in every corner. We hacked and slashed our way through the jungle trying to recover our allies and save our new ones. We try to race against time as Mordy and his army enslave Trahearne Logan and Zojja, and we barely make it.
In the end, all we had to do was … go into Trahearne’s mind and destroy the dragon? What? As a pvp player who only plays pve for the story, I found this severely disappointing. I wanted something alot more action – packed, something worthy of fighting that massive dragon. And all that happened is we lost Trahearne, a character we (not me at least) never grew attached to.
So I guess the point of the post is….. do we really want another dragon to fight? If we do, do we want it to be on a scale that is deserving of the story created? Please, provide input. I would hate to see another story ending the way HoT did
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Rev is a class that looks good on paper. A heal when you get hit? Sure. A move that breaks stun removes movement impairing condis and gives you a dodge? Why not? The problem is that Rev hits hard and can stay alive for quite some time. They have a lot of defensive skills. Sword 3, Shield 4 and 5, Staff 3-5, as well as Glint 6 and Riposting shadows. That is far too many for a class that hits like a bruiser.
Another flaw is that rev is a good class. So good that it completely knocks two other classes out of the meta (warrior and thief).
Those are just a few of the issues I can think off the top of my head, sure there are plenty more.
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Thank you, everyone, for your continued input! I just wanted to pop in real quick and let you know that I have read through every single post in this thread (in addition to reading many, many other threads across the PvP forums, of course) and that the team is aware of and very appreciative of all of your constructive feedback.
Keep it comin’!
EDIT: Poor grammar :P
ANET! This is the kind of communication the player base is talking about! Even if you don’t have anything like “Well we can’t do this because” the acknowledgement that you read the posts and took them into consideration is a step in the right direction! Thank you Erik!
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For those of you who didn’t finish reading because it is a bit jumbled up
Add build diversity, maps, remove passives, less cc, better mm, more frequent balance patches, and separation of game modes.
Some pretty good points here, but the likelihood of anet ever getting to it is pretty low though
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Hey guys! So we got all of our members for the team, and I apologize those of you that didn’t contact me in time. If you are one of those players, here is a link to a similar post:
They pretty much have the same requirements / goals that I posted, give them a shout if you wanted to try out. Best of luck !
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That would be okay, but it would cause the profession that you que with to be locked in after you click the ranked button. We wouldn’t be able to switch in game and that, I think, would take a fair chunk out of counterplay.
For example, if you have a team of 5 dragonhunters and they have 5 necros (however unlikely the rng might be), if I were on the dragonhunter team, I would probably just /sit in the home base, it would be obvious who would win. Now if 2 or 3 of the guards changed to ele, for example, it would make the game more interesting because eles keep the necros in check. If we were to implement your idea, then this whole aspect of the game would just be shaved off.
I do agree though, if you are trying out a new profession / build then you should stick to ranked for a bit.
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Bump, So we are now a four-man guild with the team comp of Rev, Dragonhunter, Ele, and a necro (or engi). We are currently looking for a dedicated engineer or necro to fill the fifth spot and meets the requirements above as well. Thanks guys and I will see you in-game
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So I also posted this on the community lfg forum, but only crazy people check that :P
Hey guys. I am currently part of a two-man team that consists of a dragonhunter and a thief / ele. The both of us have developed synergy, know how the other plays, and we have seen remarkable improvement between the two of us, despite only being a team for two weeks. When the season started, I will admit, we began thinking that we would never make it out of sapphire. We kept going, we counted on each other, and, as of yesterday, we are both now diamond.
We are currently looking for a few more players who are committed to the idea that, with enough practice, we WILL reach the top. The requirements are as follows:
-Rank 80 pvp players, just for verification you know how to play and have spent some time in pvp
-Know their class well enough to play effectively in a 1v1, or at least contest a point long enough for help to arrive
-Able to use teamspeak to communicate, or some other third party voip program.
-Easy to get along with. We can’t stand players that say “You’re bad noob go back to pve”, or something along those lines. We do, however, accept and welcome constructive criticism. Things along the lines of “Well something that you should try out is ….” is the preferred way to say things. Rudeness will not be welcome.
-Players who know that they aren’t pvp gods. This means you are willing to improve and know the areas that you can improve in.
-Are committed to building a team and sticking with it, even if we have to lose a couple to get where we want to be
-Most importantly, willing to accept a loss, as long as a lesson is learned from it.
We are usually active most nights from 8pm – 2 am cst.
If you are interested, contact Topher.5631 (me). No tryout is necessary, but we will probably just play a few unranked games to see if we work well together.
Looking for a team? Start here! https://www.reddit.com/r/GuildWars2PvPTeams/