Showing Posts For Trigr.6481:

How To Nerf Bunker Mesmer

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Posted by: Trigr.6481

Trigr.6481

Alacrity strippable/corruptable like any other boon.

That’s actually a really good idea. And make it to where the corrupted version of alacrity would be chill, it would the perfect counterplay to the mechanic. I’ll edit my initial post to reflect this.

Countless

How To Nerf Bunker Mesmer

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Posted by: Trigr.6481

Trigr.6481

The bunker mesmer needs a nerf and he will get one.

But this thread is a great reminder, that balancing is not easy:

5 – “You cannot capture buffs on temple or the orb on spirit watch while under the effects of blur”

You just made the mesmer completely useless trash tier. GJ.

My personal suggestion:

  • Remove Sentinel Amulet.
  • Nerf Durability Runes to only give +15% Boon Duration instead of +25%
  • Adjust the uptime of Alacrity, that you have to pick either Alacrity on shatter or Alacrity on wells.

Your logic is impeccable, I’ll make this simple for you.

Key – Bold text means sarcasm.

I never knew that the sole purpose of chronomancer was to cap buffs under the effects of blur, everything else is unimportant, my mistake. Also after reading your “personal suggestions”, I’m under the impression that you never even played the class before. because if you did you would know that alacrity on shatter, aka “flow of time” is a minor passive so you don’t even have to trait for it. Next time you make a “suggestion”, make it a useful one.

Countless

How To Nerf Bunker Mesmer

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Posted by: Trigr.6481

Trigr.6481

Problem is not the wells or anything you listed here. Problem is the Runes/Amulets which combined can make mesmers an insane bunker. Same goes for condi revenants and others just in a different way. A “Well” mesmer would not last too long if it didnt have absurd amounts of toughness/vitality.

I do respect you as a mesmer player but you are looking for flaws in the class/build rather than the general game issues of amulet/rune combinations.

You nerf bunker mesmer – you are going to deal with bunker eles/druids and the story will be all over again. While dealing with 2 mesmers is worse than dealing with 2 druids/eles atm, it wont be any better if theres no mesmer.

~ Niekas

This is only a video/thread concerning mesmer. It doesn’t necessarily mean that I don’t stand by the belief that almost every single elite spec is in it’s own right broken compared to its non elite specializations. I’m also assuming that arena net will nerf the other elite specs along with chrono with the upcoming patch. However imo what I listed is the best way to deal with nerfing chrono back to a respectable level.

Countless

How To Nerf Bunker Mesmer

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Posted by: Trigr.6481

Trigr.6481

With a solid nerf to alacrity you remove mesmer from any and all PvE meta as well as making it almost meaningless.

I think it’s pretty clear this is a “How to delete Mesmer from Most game modes”. Head over to the mesmer forum and there’s already a thread on this exact topic.

Personally I think changing blur on precog to distortion so it doesn’t count to point cap as well as tuning Rev so the DH and reaper counters come into play more will solve the bunker mesmer problem.

Simply nerfing alacrity is removing mesmer from the pve meta? Your statement is over exaggerated. Stacking alacrity the way it is now is childs play, if you believe that mesmers can’t be viable in pve, pvp, or otherwise without perma alacrity then you are doing something wrong my friend.

Countless

How To Nerf Bunker Mesmer

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Posted by: Trigr.6481

Trigr.6481

What about Bountiful Disillusionment’s stability?

With the solid nerf to alacrity you inadvertently nerf Bountiful Disillusionment without messing with the trait directly. Less alacrity means less shatters, less shatters means less stability uptime.

Countless

How To Nerf Bunker Mesmer

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Posted by: Trigr.6481

Trigr.6481

I felt kinda obligated to make a video coming up with reasonable nerfs for bunker mesmer as I was the first to pretty much bring it into light after the expansion. For those of you who would rather not watch the video ill list everything I discussed in the video below instead to spare you the time if you don’t have it.

And as I said in the video, the main strength with chronomancer is the over abundance of alacrity, so it will be the majority of suggested nerfs.

1 – Chaotic Dampening – Reduced the duration of protection from 5 seconds to 2 or 2 1/2 seconds.

Reasoning- the reason for this nerf is because there is a ethereal field on every utility well, not to mention with null field, time warp, feedback & chaos storm. It makes stacking absurd amounts of protection too easy with phase retreat and illusionary leap. Not to mention easier to transfer to your allies via illusionary Inspiration.

2 – All’s Well That Ends Well – Reduced the duration of Alacrity from 2 seconds to 1 second.

3 – Well Of Recall – The amount of alacrity has been reduced from 5 seconds to 2 seconds. The chill duration has been increased from 1 second to 3 seconds. Increase the damage, hard to say how much however. Which means well of recall will be 3 seconds traited if my specific changes go through with the trait All’s Well That Ends Well.

4 – Improved Alacrity – Decrease the duration from 50% to 25%

5 – “You cannot capture buffs on temple or the orb on spirit watch while under the effects of blur”

6 – Rune of durability – Increase the cd on the #4 from 20 seconds to 40 seconds. And remove the 125 vitality on the #6 completely.

Edited for suggestions 7

7- Make alacrity into a boon, therefore it can be stripped, stolen, and corrupted. Make the corrupted version chill.

Reasoning – This is a big one, and a reasonable one at that. If #7 were to simply go through, then I would honestly be against all of the suggestions I previously stated to nerfing alacrity to the extent I previously stated if this were to go into effect.

Let me know what you guys think. Addressing alacrity as a whole is the best way to balance out chrono while not unjustly nerfing other lines.

Countless

(edited by Trigr.6481)

My Opinion After Today's Pro League

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Posted by: Trigr.6481

Trigr.6481

No clue why they haven’t followed other pro league games and just lock class stacking… the very least, same classes with similiar specs.

Would have fixed double Ele comps back when Abjured abused it.
Will better this meta; Devs wouldn’t have to struggle so much with the balances.
Lastly, it would diversify things a little. 5 completely seperate classes/builds/amulets per team = a more balanced game.

Imo, Ez Pz were utilizing the worse comp imaginable, having builds with minimum condi cleanses against a condi comp team. Like to see a Necro, a good DH and an Ele against those 3 Revs.

I already tried, most of the responses are just vile anyways.

https://forum-en.gw2archive.eu/forum/game/pvp/Class-Stacking-Returns-To-Pro-League/first#post5832748

Countless

Is class swapping allowed?

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Posted by: Trigr.6481

Trigr.6481

Ostrich Eggs would know the answer to this question for sure.

Countless

Class Stacking Returns To Pro League

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Posted by: Trigr.6481

Trigr.6481

im fine with this if they ban bunker mesmer all together.

Good suggestion, this thread is going places.

Countless

Class Stacking Returns To Pro League

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Posted by: Trigr.6481

Trigr.6481

Why? Haven’t we learned from the past esl events? The 4 ele team beating tcg with virtually no practice. The esl admins and I’m sure arena net stepped into action and made the rule that you couldn’t have more than three of the same class. But did they simply forget about class stacking when pro league came around?

If I had it my way, it would be the following.

- You may class stack to a maximum of 2 on the one condition that you must have two trait lines different from one another.

With this rule I feel it would be fair because you can still class stack with the intention of playing a different roles with the same class. But the way it currently is now, this is a problem, esp with no balance patch prior. Without checks like this in place history will simply repeat itself with players stacking whatever profession is the strongest. Also note I’m trying not to name classes specifically to steer clear of any negative comments I might get from attempting to call something op. But all in all it doesn’t equate to anything remotely fun to watch, or anything balanced when it comes to a team composition. And gives the impression to anyone watching that the balance is indeed terrible if teams would only choose 2 professions to make up their entire team out of all the choices they have available.

Countless

(edited by Trigr.6481)

A Message from the PvP Team

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Posted by: Trigr.6481

Trigr.6481

Or you could, you know….. make guild’s and pvp teams two different things entirely so you wouldn’t run into this type of problem. So for example if you are on more than 1 team not guild, the progress you make on that team would not carry over if you were to join a different team.

Not only would this work, but it would actually have some type of incentive to stick it out with the team your with.

Countless

Weapons And Elite Specs

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Posted by: Trigr.6481

Trigr.6481

What are you planning again, Countless? lol… I am very worried about your suggestion; I am pretty sure you have this pure evil build planned out…

Hyped for Core Elementalist with warhorn…Not!

But the idea is clearly valuable to help core profession.

Well it can’t get any worse than cancer mesmer, or my bunker mesmer But yeah it’s just to promote more build diversity.

Countless

Weapons And Elite Specs

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Posted by: Trigr.6481

Trigr.6481

I don’t use staff on my daredevil, hammer on my scrapper, or gs on my reaper. I get what you are saying but…I take the line for the traits at this point (though my chrono needs it less and less…)

It seems I wasn’t clear with my first statement. Your trait lines shouldn’t determine whether or not you have access to a certain weapon.

Countless

Weapons And Elite Specs

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Posted by: Trigr.6481

Trigr.6481

No specialization should unlock a specific weapon set

There is no reason for this. Using mesmer as a example, look at what the following trait lines offer you in terms of improving your weapons but yet the traitline doesn’t force you to choose it to equip the designated weapons themselves. Granted they may not be the best choices, but the options are still there, going into balance is another story I will not cover in this thread.

Domination – Imagined Burden – Greatsword
Inspiration – Wardens Feedback – Off Hand Focus
Dueling – Duelist’s Discipline – Off Hand Pistol
Illusions – The Pledge – Off Hand Torch

The whole point is that there are some specs that use lets say domination for example that don’t use greatsword, or some builds that use inspiration that don’t use focus. Obviously it’s intended by design that you might want to use those specific weapons because hopefully they are there for a reason, that being said why the change with the elite specs? There isn’t one logical reason I can think of to tie a weapon down with a trait line other than to sell copies. Sure you might sell at the start, but in my opinion if this kind of mentality happens further down the line to limit weapon choices to a traitline you will forever pigeon hold builds into 1 or 2 choices no matter how many options you have to choose from.

TLDR: Your trait lines shouldn’t determine whether or not you have access to a certain weapon.

Countless

(edited by Trigr.6481)

SLOW ON AUTOOOOOOOOOOOOOOOOO

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Posted by: Trigr.6481

Trigr.6481

No words I have

Suggestion: Platinum Skin

in Elementalist

Posted by: Trigr.6481

Trigr.6481

I’m just going to copy and paste what I said in a previous thread, because it’s still a good fix to the broken mechanic.

Solution: Diamond skin – Reduces the duration of all incoming conditions by 40%

That way you could take runes of the hoelbrak with it and have 60% reduced incoming condition duration, which is a good trade off and balanced imo as opposed to the hard counter it is now. No single trait should grant immunity to one side of the damage spectrum based off your health percentage. Overall reduced incoming condition duration is the right solution, and a balanced one.

Countless

Can we get some functioning amulets?

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Posted by: Trigr.6481

Trigr.6481

I also made a thread suggesting changes to a few amulets listed below, didn’t get much traction though.

https://forum-en.gw2archive.eu/forum/game/pvp/Concerning-The-Viper-Sinister-Amulets/first#post5645861

Good luck with yours.

Countless

Dragonhunter Invisible CC Ring

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Posted by: Trigr.6481

Trigr.6481

This is just as game changing as dodge while immob and mid air immob imo. This really needs to be addressed and fixed.

Countless

Diamond SKILL

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Posted by: Trigr.6481

Trigr.6481

The fact that the majority of this thread defend what’s categorized as a hard counter is beyond me.

Solution: Diamond skin – Reduces all incoming conditions by 75%

/Thread

Countless

It’s a hard counter to builds that only use conditions and that can’t do enough direct damage to get through a bunker top 10%.

Your solution is vague. 75% always? 75% when above 90%? 75% of total duration of condi or damage of condi? Or condi duration/dmg is cut down to 25% of its normal effectiveness?

And people who sign their posts like their name isn’t in their sig or right next to their post look dumb. Please be specific and stop looking dumb.

Condition duration.

Countless

Diamond SKILL

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Posted by: Trigr.6481

Trigr.6481

The fact that the majority of this thread defend what’s categorized as a hard counter is beyond me.

Solution: Diamond skin – Reduces the duration of all incoming conditions by 40%

That way you could take runes of the hoelbrak with it and have 60% reduced incoming condition duration, which is a good trade off and balanced imo as opposed to the hard counter it is now.

/Thread

Countless

(edited by Trigr.6481)

Queuing Outside of HotM

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Posted by: Trigr.6481

Trigr.6481

This thread is currently the most viewed on the front page at the time of me posting this, and still no response, I wonder why…. There is no reason not to implement this. It’s also borderline insulting for a dev to say they don’t want players waiting to have fun, but yet the spvp community has been dealing with this crap for the longest time. It’s almost like they’re completely unaware of the situation since the pvp community is the small minority compared to the population of the rest of the game.

Countless

please adjust stomping

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Posted by: Trigr.6481

Trigr.6481

+1 I logged in just to comment on this. This needs addressed and fixed, and quickly. If they don’t take care of this before the big tournie then it will be quite entertaining, and not in a good way.

Countless

Did Courtyard get removed?

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Posted by: Trigr.6481

Trigr.6481

Ya they removed it but left the kittening kittenstain known as Skyhammer

A Bunker Thief named Glaphe..

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Posted by: Trigr.6481

Trigr.6481

Remember everyone, guild wars 2 is said by the devs to have the friendliest community.

Countless

Bunker Guard is Dead

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Posted by: Trigr.6481

Trigr.6481

Well on the bright side bunker mesmer is now a thing Also I’m kinda disappointed that nobody responded to my post on the first page. I guess because nobody had a decent argument towards it, shame. Oh well happy Halloween everyone

Countless

Bunker Guard is Dead

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Posted by: Trigr.6481

Trigr.6481

I’m not going to say who’s right or wrong in this debate, but I was able to play on a bunker build I made for a couple days with Minstrels and came to these results.
The build I made along with the amulet was very strong if played correctly, I could even hold 1v3’s if I played perfectly for over a minute in some cases against power builds and against notable players. However the build I had made showed struggle and was weak to condition spike or sustain, however nobody really ran conditions. So in turn I got alout of kittened off people complaining about it, which is only natural since the amulet was only out and playable for less than a week. Meaning nobody really figured out how to kill it, it was the same old mindless boat of lets run what everyone else is running instead of trying to solve the problem that was in front of them.

But it doesn’t shock me in the slightest that a-net would remove it, not because it’s a wise decision, because it’s the easy and lazy decision. However I’m quite baffled that if they had such quick judgement against an amulet like Minstrels, where were they with the same mentality when Celestial was catering to certain classes and considered by most to be a plague to the spvp community?

Removing an amulet should be a last resort. You didn’t “shave” balance in attempts to fix it, and obviously everyone knows you didn’t test it because your resources are limited. In conclusion I’m not upset that you took it out of the game because it’s a support/tanky amulet. I’m upset because you gave the player base less options when it comes to overall diversity when making a build, so much for shaving. Well this novel is finished, time for breakfast.

Countless

Countless Chronomancer Bunker Build

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Posted by: Trigr.6481

Trigr.6481

Hey Countless,

I played a few games against you running that build and it was def hard to kill. I am playing something similar but with Marauders ammy. Dueling/Chaos/Chrono, dampening and alacrity equal close to perma chaos armor if you do it right. Really good stuff!

Always enjoy your builds!

Thanks man I appreciate it.

Countless Chronomancer Bunker Build

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Posted by: Trigr.6481

Trigr.6481

You’ve certainly built a tanky mesmer but a bunker in the current state of the game needs to bring more to the table than just tankiness. For this build to work you need to essentially get a free cap (or decap) to begin with, only get favourable 1v1’s and hope the teamfight doesn’t come to the node you are ‘bunkering’. All of these conditions can certainly be found in low to mid level soloq play and as you’ve noted, this build may likely find some traction in that type of play. Once players get a bit more familiar with the new specializations I think your build is going to struggle a bit as its offers next to zero counter pressure and is very low on team support when compared to other builds that compete for this space. For example, your 3-sig condi build wasn’t as good of a ‘bunker’ as this chrono build but it aleast offered some condi counter pressure on point giving you a chance to win some 1v1s matchups and take the node or force a retreat. With this build your goal is a stalemate and without knockbacks or dmg pressure – if you don’t already own the point or have it neut’ed you risk being neutralized yourself (i.e. of little use to your team) in the match.

With regards to the build itself, its similar to your prior builds in that you are often sitting on two dead utilities in sig of illusions (taken almost entirely for the passive) and portal. Take a look back on your vid, and especially with regards to portal, be critical on evaluating your own play to determine if its really the best choice for that third utility. Yes, you did use it a couple of times to port back to save a decap, but ask yourself why you were pushing over to a team fight in the first place. You don’t bring much at all in the way of group support or dmg and would be of little use to resolve those team fights. As far as bunkering goes often semi bunkers/bruisers can work well as players take turns on point so the whole team isn’t standing in the enemy cleave at one time. I can see the way you use portal to offer some value against low to mid level soloq teams that have low map awareness and/or communication and would esssentially let you push and decap an empty node for free. In those instances using the portal to cover your node would be useful, but I really think that is fairly corner case.

Anyway, just food for thought.

In response to what you said about signet of illusions, did you bother to read what I said in the original post? You take signet of illusions for the following.

-Healing through restorative illusions
-Condition clear through restorative illusions
-Stability, might, fury, regen, resistance through bountiful disillusionment

except with signet of illusions you get those things twice as often

Please learn to read :/

In regards to portal, it’s hard to make portal effective when you’re not in ts with said people, regardless if those people are good at the game, so again your comment is flawed. For now on please try to think out your response.

Countless

Countless Chronomancer Bunker Build

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Posted by: Trigr.6481

Trigr.6481

Because thats exactly what we need, more bunkers. Honestly from just looking at it tho thats a really strong build, good theorycrafting man.

Yeah thanks bud

Countless Chronomancer Bunker Build

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Posted by: Trigr.6481

Trigr.6481

Build Video : https://www.youtube.com/watch?v=A800aEiQL1Y

There is a build link in the video’s description for those who don’t wanna watch the video but also want to have a link to the build. Also keep in mind that the build editor is not fully up to date, but I updated the video description with the correct information out of that necessity.

Gameplay Video : https://www.youtube.com/watch?v=SswqqvI7YH4

Hope you guys enjoy, I will explain the build for those of you who would rather not watch the videos I listed above.

-Weapon Set & Sigils-

•Sword & Shield – Energy & Water
•Staff – Energy & Renewal

-Heal Utilities & Elite-

•Signet Of The Ether
•Signet Of Illusions
•Well Of Precognition
•Portal Entre
•Time Warp

-Build Trees-

-Chaos-

•Illusionary Defense
•Chaotic Dampening
•Bountiful Disillusionment

-Inspiration-

•Medic’s Feedback
•Restorative Illusions
•Mental Defense

-Chronomancer-

•All’s Well that End’s Well
•Illusionary Reversion Or Improved Alacrity “Debatable”
•Chronophantasma

Pros:

•Lots of up time with stab via signet of illusions
•Lots of healing with signet of illusions and restorative illusions
•Lots of condition clear because of signet of illusions
•Lots of Alacrity because of Flow of time combined with Signet of illusions, All’s Well that Ends Well, Echo Of memory combined with Signet Of the Ether
•Lots of block potential “4 to be exact” thanks to Echo Of Memory Combined with Signet of the Ether. It could be argued that you could get more with Continuum Split, but there are way better things to use it on.
•The ability to leave a portal at a node so you can provide team support via portal entry without being decapped.
•Good coordinated res potential via Inspiring Distortion
•Lots of uptime on Phantasmal Defender which soaks damage for your team.
•Aoe blur on a point
•Time warp on a 90 second cooldown

Cons:

•Very limited access to sharing boons with your team other than Rune of Durability

-How It Works-

The main staples in the build are I would say based around 4 things imo, Signet of the Ether, Echo Of Memory, Chronophantasma, and the trait Phantasmal Defender. The reason being is because they all have great synergy with each other. Phantasmal Defender procs when you block or evade, and with Echo Of Memory you get a additional block if the skill fully channels and you block one or more attacks. So for example if you were to say use Echo Of Memory and Deva vu, get the defender and shatter, the effect of the Defender stays with you until you shatter again.

Which is huge because if say for example you’re getting bombed by conditions, well now you don’t really have to choose whether or not if you want condition clear and healing via Restorative Illusions, or the damage negation via the defender, now you can essentially have both. And the best part is if you use the signet of the Ether and block again, It resets the cooldown of phantasmal defender since it’s also a phantasm skill. So whenever you heal, your block and defender is reset and ready to go.

In conclusion I’ve had great success so far with the time I’ve been testing it out and playing, and the crazy part is that I don’t have the boon duration yet since it’s currently not working in the game. But I figured I’d share this awesome build with the rest of you guys, despite some people begging me not to share it, knowing the havoc it could cause in the right hands.

Hopefully you guys enjoy, any questions let me know.

Countless

(edited by Trigr.6481)

New stats on new amulets do not work

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Posted by: Trigr.6481

Trigr.6481

Can confirm, good catch op

Countless

illusionary leap/ swap bugged

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Posted by: Trigr.6481

Trigr.6481

Wait… wait… just hold on there for a moment.

Are you saying that a skill thats been broken and unreliable for over 3 years, despite a redesign with how it works and at least 10 times Anet has said its been fixed… is still buggy?

You must be joking.

New bug, just different day :P

Concerning The Viper & Sinister Amulets

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Posted by: Trigr.6481

Trigr.6481

While I do enjoy that they added new amulets for everyone to play with, but at the same time I feel not too many of them could be used in most settings. So I’m going to make suggestions below as to what I would change them to if I had the chance.

-Vipers Amulet-

Current Version
1050 Power
560 Percision
1050 Condition Damage
560 Expertise “Condition Duration”

My Suggested Version
1050 Power
560 Percision
1050 Condition Damage
560 Vitality

Tldr: It’s essentially the exact same thing as the wanderer amulet except replacing vitality for toughness. But in this case it’s replacing Expertise “condition duration” with vitality. I feel the amulet is simply too glass and doesn’t really hold its own, thus my change.

-Sinister Amulet-

Current Version
900 Power
900 Precision
1200 Condition Damage

My Suggested Version
750 Power
750 Precision
1000 Condition Damage
500 Vitality

Tldr: With this change you shave power, precision, and condition damage to add in vitality while still staying at 3000 stat points, which is the same amount as the current version implemented in the game.

I feel that with these changes these amulets would actually see the light of day in competitive play, as of right now the only choice for a power condie hybrid is carrion simply because of the vitality protecting you somewhat when it comes down to survivability. Let me know your thoughts.

Countless

illusionary leap/ swap bugged

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Posted by: Trigr.6481

Trigr.6481

It seems if you illusionary swap mid dodge your character looks like it continues the rest of the dodge roll after the swap takes place, therefore causing a delay before your next ability. Confirm that this is a bug? I know for a fact that this did not do this before xpac. Thanks.

Countless

(edited by Trigr.6481)

illusionary Reversion & Persistance Of Memory

in Mesmer

Posted by: Trigr.6481

Trigr.6481

I think these two traits should swap places. Persistance of Memory and Chronophantasma have great synergy if they are in the chrono tree together, not to mention with alacrity. And with the illusions tree illusionary reversion just simply makes sense to place it there because for one it’s a illusion based skill and two you could see more dps output from maim, shattered strength “which nobody hardly uses”. Thoughts?

Countless

(edited by Trigr.6481)

Guild Wars 2's Stealth Mechanic

in PvP

Posted by: Trigr.6481

Trigr.6481

After reading the comments I feel I need to clarify the following based off misunderstanding most of you have after reading my initial post.

1- If some of you didn’t read my full post, I did say that the game would obviously need to be balanced out after implementing stealth detection based off distance, if it were to ever happen. I’m not about just mindlessly nerfing classes that include my own without some type of compensation.

2- Defending stealth with a game type is not a valid argument. New game modes will continue to come out in the future, one in two weeks. Game types are irrelevant when it comes to the overall mechanic of stealth. Using the conquest card isn’t sufficient at this point. Esp when the mechanic covers the entire game, not just the narrow minded view of conquest.

3- The only argument I feel is worth addressing is reveal. Reveal is indeed a great counter to stealth, and if that’s your argument then great, I’d be willing to agree with you for the most part. However I feel that the concept of stealth detection based off distance concept should be baseline to all classes, instead not using reveal card as a third class tier excuse for not adding such a mechanic to stealth. It makes too much sense not to add.

Countless

Guild Wars 2's Stealth Mechanic

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Posted by: Trigr.6481

Trigr.6481

Hm… Some people seem to be missing the point here…

Stealth is a problem not because of duration or accessibility… But because you can’t see what your opponent is doing at all which means you can’t do anything but make an educated guess on how to counter their next attack.

You’re a sight for sore eyes.

Is this an insult or a compliment? And if an insult can you elaborate?

Not sure what a few of my responders mean with their comments. Since they’re still 100% missing the point.

Compliment

Guild Wars 2's Stealth Mechanic

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Posted by: Trigr.6481

Trigr.6481

Hm… Some people seem to be missing the point here…

Stealth is a problem not because of duration or accessibility… But because you can’t see what your opponent is doing at all which means you can’t do anything but make an educated guess on how to counter their next attack.

You’re a sight for sore eyes.

Guild Wars 2's Stealth Mechanic

in PvP

Posted by: Trigr.6481

Trigr.6481

Playing against classes with stealth access is only hard if you fail to have an understanding of how it can be countered. and it doesn’t show anything other than your lack of experience and skill in understanding how advanced gw2’s pvp system is.

Lets get a few things straight. Personally for me, I don’t have a problem winning more than the majority of my fights in a 1v1 scenario, against opponents with and without stealth. There are not many thieves and mesmers that I would even consider to be a threat in a 1v1 matchup in conquest. However having ease against classes that use stealth does not mean that the mechanic of stealth is not flawed. Your simply mistaking player skill with flawed game mechanics. They are two different issues entirely.

Countless

Guild Wars 2's Stealth Mechanic

in PvP

Posted by: Trigr.6481

Trigr.6481

Reddit thread update : https://www.reddit.com/r/Guildwars2/comments/3o32gk/guild_wars_2s_stealth_mechanic/

Since Acandis always tells me that A-net doesn’t respond unless there are bullet points involved I will add some for your reading pleasure. Also everything below is covered in the video I provided above

The drawbacks of stealth in different MMO’s

-World Of Warcraft-

• Players that detect you will hear a sound, chance of player detection based off distance increases as you get closer. This also depends on the viewing angle, ex- standing in front of enemy higher chance than behind.

• Taking Any Damage such as attacking will remove stealth, with a few minor exceptions such as distract or pick pocket, and sapping.

• Most damage taken (including Aoe’s and Dot’s will remove stealth, fall damage does not remove it.

• You cannot enter stealth while in combat, however rogues can use vanish to equivalent effect.

-Archeage-

• Any actions other than moving will cause stealth to end

• Also has player detection based off distance

-Black Desert-

• No stealth class and no stealth mechanics, but there is a invisible mode that if you activate it before combat it takes your icon off the minimap. And enemies will not see your name in the game world. I felt this was worth listing since they don’t even have stealth to begin with.

-Star Wars The Old Republic-

• Stealth slows down your movement 85% of normal

• Also has player detection based off distance.

-Elder Scrolls Online-

• You are completely invisible to the opposing players unless you get too close or attack, not a successful attack, aka player detection based off distance.

-Wildstar-

• Also has player detection based off distance.

……….Do you see a pattern?

-Guild Wars 2-

No detection based off distance

• Attacking an enemy that has aegis does not reveal you.

• All attacks that miss do not reveal you from stealth

• Few reveal abilities offered in the expansion

Player detection based off distance with stealth has been in almost every mmo that has incorporated stealth in some way. It’s pretty much a staple and yet guild wars 2 doesn’t have it, why? I understand by doing this this would spell a nerf to classes that incorporate stealth into their builds. But at the same time it promotes skillful play based off positioning. I’ll leave it to you to balance out the classes past that point, but if I have any suggestions I’ll let you know.

Countless

(edited by Trigr.6481)

Distortion should last 2s

in Mesmer

Posted by: Trigr.6481

Trigr.6481

Considering that the invulnerability from Blurred Frenzy was removed and Distortion only last for 1s, whilst the other professions have invulnerabilities for at least 3 or 4s, I think Distortion should have a duration of at least 2s (not asking to have the same as other classes. That would be too balanced).

How about no

Countless

ATTN: Completely Broken Chrono Build

in Mesmer

Posted by: Trigr.6481

Trigr.6481

tl;dr: I got owned by supcutie and a great thief working extremely effectively together, but I don’t want to admit that I got owned fair and square, and have decided to blame it on the build instead.

nah, u managed to entirely miss my point. but thanks for contributing to the discussion.

The only thing you said in that post was complaining about how badly he beat you. We already know supcutie is great, the thief is great, and they were working together. This just another case of ’don’t want to admit I lost real bad’.

just stop trolling a serious thread. i said a lot more in that post, which you chose to ignore and spew your own vitriol, attacking me when i in fact wasn’t hostile toward anyone. I’m done with you, moving on.

edit: actually, say what you will bud. at this point, Gee probably read the thread and that’s all that matters.

Lol, serious thread? So what part of this thread did you analyze the build and break it down to what parts are op, explain why, and give details to a possible fix? Instead your opening “argument” was filled with statements like “thing was faceroll” and “outright unkillable”. Don’t forget when the actual person you were bm’ing responds, you attitude changes completely and you straight up contradict yourself by saying “thanks for responding man, real nice of ya. my OP was very troll-ey.”

Tldr: You have no argument, you admit that you’re opening statement was troll but get mad when someone else trolls you. Well played hypocrite?

At this point forward, this thread will be for entertainment purposes only.

Countless

(edited by Trigr.6481)

Are Condi Mesmer not supposed to be a thing?

in Mesmer

Posted by: Trigr.6481

Trigr.6481

Clone Death traits – axed.
Duelists Discipline – Nerfed on arrival by 50%
Maim the Disillusioned – Nerfed same day by 50%
Mistrust – Nerfed on arrival by 33%
Confusion – Nerfed in pvp, primarily a Mesmer condition. (at least it was)


As it stands, Condi Mesmer seem to get brutalized with each balance pass. This is especially odd since Condi is not even meta or viable in high end play, useless in large scale WvW (glamour bombs nerfed) and only good for soloing dungeons in PvE (less efficiently than other classes at that)

So what gives? Is Condi not supposed to be as prevalent as power? With the arrival of Herald and Druid should we not expect classes to bring condition removal? On their own, none of these traits are very worthwhile for a build versus their power damage counterpart, and even together their effectiveness is questionable.

Mistrust – Competing with DE is bad enough, but to only grant 2 stacks per interrupt isn’t worth a GM, especially not with such a pitifully small AoE. Increase by 1 stack

Maimed – You may as well move Maimed into chronomancy, because core Mesmer cannot get much value from such a low amount of torment. Increase duration at least

  • - And can we get our Glamour bombs back please!? -

I don’t even play condition, and this is ridiculous. I could never recommend a trait like Mistrust to anyone, and yet condi-lock is sooo close to being a thing.

You forgot to mention that confusing combatants was ninja removed without any notice, or reason why on day 1. And replaced with the trait master fencer. Clone on death being removed was a good change as long as they add some type of alternatives, which there is 2 in pvp imo. My hyrbid condie build, and if you’re not a fan of critically thinking, then a build revolving around prismatic understanding, desperate decoy, and mirror of anguish is for you. Gotta passively react to them passives

Countless

(edited by Trigr.6481)

Why does condition mesmer exist?

in PvP

Posted by: Trigr.6481

Trigr.6481

The problem isn’t conditions, it’s simply the mechanic of stealth. Reveal simply isn’t enough to fix a broken mechanic. All classes need to be revealed from stealth at the start of a cast that deals damage, not on landing successful damage. Obviously there would need to be more tweaking past that suggestion to classes with stealth to help them from the obvious nerf, but it’s a start. You on the other hand not only fail to see the problem, but fail to give suggestions of the problem that you think is something else entirely.

Countless

Revert Duelists Discipline

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Posted by: Trigr.6481

Trigr.6481

Well I mean bleeds are generally pretty awful in this game to begin with, so I doubt the extra bleed stack would have mattered.

You should apply for A-net based off that logic, you’d fit right in.

I should probably explain a bit better. I think that the scaling on bleeding is way too weak (and the scaling on burning is a bit too high), so I think the numbers should be adjusted to account for this. Thats what I meant when I said what I said, and I also called for developer-based explanation for the decision which sometimes happens. I’m not agreeing with the developers, I’m just saying that bleeds are so weak that it wouldn’t feel much more powerful even if the trait wasn’t nerfed into uselessness.

And lastly please don’t insult me. I actually look up to you a lot as a mesmer player and streamer because you do your own thing and don’t follow the meta, and while I understand that this upsets you, I personally find it disenheartening to be sassed by a streamer I really respect.

What you don’t understand that at face value 1 bleed difference may not look like much. But in terms of overall sustain it makes a huge difference, and to sit here and read “I doubt the extra bleed stack would have mattered” didn’t go too well with me in terms of the topic at hand. I’m sorry I snapped at you, but next time please have more to bring to the table other than what you said previously.

Countless

Revert Duelists Discipline

in Mesmer

Posted by: Trigr.6481

Trigr.6481

Well I mean bleeds are generally pretty awful in this game to begin with, so I doubt the extra bleed stack would have mattered.

You should apply for A-net based off that logic, you’d fit right in.

Revert Duelists Discipline

in Mesmer

Posted by: Trigr.6481

Trigr.6481

It was nerfed because otherwise bleed stacking with iDuelist would be ridiculously strong with the potential for 3 stacks of bleeding on crit, x8 for each shot from the duelist. As it stands now, you can get up to 16 stacks of bleeding per duelist vs 24. I think that’s fair.

Please refer to my edited top post, which leads to the end of your failed argument.

Countless

Revert Duelists Discipline

in Mesmer

Posted by: Trigr.6481

Trigr.6481

I waited since June 23rd to play this bugged trait, just to have it’s bleed stacks cut in half before I could even play it, why? This is even worse than MtD, atleast I got to play that trait for a whopping 3 hours before you cut the condi stacks in half as well. Bleed is the 3rd lowest base damage at level 80, getting beat out by passive confusion base damage which is 10, and passive torment tick, which is 15.9, I mean hell even poison has higher base damage. There is no justification as to why this should have been changed. Revert it.

Tldr: I waited over 3 months for a bug fix, log on to have it nerfed instead for no reason, even if you have a reason which I doubt, it’s probably just target golem balancing just like mtd. Thanks for the balance gentlemen, and thanks for being upfront with your community.

Edited for math. Here is a test between Phantasmal Fury and Duelists Discipline with Rabid Amulet, which is kitten chance to crit. It should also be noted that the choice of amulet to test with the duelists discipline trait is irrelevant based on the fact that it has its own critical chance which is not influenced by player critical chance.

“Each number is for total amount of bleeds stacked per unload for you slow people”. Each comparison was 15 unloads total between each.

Rabid Amulet With Duelist Trait Equipped

7
3
5
8
5 =28

8
6
4
7
5 =30

9
7
4
11
4 = 35

Total bleeds = 93

Rabid Amulet With Fury

6
6
6
7
5 = 30

5
6
5
3
4 = 23

7
6
4
6
5 = 28

Total = 81 Which = 12 bleed difference over the span of 15 unloads

Conclusion, there is little to no difference between the application of bleed between fury and duelists. Not to mention this is on a target standing still. You can’t even justify the nerf even with your target golem balancing. I rest my case. #dropsmic

Countless

(edited by Trigr.6481)

By the far worst class in pvp warrior?

in PvP

Posted by: Trigr.6481

Trigr.6481

1.Hundred blades – to land this powered skill we need 3,5 seconds with out moving, so practically imposible to full skill power land.
2.Arcing slice – 1 of rare good skills.
3.Kill shot – this is joke skill, have big power but so easy to dodge,block or evade.
4.Volley – its almost same skill to rapid fire just little lower skill power(ranger win).
5.Eviscerate – instant skillt just need to catch your opponent stun him and eviscerate, not so easy with axe movement skills(teleport, evade skills, chill blind … wins).
6.Final thrust – nice damage but slow skill and again you need stun or imobilize oponent(teleport, blinde, chill, break stun… wins)
7.Hammer – all hammer skills are to slow(evade, teleport, chill, fear,… wins)
8.Warrior movement skills – whirlwind(need 1 second to start it but give you little evade), rush good skill but reuse time is to big for close combat class i think,earth shakercbest warrior skill but slow,savage leap very good skill but 3/4 seconds to catch your opponent is slow.
9.Rampage – op, i dont think, he can be counter:
-mesmer : moa, teleport, stealth ,evade, block
-thief: evade, teleport, stealth, blindness
-engineer: moa, stealth, block, leap, perma swiftnes, rampage, tornadeo
-necromancer:plague,wurm teleport, chills
-ranger: stealth, sword-dagger evade skills and entangle if warrior dont use trait warrior sprint
-elementalist: evade, blind, block, teleport, mist, tornado, heal, chill
-guardian: heal, block, invulnerable
10.Warrior hp – if some one aske me to choice hp vs teleport, stealth, evade i will alweys take less hp more evade,dodge… survival skills.
11.Comparing warrior vs other pvp classes:
-vs mesmer warrior no have chance: range attacks, teleport, stealth, block evade,burst dmg, stun breaks, torment(run die fast, dont run die slow), confusion(use skills die fast, dont use die little slower),auto ilusions attacks.
-vs thief little chance: with blind, daze, boone remove, teleports, evade, stealth, big reuse on instant heal (withdraw), have little more chance than against mesmer but best what you can get is make thief run or restart battle, if you are low you cant escape from d/p 33333.
-vs engineer warrior no have chance: turn to moa, permanent swiftness, cc, range, blocks, stealth, when is stuned or knocked take protection boon(33% less dmg), best you can get is make him run(dont chase he throws grenades bihande or set bombs)
-vs necromancer you have some chance depends on your and his build, chills, fears, death shroud(take them little damage give them movement or take them legs so they cant move at all)
-vs ranger maybe have chance but not big with range rapid fire(10k+ damage on 10 sec its to low), evade, stealth, pets skills, immobilize, bleeding, burning(very low need bust little)
-vs elementalist no have chance with boons, evade, blinde, range-small range,heal , chill, immobilize, bleeding, burning(to low dmg need big bust), teleport
-vs guardian you have some chance(signet of might and trait signet mastery): with block burnig(to low damage need little bust), heal, invulnerability, they can kill you just with block burning.
12.If you want little more balanced game dont some class to teleport on high ground where close combat class cant reach them
13.Thanks for your time.

Have you seen Tarcis play? In my experience he’s like the only warrior I see as a threat without rampage. Perhaps instead of just mindlessly listing abilities you should either watch a good warrior play or just practice more, good luck.

Countless

PvP in One Sentience

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Posted by: Trigr.6481

Trigr.6481

An afterthought compared to the rest of the game.