Showing Posts For Xillllix.3485:

Goodbye Counterplay?

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Posted by: Xillllix.3485

Xillllix.3485

Chill and Cipple are the only 2 conditions an elementalist has to prevent a warrior from running away and rehealing.

This is such a bad change it’s unbelievable.

Protection and Retaliation

in Guild Wars 2 Discussion

Posted by: Xillllix.3485

Xillllix.3485

With these changes, the mobility changes, the trait revamp, the removal of stats from trait, they’ll literally have to re-balance the entire game.

Hard to believe that the entire game will be rebalanced successfully on the first try. Some classes are going to completely destroy other classes for a while I fear.

So, now remove/increase the AoE cap?

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Posted by: Xillllix.3485

Xillllix.3485

Gw2 used to have a larger aoe cap during launch, but they reduced it and one reason for it was the lag issue if I’m correct.

Well that is part of it but there was also silly stuff like a single warrior with banners buffing the entire zerg.

Healing skills would have to be balanced accordingly, but the AoE liimit would be gone globally. It doesn’t mean that all skills should have no limits.

black Lion chest price

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Posted by: Xillllix.3485

Xillllix.3485

It’s not the drop rate, it’s market manipulation.
A few people are buying them all and Anet isn’t doing anything about it.

So, now remove/increase the AoE cap?

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Xillllix.3485

Heh if they do that I am definitely rolling something with maximum retaliation uptime.

That mechanic into the gameplay could be interesting. If they also add a way to counter retal (some visual indicator you can dodge or a boon).

Dash/leap and condition changes [merged]

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Xillllix.3485

This is the biggest mistake I ever seen Anet make. It’s the definition of making your game less fun and interesting. Trying to cater to casuals while destroying your game in the process.

Yeah, it’s a terrible idea, I was using frozen burst to catch up on warriors (who just wont die unless you keep the pressure) and now they will just run away and come back at full hp. I really do not understand what is the idea behind this. If they wanted to make the game more enjoyable they needed to nerf Immobilize instead of the weaker chill and cripple.

So, now remove/increase the AoE cap?

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Posted by: Xillllix.3485

Xillllix.3485

The AoE cap greatly favors bigger zergs; it has been a huge problem for a long time in WvW by basically encouraging stacking zergs to run over smaller groups. Now that Conditions have basically no limit on target can we please increase or remove the limit on the damage AoE cap?

ESO has done it by scaling damage and if functions really well, for example:
First 5 targets: full damage
Targets 6-25: 50% of the damage
targets 25-50; 25% of the skill damage

By boosting condi damage on one side and nerfing dps on the other I fear that you are further unbalancing the classes.

(edited by Xillllix.3485)

Dash/leap and condition changes [merged]

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Xillllix.3485

If they unnerfed Ride the Lightning as a consequence of this then it’s a good change. If they don’t then they will need to nerf the disengage ability of some classes like the warrior.

6/9/2015 Patch

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Xillllix.3485

They added a tree near SAB?

Borlis Pass invaders attacking citadel

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Xillllix.3485

It doesn’t matter, you’re immortal up there.

10 Reasons teff will get GS

in Guild Wars 2: Heart of Thorns

Posted by: Xillllix.3485

Xillllix.3485

Thief will probably get torch. Just makes sense thematically.

I don’t see thief as a 2-hand class.

lol seasoned wood planks

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Xillllix.3485

Just look at Black Lion chest. Anet needs to put a limit on how much of an item people can buy. Some people are ordering tens of thousands and making the price rise.

If staff can be melee, spear can be land.

in Guild Wars 2: Heart of Thorns

Posted by: Xillllix.3485

Xillllix.3485

I wouldn’t be surprised at all if the Warrior get’s Spear.

One step closer to holy trinity with Ventari

in Guild Wars 2: Heart of Thorns

Posted by: Xillllix.3485

Xillllix.3485

I think it’s a good thing, with the Ventari and the Druid perhaps the elementalist will get to play more offensively and will less feel like a water bot.

It could also be a bad thing, and the ele will be out of the meta as everyone rolls revenants and necros.

Mesmer is quickly becoming the most OP class

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Posted by: Xillllix.3485

Xillllix.3485

A lot of these new “OP classes” problems have to do with the stability nerf.

Basically before, you had stab for a set amount of time, now a mesmer or an engi can remove 10 of your stability stacks in a second.

Well, Elemental Attunement is back...

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Posted by: Xillllix.3485

Xillllix.3485

So we’ll get elemental attunement when we select the arcana line, makes sense, else everyone would just take earth instead.

Earth will give you protection on aura, and Arcane will give you protection on earth attunement.

Water-Earth-Arcana eles will probably be bunkered enough for the melee train.

Mesmer is quickly becoming the most OP class

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Posted by: Xillllix.3485

Xillllix.3485

I was fighting the ultimate annoying combo today: CC engi with slick shoes, daze mesmer with so many skills bursts and clones it’s almost funny (specially when you are moa), and ranger pewpewing from 1500 range. Just makes you want to uninstall the game.

I don’t what happened with class balance, but things are just getting worse and worse. The stability changes made Slick Shoes completely broken, the longbow buff is unjustifiable…

I didn’t want to rant but seriously Anet, why allow Moa in PvP? how can you 1v1 someone that has a 12k + burst when you are stuck moa for 10 seconds? Like compare ele elites for example, they don’t even do anything helpful, but Mesmer has an elite that makes it impossible to fight for 10 seconds? lol we’re light years from eSport there.

Revenants have only 5 skills for each Legend?

in Guild Wars 2: Heart of Thorns

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Xillllix.3485

Seriously guys give them a chance. We can be concerned about the lack some things in the current game but when it comes to designing new classes I’m quite certain Anet knows what they are doing.

SH - Defeneders PoV

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Xillllix.3485

You say that as a defender all you do is fight npcs but then say you are facing 4 enemy players.

All you have to do, when you’re defending is kill the NPC and run back into your keep/stronghold. I think the general consensus from the PvP community, is that this is PPT via PvE. PvE to win. Rather in conquest, there are PvE mechanics (ie trebuchet, lords, etc) but the focus is still PvP for your points, granted your main objective is capturing nodes but two enemies can’t stand on the same node and earn points, which forces players to PvP. In Stronghold, you aren’t forced to PvP, rather once the NPCs (ie the PvE objectives) are out of the way, you can sit back in security and waits it out.

I personally like Stronghold, but when I think more and more about it, it just doesn’t fit PvP mode. It feels more like the Activities you find in PvE (crab toss, keg brawl, sanctum sprint, etc.) Where players work for an objective and combat each other to stop them from theirs.

If the lord was only a point boost like the normal conquest maps (150 points) instead of the objective then the mode would be more pvp focused. It would be a sort of deathmatch with an important point bonus on lord kill.

One thing is certain, if they do Guild ranking (as they announced) with a map filled with so many PvE elements the GvG ranking won’t mean anything.

The current GvG scene is much more accurate in regards to guild skills, even through it is quite flawed.

The best for guild ranking would be a Last man standing deathmatch map, where guilds can fight without PvE interference in a controlled manner in 8v8 or 10v10.

(edited by Xillllix.3485)

300 gold for Mystic Forge Precursor Gambling?

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Posted by: Xillllix.3485

Xillllix.3485

Everytime I’ve done it it failed.

Stronghold PvP Feedback

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Posted by: Xillllix.3485

Xillllix.3485

Perhaps if the lord gave 150 points like in the Conquest maps, but didn’t stop the game when it was killed, it could give an incentive to do more PvP.

Right now the objective is purely killing an PvE enemy, and I can see this becoming a problem with time, as people will just zerg rush the lord on both sides and ignore pvping

Stronghold PvP Feedback

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Posted by: Xillllix.3485

Xillllix.3485

I played some Stronhold yesterday and I couldn’t put my finger on what I felt needed to change until I thought about it for a bit. And what it boils down to is I just don’t believe this game mode works with 5 players in the current format.

What I mean is that there is simply to much to do right now for just 5 players, and if everyone is doing one of the things that needs to be done it devolves into a series of 1v1s over objectives or 1 person getting crushed by more than 1, neither of which is fun. This is also a problem with the “ez zerg” strats now. The best way to balance this is to make the NPCs harder but if you need to dedicate more players to them to get through you have less players to do other things, there is not enough players to go around in that case.

My suggestion would be if you want to keep it 5 player to start removing aspects of the game mode. Remove the bomb carrying skrit and let players damage doors, remove summoning champions, basically look for ways to tighten the game mode down to its bare essence and focus on that.

However my preferred solution would be to make it a 10v10, or 8v8. This game mode just suits more players better. By increasing the player cap you can also slightly increase the size of the map, increase the difficulty of the NPCs and keep the complexity of the map. It also becomes (in my opinion) more fun when you have a big force organizing to complete objectives.

My thoughts.

I share the same view: too much stuff to do for 5 players. 8 players would give it a much better flow, if they rebalance the stuff in consequence.

Stronghold suggestion: supply rework/less PvE

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Posted by: Xillllix.3485

Xillllix.3485

For me the real problem is that the npcs are so important that you often don’t even have the time to finish a fight, you’re just running from one side to the other. Basically it all becomes about Killing npc and disrupting your enemy with ccs, and we all know some classes are better at this than others.

SH>Conquest- A newbies view

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Posted by: Xillllix.3485

Xillllix.3485

Yeah, Stronghold has potential if they make it a little more about pvp. All that’s missing is like 15 more stronghold maps so that there is some variety in there…

Stronghold suggestion: supply rework/less PvE

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Posted by: Xillllix.3485

Xillllix.3485

Or what if they actually removed supplies completely? You would have doorbreakers spawn periodically, their damage reduced and vulnerable to guards. There, one pve element removed.

I just proposed the same thing in another thread.
This would be better than what it currently is.

Stronghold : losing hype at an alarming rate

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Posted by: Xillllix.3485

Xillllix.3485

They should indeed focus on real 8v8 or 10v10 GvG (on liightly larger maps) instead of stronghold. Not that I do not appreciate the effort that went into the design of stronghold, but it seems to me that they can’t find a way to make it as good as it should be.

Why the supply depot in the first place? Why not give supplies on kills?
But why need supplies in the first place? Why not have the npcs spawn automatically on both sides simultaneously so people don’t have to run back and forth all the time?

We’re so far away from the GvG gameplay of GW1.

Stronghold Changes for 6-2 Beta

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Xillllix.3485

Honestly, I’m not certain what I’m thinking about the map anymore. I can appreciate all the work that went into it, but something doesn’t click with me.

It just seems like you have to be all over the place all the time:
one lane to defend
one lane to attack
must fight for supplies
must treb supplies
must run back and forth for supplies
must defend heros / must kill heroes
must rush lord
must go south or north for heroes spawn
must keep track of all the scores

And everything happens pretty fast, by the time you win a fight at the supply area 2 of your gates can be down by 1 player with a bomber or two.

Maybe greatly increase the gate HP?
Make the bombers twice slower but with twice more hp?
Maybe make it 8v8 instead of 5v5 after that?

Anyway, not sure the game mode has been perfected yet.

Stronghold PvP Feedback

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Posted by: Xillllix.3485

Xillllix.3485

If we had more diverse maps then we would judge the game mode mechanics, but since it’s only one map we may end up also judging the map, and things will get old quickly.

The map is like a 2-way lane where you always have to switch between offense and defense, it feels taking supplies is too long for how fast the lord is killed once the gates are down.

Personally I feel it would better with only the Heroes (but stronger heroes). No archers, no bombers.

No more Elemental Attunement + Evasive Arcana

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Posted by: Xillllix.3485

Xillllix.3485

In the new trait lines Air has lost all it’s synergy and so did Arcana unless you use the arcane skills buffs.

It’s like 95% certain eles will be running Fire-Earth-Water just because of the aura synergy between the 3 trait lines, and because of the huge nerfs to the other lines. Basically, goodbye build variety, everyone will be running the exact same build depending on weapon choice.

[Suggestion] WvW achievements

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Posted by: Xillllix.3485

Xillllix.3485

I’ve played almost only WvW and I still have 997000 Yaks to go…
Whoever at Anet put the million needed for the title achievement didn’t spend more than 1 minute thinking about how impossible it was for players to achieve.

Weapon swap for Engineer and Elementalist

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Xillllix.3485

They’ve never responded to any elementalist thread asking about it. If they ever do it it’s probably not based on our feedback but instead because they had something else in mind.

How to fix lingering element

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Xillllix.3485

Considering that they will restrict the elementalist to only 3 trait lines Lingering elements will be totally broken after the next update (40% nerf on its full potential).

Yes they will need to make every buff from an attunement linger, else it’s just another slap in the face after the Elemental Attunement/Evasive Arcana and Bolt to the Heart nerf.

Why is Anet so protective?

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Xillllix.3485

Yeah Anet could dare more things:
- Scoring system in WvW has never really improved
- Orb mechanic was just removed and replaced with nothing interesting
- Open world duels would be amazing if optional
- Content is too easy overall, we need real hardcore endgame dungeons beside fractals
- Class balance is questionable…

First post on gw2- pvp

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Xillllix.3485

Not a troll post, let’s be friendly here.

Looks like you are mainly playing thief. Maybe some people could give tips on how to play against the classes you mentioned.

Here is a good place to get some builds to try: metabattle.com

Welcome to PvP!

To be fair to the OP the ranger Longbow dps is way to rewarding according to the skill required. Buffing the longbow wasn’t a good idea, instead the ranger should have been buffed in other lackluster areas (team support – traps).

It’s not normal that on some classes you have to perform complex combos just to dish out what another class does on autoattacks.

No more Elemental Attunement + Evasive Arcana

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Looks like time to send my Staff Ele back to Nerfed Fields Retirement Village.
Motto: Sit down, relax and talk about the good ol’ days.

Personally I’m thinking about switching to either Reaper or Revenant as main.
It really depends how good the new Ele profession will be.

New Trait System, Gold Back?

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Posted by: Xillllix.3485

Xillllix.3485

It won’t ever happen. The entire point of coming up with new systems is to force people to re-gear so that they will buy more gems to convert to gold.

Remember when they made divinity runes worthless? Most likely thousand of people didn’t have the patience to farm 60g for strength runes so they bought gems to convert them.

Stop slamming Arena Net for EVERYTHING!

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Xillllix.3485

What I see are a few issues (about 5-10) and people annoyed with them.
People are not slamming Anet for everything, but a lot of people are asking for these things that should be fixed, which makes it seem as if everyone is complaining.

Personally I just want more maps.

Stability Changes were a Bad Idea

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3 vs 15 Got CC’d to death because you didn’t have enough stability.

Sounds like it’s working as intended. 3 people should not be immune to that much incoming CC.

It does make sense, yes. 3 people should not be able to seriously impact 15 people trying to roll in.
That’s in addition to me personally preferring stack-based effects (in general) because that gives more things to tweak.

That being said, WvW has an overall issue where it doesn’t encourage the two less-populated realms to group up in some meaningful manner. That’s really all it needs to do. Instead it rewards the top two realms raining down on the least populated one.

Whatever it is the stability changes nerfed outnumbered teams and favors zerging, it’s the complete opposite of what WvW needs. Honestly if 5 amazing players could defeat 15 bad players it would be good for the game. Instead Anet is encouraging blobs spamming 1 and rolling over smaller servers.

Also half the problem is the Area of Effect limit, which is way too low.

When 5 people fight a group of 10 people literally half the AoE damage is lost in the AoE cap for the smaller group, but for the group of 10 all their AoE hits target. It’s honestly quite unfair; other games like ESO found the following solution which is way times better than GW2 limit: As an AoE hits more and more targets the damage dealt to additional targets decreases by some scaled percentage.

lol soooo you’re saying that when uneven numbered teams face off against each other, it is unfair to one team. I think you’re in the wrong game mode. Maybe try your hand at PvP which actually does have evenly matched teams pitted against each other.

Well I’m not saying it, it’s a simple fact that the game mechanics favors bigger blobs, other than skills and players numbers the AoE cap and stability change are a buff to blobs and a nerf to smaller groups. It’s not as if blobs needed the game mechanics to be in their advantage, considering they have more people to start with.

Stability Changes were a Bad Idea

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Xillllix.3485

3 vs 15 Got CC’d to death because you didn’t have enough stability.

Sounds like it’s working as intended. 3 people should not be immune to that much incoming CC.

It does make sense, yes. 3 people should not be able to seriously impact 15 people trying to roll in.
That’s in addition to me personally preferring stack-based effects (in general) because that gives more things to tweak.

That being said, WvW has an overall issue where it doesn’t encourage the two less-populated realms to group up in some meaningful manner. That’s really all it needs to do. Instead it rewards the top two realms raining down on the least populated one.

Whatever it is the stability changes nerfed outnumbered teams and favors zerging, it’s the complete opposite of what WvW needs. Honestly if 5 amazing players could defeat 15 bad players it would be good for the game. Instead Anet is encouraging blobs spamming 1 and rolling over smaller servers.

Also half the problem is the Area of Effect limit, which is way too low.

When 5 people fight a group of 10 people literally half the AoE damage is lost in the AoE cap for the smaller group, but for the group of 10 all their AoE hits target. It’s honestly quite unfair; other games like ESO found the following solution which is way times better than GW2 limit: As an AoE hits more and more targets the damage dealt to additional targets decreases by some scaled percentage.

Where is promised challenging HOT content?

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Posted by: Xillllix.3485

Xillllix.3485

Personally I gave up my hopes for challenging PvE for smaller groups in this game like 2 years ago, when they went for Scarlett instead of bringing back the Ring of Fire and Fissure of WoE type stuff.

They did have challenging blob events, like Teq or the Marionette, but no PvE content ever made it necessary to master your class.

Now seeing that HoT won’t even have dungeons I’m not sure what Anet’s intentions are for more hardcore PvE players. Dungeons fill MMO maps. Most MMO like ESO have 10+ explorable areas per maps and a longer dungeon on top of it. Adding new maps without dungeons is like having the container without the content. Sure it will sell, because it looks big, but will it keep people playing until the next expansion? I really doubt it.

(edited by Xillllix.3485)

Coming from ESO to GW2 WvW

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Posted by: Xillllix.3485

Xillllix.3485

ESO WvW is more epic indeed (specially since there is no AoE cap), but they made it too unforgivable to characters that are not high-level/geared veterans and it takes too long to get there, so most of us gave up on it. For those that are vet 14 fully geared it does seem amazing, but I was always getting 1-2-shoted in that game so I came back to GW2.

Stability Changes were a Bad Idea

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Posted by: Xillllix.3485

Xillllix.3485

Adapt to changes in game or perish.

Someone just learned about Darwinism. Dw tho next week he’ll be repping the cult of domesticity!

I have to say the stab changes are really really annoying in pve. Aetherblade fractal already kittenes me off because I have to swap to guard to do it, but now its worse since i constantly get knocked down even with hollowed ground or stand your ground.

Although It does make some sense in wuvs, to make sure people can’t just mindlessly run through other zergs since they have 10s or w/e of stab, it does seem to just benefit the larger group, which is lame since even in wuvs it should be about who’s better. But then again if you are outnumbered by a lot you shouldn’t win…..

Well yes it favors zergs. I think this game had enough zombie zergs running over people it didn’t need more of it.

So 3v15 isn’t balanced because those 3 people will lose, and this is a problem because…?

In a 3v15 situation of course I would have died anyway in the past I may have been able to knock down 1 or 2 from that bridge. The game was just more fun.

Anyway, bigger zergs instead of skill seems to be what people prefer judging form the comments approving that smaller groups be at a disadvantage.

Stability Changes were a Bad Idea

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Xillllix.3485

Huh I’m talking about a videogame balance, not natural selection. as far as I know there is no AoE cap in nature,

Adapt to changes in game or perish.

I will adapt like everyone, but it won’t stop me from criticizing what are bad changes that further unbalance the game.

Please FIX Chill!

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Xillllix.3485

No one has actually played reaper. Stop saying what you will have to do against something that hasn’t been released please. The fact is you don’t know how strong reaper will be.

We’ve seen all the traits and skills. I would say we have a pretty good idea of how strong the Reaper will be, but honestly chill has been OP on ele for a while, and I wouldn’t even mind if they nerfed cleansing water honestly, as long as they removed chill on class mechanic on top of the normal chill on skills.

Please FIX Chill!

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Xillllix.3485

I totally agree, chill should not affect attunement swapping. With the Reaper we will be forced to trait cleansing water + geomancers freedom and diamond skin, and even that may not be enough.

On the elementalist at the moment Chill can literally leave you in a situation where everything is on cooldown and you cannot fight back.

Stability Changes were a Bad Idea

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Xillllix.3485

Huh I’m talking about a videogame balance, not natural selection. as far as I know there is no AoE cap in nature,

Stability Changes were a Bad Idea

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Xillllix.3485

The stab changing from a timed boon to a stacked boon was a bad idea:

“Stability: This boon has been changed from a duration stack type to an intensity stack type. Crowd-control effects will remove one instance of stability apiece each time they are applied. Each ability and trait has been adjusted to apply a certain number of stacks. All instances of stability not listed in these release notes will remain at one stack.”

It greatly favors the biggest groups because they will have more cc and will remove all your stacks before you can remove theirs since they simply have the higher numbers.

Basically it further unbalance the WvW experience.

Example :
3 of us trying to protect Mendon tower against about 15 incoming, I use Armor of Earth (in theory a great stability skill), it does not even take 1 seconds and all my stacks of stability a removed.

Before the stability changes I would have been able to use AoE as stability to then cast tornado and knock down a few down the bridge. Now post the stability changes I just got rolled over.

Now if the Anet balance team compensated by increasing the damage or CC AoE limit to favor smaller groups it could perhaps work, but right now after the few months it’s been implemented it just added up to be another nerf to the outnumbered team/servers.

Raids?

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Posted by: Xillllix.3485

Xillllix.3485

Maybe with the guild halls.

Dungeons in the new areas?

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Xillllix.3485

Unfortunately I didn’t get to play in the beta, but I’ve been reading quite a bit about it on Reddit. It seems that many players miss dungeons, in opposition to large-scale timed and repeatable events. Some commented that HoT PvE is about grinding events for masteries that give access to other events, etc. Like an endless loop of farming (as Silverwaste).

Is there any signs of dungeons entrance in the new maps? Any party instances?

SPvP just isn't very fun

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Posted by: Xillllix.3485

Xillllix.3485

Conquest will never be as fun as GW1 style GvG. Hopefully with 3+ Stronghold maps PvP in this game will go up a notch.