The best thieves I know like 1 vs 1 more than tournaments and are not on a team. In reality team play is based on their synergy moreso than mechanical skill. There are players better than those in tourneys they just don’t have a team because the are class locked. I don’t like where thief is at evade wise. At 50% hp they get 2 seconds of evade on top of their ability to almost constantly evade leaving plenty of wiggle room for active dodging. I feel like the current meta forced thief into a corner where they have to spam evades to stay alive. 33% of my ranked games to legend were on a brain-dead perma evade thief and it definitely worked. Between DH and perma evade thief I got the most wins. Every time I played anything else I started losing because my mmr for these classes were too high. Perhaps I’m salty because they gave thief what they took away from my mesmer main because it was Toxic Mesmer used to dodge for clones and poop conditions. Now thief dodges for damage or conditions. This concept I don’t like. Why nerf it for other mesmer if you want to give dodge damage to thief? It is very simple. Noone likes to miss a target and receive damage for have an attack dodged 5 times. But again I don’t want thief nerfed yet. I want DH instant casts and Druid/engineer self healing nerfed first Then, when these classes are less broken they can tone down thief. after thief I would say they should go about reducing warrior sustain and mesmer healing from the inspiration line. I am not looking narrowly at thief when I say they have broken mechanics because right now allot of classes have brainless game-play as a mesmer main especially I know my class does. During my gameplay as DH and Thief I realized certain things need to be called out.
The best thief is better than the best of any other class. They are not a noob friendly class. Also thief did get power creeped allot. They were given passive 2 sec evade in aco free dodhes on cc and initiative on dodge and regeneration on dodge and condition removal on dodge. Their dagger auto was buffed their staff hits 10ks man. They have had allot of power creep. If you want them to kill we have to allow them to die. Anet took away their stealth to give them broken evades. The evades are preventing them from making thief more useful in ranked
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They need to increase thief damage and add a Duration after dodge where they don’t evade this way they cannot dodge twice in a row. Dodging in a row should be similar to spamming sword/d and sword/p skill 3 you can hit them during a specific interval. I played a no skill dodge spamming thief just to frustrate people in diamond. I’ve 1 vs 3 with it. I say remove dodge spamming by shortening the evade duration. Let thief keep their dodges and increase their damage.
You really need to start playing a dodge loaded thief power or condition. (the best would be power). Thief is extremely strong right now. The only complaint I have in thief favor are two fold. 1) They need more base hp. 2) They need DH burst nerf asap.
They really need 1 vs 1 ranked with a pip system so players in 5 vs 5 can be rated individually. The reason they don’t add it is because they know that their pro league isn’t actually that good at 1 vs 1. They need to allow for 1 vs 1 so players seeking recognition can have it without complaining about their failure in 5 vs 5 which they love to blame a team for. Another reason is because they feel bunkers would stale mate. This is where players would have a time limit and if noone dies noone gains or loses pips.
Ranked 1 vs 1 perks:
1). Tacky dueling servers which are always filling up will be unnecessary
2). Players will have a measurable gauge oh their mechanical skill level.
3). More people will join the pvp community/game for 1 vs 1 ranked unique to gw2.
4). Balance needs will become more clear. (Flying under the radar are specific builds that can 2 vs 1 and drop players in around a second for many classes)
5). We will actually know how good our pro league is and stop feeling like they are poster boys. (I know they practice hard, but right now the community feels they are over-glorified on easy specs).
6). Ranked here would mean something. If you cant rise into diamond here it isn’t because you didn’t grind. It is because you keep losing to different players in your division 1 vs 1.
What pvp team should realize is that players are doing this on their own without much reward. They make 1 vs 1 tournaments and many players are stuck in dueling rooms being unrewarded for it. Yet they keep doing it because it is what they like to do.
You see I actually did try during amber and had a 60% win rate up to ruby where I gave up trying because I began to notice I was being carried if I hit a lose streak. After understanding the system I gave up trying and by diamond had 51% win rate which quickly declined due to a lack of effort. Yet pip wise I got to legendary.
Test of Faith should proc once per player. It currently can hit 5k damage if they use it and it hits you then they knock you out and pull you in your dead to unblockable damage. It has allot more damage than the tool tip says. I feel the skill should say 15-20k damage due to its long duration and repeatable procs.
That is why I make the numbered suggestions. To cause players who are good to quickly reach their respective ranks. This way if you play well you rank well. If you play poorly you wont climb. Notice I don’t critique their 50/50 matchmaking. If players are rewarded by outstanding performance they will climb with extra pips. If a player isn’t trying they will not decrease rank thanks to the 50/50 match making system. They will remain where they are until they get better to do well in a few games wherewith they will climb.
My numbered suggestions make it harder to easy win by queuing with smurfs. Furthermore it Eliminates mmr Tanking/ farming as a possibility
I have realized over time that rather than calling nerfs on one class address what needs to be nerfed for all classes. It is less biased and more accepted. For example:
Elementalists: Diamond skin is pretty powerful and could be shaved.
Thief: They shouldn’t be able to dodge more than 3 times in a row.
Mesmer: Nerf healing on shatter the defender nerf was perfect.
Revenant: Their weapon swap synced with legend swap into Staff skill 5 after being buffed in assassin stance. It one shots people it could be toned down,
DH: All their skills need to have longer cast times so players can react Test of faith should only proc once per use and spear of justice should be blockable as there is no counter for the pull after it hits.
Druid: Shave the healing big time. More aoe less self healing.
Scrapper: They also need less healing more counter-play for there res would be nice too.
Reaper: They have too much aoe condition damage.
Warrior: They do too much condition damage upon interrupting players. They also have too much sustain for their given damage shaving to condition immunity and damage immunity would be nice.
These are issues that need to be fixed. There are things the classes need to balance themselves like necromancer needing more sustain or thief needing more hp. But these are a few pressing issues of many. It isn’t DH alone that is messed up. The whole game favors a button smashing mentality right now.
I Played evade spam thief both power condition and yes pistol whip thief. In my opinion thief is actually more balance in the higher tiers. It is the lower tiers where thief is under-powered because players are not ready to dodge DH burst where they can get 1 shot. A good thief can win every fight on skill alone. I would say Acrobatics has become a mandatory line as well as daredevil. The other two are up to the player. 33% of my ranked games were thief. It didn’t stop me from climbing.
I did get Legendary this season.
First, I will complain that it doesn’t take skill to get their it is a grind.
Beneficial Additions:
1). Remove pip gain on win streak and comeback pips.
2). Allow players to drop divisions
3). Give extra pips based on performance (Different things: healing/damage/kills/ contesting that are above average)
My review of this season.
I will not play ranked again except for fun un-competitively as I got what I wanted from it. Since next time I will have to start over again to get legend, I wont waste my time playing ranked every season.
Also, I did not do anything amazing. Actually, I was testing random builds out some of which were terrible. I also had under a 50% win rate. I simply played enough matches and got to legend. I wouldn’t call myself skillful. I honestly didn’t try. I just spent the time. (I did try some on the last match to legend because I was excited to get my backpack piece)
This ranked system cannot be player friendly for the new guys if it wants to retain its purpose. Showing a meaningful rank to tell a player where they stand with the rest of the world is that purpose. Right now ranked doesn’t do that, and I feel like I’m an example of their poor pvp design right now.
I knew I could play bad and win anyway.
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Quickness stomping by rangers pales in comparison to quickness super res by druid. Engineer is also somewhat broken. DH is probably the more balanced with resing despite my opinions on it as a strong class.
They honestly need to give thief more meaningful and game changing elites like memser moa is or rev 3 second aoe stun.
They also need to rework allot of thief skills like their signets which are also lack luster. Everyone has retal and retal ticks more than the healing signet lol. At least make it on skill use like ele. and their Thieves Guild is too weak now. Idk why they even have their dagger storm its useless. The best elite right now is the one for downing because it can precast down people.
The thing LoL didn’t implement that GW2 needs to implement is fater climbing for player that contribute more to their team. This pushes good players and carry players out of the lower ranks quickly. It also provides an incentive to try harder. likewise. Players that contribute nothing to their team should climb 1 pip at a time per win. This way Toxic play decreases and the skill brackets are more clearly defined. Furthermore, they should not gain extra pips on comeback or win streak. Only extra based on performance.
1). Give extra pips based on performance
2). Stop giving extra comeback or win-streak pips.
3). Allow the dropping of Diamond to ruby and legend to diamond etc.
I have pointed out that right now they need to tone down power creep but everything has some sort of counter right now so in a sense I see balance for all classes except thief. What is an issue: When two druids or engineers are in a 2 vs 2. No matter how many times you down them, the good ones will interrupt you and or quickly res the target within half the time it takes to finish the downed player. They can even out res quickness stomping if they react fast enough. As if ressing wasn’t bad enough, They prolong the fight.
The main issue with pvp is point turnover. Players take too long to take a point. Once a point is taken it can take 100-200 points of game progression to take it back. In this way bunker rotations have taken over solo que and pugs thanks to a sustain creep.
once they added reveal channeling skills should have been changed to drop target upon stealth. Right now players with stealth see no benefit unless they remain in stealth for more than 3 seconds. This is why thief D/P set is rough to use in higher tiers.
It has been very clear that many players have the ability to sustain themselves. At this point 1 vs 1 can often end in stale-mates regardless of the amulet which I can hardly call unfair and there no real losers in this sense. The real issue is brought up in team play. The ability to stack healing is slowing down pvp and forcing the 100-0 burst found on Revenants and DH. Just two druids together make teams almost immortal as they can out res damage and stack healing to keep the team alive. {As if the players themselves don’t already have personal damage mitigation and a healing skill(s).}
One possible fix in the upcoming patches may be to remove support classes ability to excessively heal themselves while increasing their healing to others. This would make healing more coordinated and healing comps more focused.
@Josh Davis this suggestion is an amazing form of understanding. Hope you guys keep up these community based changes.
Add rotting wood or rusting metal aka a way for conditions to affect structures.
Downed state is kind of corny. It was added to make the game look different than wow. Ultimately it doesn’t mean you actually are fighting to survive like real life. It means u get a second hp bar where you were less flashy and sitting. In pve i would bet players would prefer that extra downed hp to their walking character with downed state removed and res corpses active.
As for pvp noone really likes it. Maybe a few but I doubt the majority do if you were to vote.
Just speaking true.
I agree with the Op list I would not ranked them in this order but I would fix all 4. Maybe even add res oriented engi.
Lol ya what were they thinking? I was playing necro and they have no way to fight warrior at all. 2 dodges and some stun breakers are it. Basically impact warriors get free burst on necro. there is almost no counter-play especially with their resistance. you could start full DS and still lose.
Traps are instant and to be used like attacks. They can hit on use or hit over duration which makes them strong. People who say 1 dodge nullifies traps don’t understand how to play guardian. A good guardian does not place a trap waiting for someone to walk over it. They use the traps as interrupts/ damage when your not dodging. They can do this because traps have no cast time. With out a cast time you cannot react to a guardian using the trap. All you can do is hope he is new to DH and placed a trap away from you waiting for you to walk over it. Also if you dodge a trap it is likely you won’t dodge twice in a row. Given that he will probably use the fast and unblock-able f1 and suck you back in.
I have been playing allot of DH this season because they equal free win streaks often.
I’m getting a similar issue except it is saying that Gw2 is blocked from the graphics card. This bug only happened after update recently. Please fix. I was in tourny and I started glitching everywhere. My screen freezes randomly and then my screen blacks out then reappears and I ultimately get a graphics card failure. I have to restart my pc and just stop playing.
Well I am a 1 vs 1 tournament supporter using the ranking system similar to team ranked. Anet has the rare opportunity to make this the first 1 vs 1 and 5 vs 5 esport. They would attract so many players if they did this it isn’t even funny. Ranked 1 vs 1 would be revolutionary in mmorpg especially if they work out 5 vs 5. Both both ranked progression 1 vs 1 and 5 vs 5 they would stand above most pvp games out right now.
Necro is weak to thief. It really is weak to thief.
If you don’t button smash you can mitigate allot of damage and prevent them from landing conditions in the first place. At first you will die quickly to good players meta builds but after a while you will catch up. It is mainly nice because of its aoe boons and heals. Also be sure to time your elite accordingly.
The build is super spam friendly so it may be hard to see the high skill cap this build has. In the right hands variations of this build can be extremely strong. It is kinda like bunker druid. If you don’t know what your doing it dies fast to cc and other things. But in good hands the druid is unkillable almost. It is similar with this build.
Also I know diamond skin gets allot of hate. But with all the conditions flying around it is nice to have especially given the ability of this build to stay at 75%+ hp.
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True this needs to be fixed. Team mates and enemies should get better. I am just saying right now it seems like we get worse enemies as we rank up because low mmr players are getting to legendary. If ruby mmr players are in ruby then the current 50% win rate would do what you describe in LoL When you rank from ruby you start facing diamonds. It is the free pips that make the current 50% winrate look bad. and force us to play with rubies that are really amber.
Having played league of legends I would say it needs the 50% win rate. If that is removed than rank again wont matter. You have to beat the system aka win more than you lose to be a better player than your division. Right now it is random because amber level players can grind into legendary but with the suggested changes, if you are a good player you will carry yourself out of amber as long as all the amber level players are stuck there.
I say this because I stopped trying around ruby and played ranked like it is casuals. I have above a 50% win rate very slightly “Not trying” and ranked to diamond. I just wanted so see how strong the 50/50 win rate was and I confirmed I don’t have to do more than long tourny for cash currently as I will rank up eventually.
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The truth is tough. Anet is avoiding it to satisfy the pvp rewards system and make everyone feel legendary. It is an effective short term form of marketing.
Pvp realistically needs to run the pip system like diamond and ruby for all divisions without two elements. No more comback pips. No more winstreak pips as extra pip gain.
The backpack piece should be gained after x amount of games or crossing x amount of divisions. This way it can be grinded or gained by experienced players.
The handing out of extra pips is what makes divisions meaningless. Everyone will climb as long as they play. I am not the only player who plays random builds treating ranked like causal play knowing i will have a forced 50/50 win rate and will gain extra pips somewhere along the line. Much of the community plays tournys like normal que
1. Remove extra pip gain
2. Make divisions like ruby or diamond.(Can lose pips can lose tiers)
3. Each new season cause players to fall one division or a few tiers depending on their mmr.
4. Make rewards tied to rank up or matches played so anyone who works can get their backpack piece.
In anycase, this change will end mmr tanking for good and make a ruby really better than a sapphire unlike currently. Furthermore, anyone who gets into legendary would literally be amazing players at this point allowing them to get recognition with their gameplay and streams. This would expand the esports scene and everyone is getting rewards so everyone is happy.
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It just doesn’t die. I haven’t seen this on meta battle or players using this build so it is.
Should be rotated fire—>earth—>water—>air—>repeat.
Be sure to spam those auras and use the overloads occasionally.
Spamming skills A.A and weapon skills gives you healing so don’t ever stop casting.
This build provides allot of support for teams and 1 vs 1 is nearly immortal. It can pump out decent aoe damage if you stack might right between the fire overload and combo fields.
This build is super casual so it shouldn’t be hard to pick up. You will likely do well as long as you have a good atun-swap rotation.
I’m just pointing out Players can’t counter play instant offensive skills I would even opt for damage increases to have these skills given reactable cast times. Besides this fix wouldn’t hurt pve too much. This is much better than a damage shave which would cripple the class. I have actually gotten used to playing it so the last thing I want with my DH time is DH made unviable. It really isn’t good for gameplay to have instant damage dealing skills that can be cast simultaneously with other skills that do have cast times. Even worse, it promotes the use of macros in ranked even if some get caught, not everyone does get caught if their smart. (I am heavily against macro’s as well)
I have been a 1 year ranger main 2 year mesmer main and now am a guardian main. Mesmer is still strong yet I can waste every other class on mesmer litterally almost full hp (which is not ok) except maybe verses a bunker scrapper which stalemates 1 vs 1. Guardian however is a fast loss it is like going from god mode vs every class to weak on my main. Here is the irony. I swap to my guardian re-duel and win (Note I am using tourny builds during these duels).
Now playing what I feel is a decent guardian. I have Identified the sole problem with guardian. It is not their damage, their healing, their condition removal, any of that. It is 100% their casting speed. Meditations are instant and so is judgment.
I hope this proves insightful as to the issue. Right now guardian is the only class that can dish out 10k damage in utilities and passives instantly. This does not include weapon skills. This is not a damage issue ignore the number. It is the instant cast time. and unblockable nature of the daze/damage of Test of Faith. Smite condition is also instant. If these had a cast time they couldn’t be used instantly and simultaneously. This is the core issue with guardian not the damage. Simultaneous casting. They have the ability to use all their utilities while using a weapon skill without waiting or interrupting cast times. It would be ok if this was purely defensive but it is not. It is offensive. A very good guardian can near one shot 17k hp players with this kind of syncing of utilities. I am talking very specifically about the symbol/medi/trapper.
The best way to fix guardian is to simply give their utilities 1/4 second cast times each and allow players to block the f1 skill. (or telegraph it better because it is very fast) note that right now spear of justice pierces and is unblock-able so as soon as a player uses a duration block it is basically a free hit or free block disruption. Regardless, they need the following:
1. An actual cast time on utilities
2. A longer react-able f1 skill so players can react.
The reason it seems like guardians is strong is that players can’t counter play an instant skill Dodge is useless verses that. Especially when they are unblock-able. If they cannot react to it. They cannot dodge it. They can only get lucky. This is bad for competitive pvp as it takes skill from the game. This is why mesmer shatters were given 1/4 CD after shattering so they cannot quad shatter. Also it is telegraphed by clones running at you.
Again Players cannot counter play instant offensive skills .
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Since HoT mesmer has been very strong and received the saves it needed. However, expecting more aoe skills to come in future updates I would like to recommend a change to mesmer shatter.
Early on playing mesmer meant that players were punished by clone death conditions and retaliation for not attacking the mesmer and instead attacking clones. Currently, It has become more of a clone killing fest. Players don’t have to try to find the mesmer. There are no more mind games. They simply kill the clones in one hit or slap an aoe field down to eat the phantasms and clones.
Mesmer phantasms and Illusions are 75% of a mesmer damage and can still be killed before mind-wrack hits. This makes it hard for mesmer to be useful for anything other than a portal verses an aoe team. With all the DH running around it is hard to kill quickly enough. Mesmer’s have the damage to kill DH 1 vs 1 but it doesn’t feel like it because the traps are eating mindwrack eating phantasm mesmers phantasms. This forces mesmer to face a heavily blocking class without more damage than what is on weapon skills which are decent but not enough. This also applies to elementalist. While elementalist is weak, their aoe renders a mesmer useless damage wise for a time in team fights. The same goes to warriors. AoE conditions or just aoe damage can render mesmer useless. Mesmer is still a god of 1 vs 1 and I would not recommend any 1 vs 1 sustain/damage oriented buffs. But I would ask for some team oriented buffs.
The chief Idea behind this suggested fix is to make a winner takes all turnover on any given point and prevent point stalling by rotating aoe tanks one at a time into a point to keep it from being decapped. Especially if the team using this passive method is technically losing in kills. The suggested change would ensure mesmer can be useful in more than a 1 vs 1 decap.
For the players who didn’t take the time to read the background and theory behind mesmer “Start here.”
The suggestion is to give mesmer phantasms/illusions a brief 2 seconds of distortion upon being shattered. The aim is to prevent phantasms from dying when they run into the enemy which might already have an aoe field up that “Accidentally” does them a favor by killing the clones.
Match making is not broken there are allot of players queuing with certain builds. They can’t stop one DH out of 3-2 from playing the back up on que times would be full of DH and ridiculous. This unfair match making is the result of balance not match making.
You have to deal damage. You can’t out last them. The goal is kill them as fast as possible when they least expect it. You can technically 1 vs 1 them if your good but that would take way too long and you would be +1ed. Try to set up ports that bring your team with you. There really is no 1 vs 1 option in tpvp I can give a whole load for 1 vs 1 outside the arena though since fight duration doesn’t matter.
Yes this bug is so annoying please fix this is also related to my res/downing thread there are too many issues with the mechanic right now. For example people resing off of players they didn’t fight.
There is a larg DH pool because they are pretty easy to play If I’m on a losing streak I often play my symbol/medi/trap guardian If I get a team 4+ guardians it’s free win.
I understand what you mean but Guardians have allot of healing it is hard enough for thief not to be outhealed. Sometimes a thief is stuck between constant running + no kill or constant assault resulting in its death.
We do have enough condition cleanse for 1 vs 1
We do not and should not have enough condition cleanse for 1 vs 2
Players who complain are often bruser/bunkers that 1 vs 2 or 1 vs 3 if the enemy is a solid power spec because of evade or blocks. For example Guardian can block 1 vs as many as long as the don’t all have unblockables but he cannot cleanse multiple unblockable necros.
The reason moa is strong is cause it depletes your lifeforce / astral force. Destroys all your minions. and makes you unable to use active defenses. But dodging moa isnt difficult if you know where the mesmer is, like, the mesmer shines, like its a great kitten bright purple light.
Moa was already nerfed from 10 seconds to 6 seconds duration, resulting in a 12 s total moa if you get moad twice with a 180 seconds cooldown.
The current mesmer meta build doesnt have any stealthskills, so you should be able to dodge / block / avoid getting moad at least half the time if you pay attention.
Even if you get moad, you still have an evade skill built into it.
Lol! they still haven’t fixed that? That is the reason I didn’t main necro two years back.
If you have two dodges though moa isn’t too bad.
If we talking 1 vs 1 condi mesmer with disenchanter takes condi warrior. They have no resistance vs the boon steal meaning they have to eat all the condition damage without defenses.
It is the double moa. I am sad that my main is only able to tpvp because of port and moa. But I kind of feel like its mesmer’s turn to step out of the spotlight.
This thread really is aimed at increasing the res/downing speed to account for powercreep not to delete res. Deleting res is kind of a side convo that rose up. Players need some kind of compensation for being unable to move or cast for 2 seconds when downing. Res also needs some compensation. I have played allot of thief this season and I can say it is horrible when I kill someone and get 100-0 trying to down them I don’t mind being interupted but if I’m downing I shouldn’t go from 17k hp to 0 that fast. It costs a player more hp to finish than to down a player that is the issue on one side. The other side is that it takes too many players to res a downed player. They cannot out res one thief’s damage right now and I have watched a whole team go down just trying to res one ally.
Knowing how res worked pre HoT I know it is not working as intended.
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I’ll be honest once I realized Infuse light negates damage as well as healing Rev. And that it has a cast time, I just watch them like a hawk when they swap Dragon stance. If they don’t heal from that skill they die fast.
Mesmer, warrior, and thief probably have the most build diversity within their own class to be honest. Many different things work with these classes. Sadly that doesn’t mean thief has any viable builds vs counter classes.
Warrior, Scapper, Druid and DH need a reduction to sustain or damage. The developers have to choose. I opt for a sustain nerf because I know a damage nerf will cause one of these classes to be immortal. Rather than immortalizing all the classes with a damage nerf I recommend nerfing sustain. I Feel a class should last for 2 minutes max if he is a full bunker but after than should have blown all CD and die like paper. Right now good players can last indefinitely.
Cynz is right on this one it is either nerf defenses or buff offensives. I would much rather nerf defenses than buff offenses but I would accept either one.
But warrior has the ability to be unblockable for 6 seconds and does much more damage than thief. I don’t see anyone complaining about that yet.
The issue is there are allot of tanky thieves around lately. (Refering to classes with more damage than thief and more sustain). Warrior for example doesn’t die instantly and out damages a thief in burst and sustained damage. Thief is like half a warrior and paper. It dies fast and cant even preform sustained burst because it is locked into running/surviving the whole time it doesn’t even have to be focused right now it just has to be in the wrong aoe field at the wrong time.
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