(edited by Zephyrus.9680)
If sPvP was more about fighting and less about capping points, I would play it…
Bad players or not, wheres all the thieves telling us that an up level thief cannot kill 80’s ? Whats the next excuse ?
This is hardly thief related, any good player with that upscaling can beat lvl 80s regardless of what class he’s playing.
So should we play the “Let’s go Digging for Threads” game ? I’m not even saying thieves are OP but for the number of times its been posted how its just not possible for an upscaled thief to kill and 80 this is pretty ironic.
That’s some serious tunnel vision. He even posted his other videos in the OP. I only watched the warrior one but it’s much better than the thief one (where he could only kill zerker chars that seemed semi afk).
No offense because I think that was some awesome thief play, but I hope they Alt f4d and uninstalled.
Yea just posted for lols. Honestly, I think the biggest disadvantage of uplevels is most don’t know how to play the class yet and don’t know what build they’re going to use.
But it seems in general condition builds at low levels are disproportionately strong because the stats come distributed from gear while power builds are more reliant on the base damage of the weapon which benefits more from lvl 80 exotic/ascended.
So uplevels actually can have much higher condition damage than lvl 80s which is not the same with direct damage since 80s benefit more from weapon base damage.
A few months ago when the server match ups were rank based with no randomness, BP/AR/Ebay had been in a fairly protracted fight. EBay at the time was considerably stronger than BP. Eventually the major BP and AR guilds agreed to not take each other’s keeps and focus on EBay. It didn’t have a tremendous effect of the scoring but it was certainly more fun that week than previous ones.
That’s definitely the exception, not the rule. It would be good if the PPT system actually promoted this play style rather than the opposite like it currently does.
Because of the match up this week it’s up to SBI more than Mag who will be last place in gold and first in silver.
Way I see it, in all honesty it’s in SBI’s best interest to be silver (#1) for season 1 and solidify their new community rather than have it smashed by every server in gold. Not just every match, every server. Except maybe SoS.
While it’s in Mag’s interest, or at least more of Mags’ interests as a more stable server currently (in terms of community/population) to be gold.
I can almost guarantee if SBI are gold this season with all their new transfers, it will be the end of that story and probably the last time they’re ever gold. No trolling intended; we all know how new mass transfers are before they’ve become a solid part of the community.
I think we have a better chance than not at passing SBI for gold unless their weekday trends are stronger than weekend relative to SoR.
But it’s really up to them more than us because they are leeching so much from SoR regardless.
SoS is already guaranteed gold and FA pretty much guaranteed silver.
What the eff I left JQ for Mag because guaranteed silver 1 SILVER #1 gogo!!
Maybe not quite on topic but, 1v5 uplevel thieves + a lvl 80 to put that part in context :P
Changing the final rewards won’t do it, you need a dynamic system which incentivises the two losing sides to attack whoever is leading at any given time.
^This
Yea that. It’s not that double teaming is considered “bad” or “good”. And it doesn’t work how the OP (and everyone else) wishes it would. It’s just that the smart thing for the two stronger servers to do is grab the weakest server’s objectives because they are usually the most weakly defended. The system is flawed and encourages double team/karma training the weakest server while ignoring the strongest server’s heavily fortified objectives. Makes for bad fights all around.
When everything gives the same rewards, the smart priority will always be the easy pickings = karma trains, little or no defense, and double teaming.
Think everyone missed the point. Uplevels are worse than lvl 80s. Period. But OP is saying that a level 20, for example, is stronger than a lvl 60 in terms of stats, because of how its scaled.
Good video. Hammer warrior is OP if you don’t know how to dodge.
Certainly doesn’t need a nerf though.
Windowed Mode and Eyefinity are not hacks.
Are you saying it’s intended for ACs to shoot over walls and beyond normal camera angles?
Also since you didn’t get the memo, Eyefinity or multiple monitors has nothing to do with it.
Please indicate where in the user agreement does it say that modifying your aspect ratio/ field of view through legitimate means such as windowed mode and eyefinity is prohibited.
I never said it was intended, but windowed mode and eyefinity are both accepted by anet. Using them is not an exploit. And yes, they have everything to do with it. Why would anyone be stupid enough to use an actual zoom hack when they can achieve the same result through legitimate methods.
I am asking a question, not making a claim, hence the question mark.
But since you’re making that claim. By all means, please indicate official clarification where Developers have stated it is legitimate to modify the aspect ratio in order to allow ACs to hit beyond normal camera angles. From what I have seen, they encourage players to report this activity which makes me believe you are just BSing your response.
I would be interested in seeing the statistics on time spent in sPvP vs WvW.
Maybe the issue has nothing to do with what players want. It could be that sPvP and competitive esports is more marketable to potential new customers. Then it wouldn’t matter if not a single player was interested. From a profit standpoint, after you buy the game, Anet can stop listening to you except in regards to buying gems. In this view, it would be in their interest to promote imbalances in WvW to promote server transfers. As this brings in more money.
As long as they keep pumping out PvE events/content, they will be satisfying the majority of the player base which keeps the customer reviews high and keeps sales coming.
Windowed Mode and Eyefinity are not hacks.
Are you saying it’s intended for ACs to shoot over walls and beyond normal camera angles?
Also since you didn’t get the memo, Eyefinity or multiple monitors has nothing to do with it.
+1
they are already back up to 99s, so probably not 100 thousands. 25k is enough to make people panic selling.
That’s because they manually removed the listings. It is 100% a dupe involving hundreds of thousands of golems. I’ve been watching this for days.
Anyway this thread will be deleted soon like the other.
Staff ele is fine in zergs.
d/d, x/d ele was overnerfed in general. They were OP, then Anet went crazy on the nerfs.
I think for most classes you need to push or pull them out of smoke field at a time when they’re already low on initiative. The problem with d/p is their stealth isn’t attack-based which makes it hard to counter (and fairly easy to play).
Interestingly the best thieves I’ve faced in recent months have been s/d, d/d, and p/d but that may just be personal preference of good thieves because these builds pump out much more steady damage. D/P has the slowest damage and their combo relies entirely on backstab hitting before they can 22222222.
Also remember that immobilize stops HS which means they can’t stealth (while x/d builds still can). They will be sitting in smoke field immobilized while you can hit on them freely, even melee from outside of the smoke field range if you’re careful. This would be significant for example for the ranger immobilize elite if they’ve already blown shadow refuge, or for warrior longbow 5. But it also requires their heal be on cooldown meaning you were already pressuring them.
To survive them at least, try and avoid backstabs (use the 180 turn often, run backwards, run sideways) and keep your health above 50% and/or dodges under 50 so they can’t follow up the backstab with heartseekers. Either they’ll get in a backstab eventually or they’ll slip up and you’ll catch them without initiative or escape skills. Or more likely, they’ll disengage when they see they’re having a hard time.
SBI deserves full value for the win. They played for the ppt and the results show. Not sure what the issue is here, why try to troll a server playing the game how it was designed?
I think you mean Coveragewars 2 > Skillwars 2
The trap is for mesmer veils in zerg vs zerg. You would really spend badges to reveal a solo thief?
PS. Also warriors and necros are the new OP. Get with the program.
If someone’s willing to waste 30 seconds for a meaningless point, more power to them. On the other hand, yesterday my game legitimately crashed just before I was stomped -.-
Aahhh Thanks this gave me an impression of what these classes are but i still dont know which one i should choose
- I have to be able to kill 1v1 and it would be very appreciated to do 1vX (1v1 is still a priority)
*I want to be good in both Zerg and Roam fights.
*I want to be able to kill every class (When i got the skills and mastered the class of course)
*I wanna_KILL_ … (What i of course already said like a million times in this thread but that is really priority number. 1 !!! Killing and 1vX!
Thanks in advance,
Your opinions really matter to me!PS: Of course there is a possibillity that im completely wrong and that there is a Waaaaaay better killing class and also got the things i named! If so id like to hear that Just dont name the Warrior pls i dont want to roll that one. Thanks again!
I would say necro fits your criteria best. One of the strongest in zergs as well as 1v1. Except that their 1vX (1v2 1v3+) is possibly the weakest of the three. Although usually very durable with high AoE damage, they lack escapes and could have a difficult time stomping (which makes 1v3 very almost impossible unless it’s 3 terrible players).
Mesmer in zergs is as much about utility as “killing”. Thief in zergs is daggerstorm and blast finishers, which contributes the least by far (there’s going to be plenty of thieves in zergs already… just because). On the other hand, small scale 1vX thief is best (in my experience) because consistent stealth inherent in their combat mechanics.
You can’t have everything at once. But have you considered engineer?
No one mentions playstyles but they’re very different as well.
Necro is an ‘easy’ style to play (similar to staff ele) in that you can sit back and cast most big AoEs on cooldown while also being fairly tanky. There doesn’t seem to be a lot of build choices but the same necro builds are extremely powerful (even overpowered) in small scale and large scale fights.
Mesmer is more methodical with lots of utility but key skills like stealth, and many of their weapon skills being on long cooldowns. There is a big difference between bad, good, and great mesmers and lots of build choices.
Thief is a more ‘Kinesthetic’ class that requires precise hits at melee range and lots of camera rotations (think FPS games). All theif weapon skills share the same cooldown (initiative) so it’s your speed and precision of movement and attacks that will matter most; and not quite as much how well thought-out your skill use is. There is a huge difference between good and bad thieves that may be equalized some by the d/p cheese meta (very forgiving and fairly easy to play) while in zergs all thieves are automatically the same as they will all primarily be using short bow.
(edited by Zephyrus.9680)
Necro will kill the most in zergs from tagging. Mesmer is good at both roaming and zerging. Thief has some of the best tools for roaming but has almost no value in zergs compared to necro or mes.
Well.. Base stats at lvl 80 are 916 for all major stats. A buff of 50 stats to all players will result in 18 players needed to create the effect of a 19th player.
50 * 18As we know most players do not run with base stats as that would mean running naked. and not every class has the same base stat.
A player in full celestial has 1300 stats. This means you need 25 players to make 26th player.Losing the bloodlust is equivalent to losing 1/25th of a player. It’s like your one friend with his ranger in your 26 man zerg doesn’t exist.
A stat boost of 150 is different. For that one it takes 8 players to make a 9th player worth of stats. Losing that is like loosing 1/8th of your zerg.
Definitely get that, but what about the benefit of having a player on your side other than just stats. The extra body, the extra skill,etc. Taking that into account, does it change the answer?
Same number of stats distributed on less players is categorically better.
Because
a. Rally mechanic (if you’re down and finished, it’s a negative value)
b. Coordination (always less with more players)
c. Scaling: Skills scale with stats so “extra skills” isn’t valid.
AND stats scale with each other. e.g. high vit + high toughness essentially makes the high vit 200% more effective. High power with high precision/crit makes the high power far more effective.
So the same number of stats distributed on less players is categorically better.
I think GW1 was much much much less balanced between characters. But also, GW1 was never intended to be 1v1 so this was never an issue.
I’ve just never found myself in the position where confusion has become an issue during a fight, but maybe that’s because I haven’t met any good players running them yet.
Most likely. If you go to a fight club you’ll probably find at least a few good players abusing them.
Hard counter – condition removal. I’ve never had a problem playing against people running perplexity runes from any classes. I regularly run mesmer, guardian and engineer, while levelling a necro, and it’s honestly made no difference to me – I can either kill people faster than they can consistently stack confusion, out remove their conditions, or both. Procing the confusion stacks does what, 2k damage? Great, I’ll just eat that damage.
Condition removal is very dependent on class and traits. Until we get trait templates that you can load before a fight, not a hard counter.
Obligatory Maguuma appearance :P
Honestly, go to a stable server of the tier you want fights in unless you want to do the same thing over and over. So definitely don’t put league ranks/manipulation into the consideration because that’s a guaranteed bandwagon.
roaming is, in essence, the art of avoiding fights you will lose and pursuing fights you will win.
seeking fairness is pointless since a 1vs1 where both parties have stat equilibrium will happen just about never.
Speak for yourself. For me it’s the art of finding good fights. Good meaning challenging. So I’ll generally leave uplevels alone and obvious zergers like staff eles.
Your 2nd claim is only true after bloodlust and one of the reasons I don’t WvW anymore.
Also, most 1v1s are boring, until recently my build was optimized for 1vX rather than 1v1. I would rather push my limits with 1v2s, 1v3s, even 1v4s, 2vx etc… while dying most of the time. But ok that’s my idea of fun.
Pushing your limits versus X, not so obvious (but still zerger builds), and avoiding challenging 1vs1 builds (sPvP) —-> Check.
Good troll. What I mean is that there are so few 1v1s that were challenging or fun that I just switched into a more AoE/sustain build because the real fights were 1vsX. Pretty much the only 1v1 I’ll disengage from is a good condition necro because there’s about 0% chance of me beating one. Why would I care what builds they’re running 1vsX? Going to be a fun fight anyway.
Also it’s amusing that you think sPvP builds are the strongest 1vs1 builds in WvW.
I’ve run into a number of Second Law guys who if you are out and get into a 1v1, they only hit you till downed and then run off. It so impressed me that I go out of my way to do the same any time I’m 1v1d with any of them. Was a nice standard to set and I hadn’t seen that prior to running into them.
I don’t really get that. It seems needlessly cruel.. if you weren’t there to really defeat him, let the poor guy do his thing in peace.
It’s like mugging a guy but not taking his wallet after you stab him.
It’s a respect thing from fight clubs. If you have a good fight, bow or salute and move on. Sometimes that player will party req and you’ll get some more fun duels that way.
Yes this is needed. The idea is that a 1v1v1 should balance itself to become competitive by giving stronger sides more reason to fight each other and not gang up on the weakest side. And also giving the two weaker sides reason to gang up on the strongest where currently it benefits them most by fighting each other.
But in disagreeing with the OP, no other metrics besides PPT are even needed. PPT as a system just needs to be fixed. Because it’s completely meaningless and broken as is.
There does not need to be a ‘tipping point’ mechanic. It should be a persistent modifier based on point difference ratios that provides greater rewards for attacking a stronger opponent and less for attacking a weaker opponent. By rewards, I mean exp, karma, gold, wxp.
Second, additional modifiers to rewards for attacking and defending more heavily upgraded objectives. For example, taking a fully upgraded keep should provide a far greater reward (wxp etc…) than karma training SM.
But to add to this, PPT from towers, keeps, and SM should also be based on the level of upgrades.
This would also phase out karma training (blob for maximum rewards and never defend) which is a ridiculous meta that makes a joke out WvW strategy. The reason karma trains are meta is because it makes perfect sense given the way WvW rewards and even PPT is set up. Unless WvW is not supposed to have any strategy, this is a broken system that should be fixed by properly weighting ppt and rewards based on approximate server strengths (points) and levels of upgrades.
(edited by Zephyrus.9680)
Sure but should be based on WvW tier and not population. E.g. back in the day Eredon Terrace was T1 but medium population.
+2
There should not be any rewards until the matches are made competitive. Now it would just be rewarding population and coverage (and luck of who you faced).
roaming is, in essence, the art of avoiding fights you will lose and pursuing fights you will win.
seeking fairness is pointless since a 1vs1 where both parties have stat equilibrium will happen just about never.
Speak for yourself. For me it’s the art of finding good fights. Good meaning challenging. So I’ll generally leave uplevels alone and obvious zergers like staff eles.
Your 2nd claim is only true after bloodlust and one of the reasons I don’t WvW anymore.
Also, most 1v1s are boring, until recently my build was optimized for 1vX rather than 1v1. I would rather push my limits with 1v2s, 1v3s, even 1v4s, 2vx etc… while dying most of the time. But ok that’s my idea of fun.
It’s not about ascended being a stat increase, because this is just a matter of lazy people perceiving some grand advantage Ascended gear is giving them. I say lazy because when Ascended wasn’t around people cried about exotics.
All you’re arguing is PvPers are “lazy” because they would rather PvP then be forced to grind PvE or TP. Ok then…
WvW is war….there is no “fairness” in war.
What’s that supposed to mean? Go back to PvE if you don’t want balance. Last time I checked, WvW is PvP (player vs player). I don’t know about PvE but PvPers don’t care about just winning. They want to win with a challenge. That means the possibility of losing which makes it fun and challenging. I have never seen a PvP game promoting unbalance as a core philosophy that was successful.
I’m on FA and I don’t mind leagues at all. Why is it so important to have easy wins? If your server has way smaller numbers just consider it to be a hard mode and a challenge. You probably won’t win but at least you can have some fun, just change your perspective.
That’s the illusion of competitiveness Anet wants you to believe. But actually it’s not that you ‘probably’ wont win. You won’t period. There might be 1 or 2 servers that are so close in population it could go either way with their two particular slots but otherwise everything is 100% predetermined before the season even starts. The statistics are already set, the season is just playing them out.
The issue isn’t that leagues will ruin WvW or anything. It’s that they’re trying to build something competitive on a foundation that is fundamentally and completely noncompetitive. It’s that they’re sort of an epic joke or pun on competitiveness.
If they wanted to fix up PPT and 1v1v1 dynamics to make things competitive, cool; but they don’t. Building leagues on a currently meaningless system is a complete joke. More likely, leagues are just a mechanism to fuel gem sales via server transfers.
So sick of fighting people using these runes. Interrupts are extremely easy to get in this game. Interrupts should have to be used strategically to counter certain key skills (ex. healing skills), but with this rune you get rewarded heavily for chain interrupting your opponents auto-attack. It’s ridiculous and takes no skill.
And why does every class need easy access to confusion? Necros already have access to 11 conditions, why do they have to get confusion on top of all of those??? They already have an insane condi burst. Why does a 700 damage/sec fear need to apply 5 stacks of confusion too?
/endrant
Chain interrupting you say. You do realise that for some one to spam interrupts on you, YOU have to be spamming abilities in the 1st place for this to happen. No sympathy L2P
This isn’t gw1 where interrupting certain skills on a single player was key to winning a 4v4 or 8v8. On GW2 even auto attacks are skills which means everyone is always “spamming” abilities.
If you wanted to argue about L2P, its spamming after the confusion is applied. But of course the issue with that is that some classes can apply confusion indefinitely because of the number of interrupts they have access to.
Meh. I think the keep lords (all lords) should be made a lot stronger before they could address the rallying.
Leagues are an extension of PPT. And as long as PPT remains meaningless (99% decided from match start by pop/coverage) leagues will be too. If they fixed the PPT system to make it competitive, such as by giving greater rewards from taking objectives from servers with more points, it would be a big step in making PPT a little bit meaningful and competitive.
Until then, no one who understands WvW will really be able to care about PPT or leagues once the tiers are set.
To the title- they’re not listening and they don’t care. They would rather pursue their own grand delusions then listen to players about what’s not working and what actually needs to be worked on.
As a spectator who mostly doesn’t care anymore, I have to say it’s more fun this way. Like watching a train wreck in slow motion.
You would fit in on Maguuma. We love field fights away from siege but borderland defense is a serverwide culture, always the #1 priority. It’s not about any single guild or individual, if the borderland are in serious danger, pretty much everyone will know about it and come to assist if needed. Whether through map chat or public server mumble.
Our keeps regularly go for days, even the entire week without being captured. The only common exception is strong oceanic servers with sheer numbers that Mag’s relatively small night crew can’t always stop. Even then, you’ll always see the garrison massively sieged to hold out overnight and it often will on weekdays. Mag is really only looking for oceanic time zone or NA night/morning owls at this point though I’m sure you would be welcome regardless.
In essence, it’s even competition (competitive fight) that makes it fun. It has nothing to do with the numbers or scale. Just that it’s an even fight and therefore competitive. The same thing that makes 1v1 fun and 3v1 not fun.
No disrespect!
Op, will you or the GvG’s be helping Arena.net cover the huge costs with increase server and large data costs?
Reason i ask, is because as you already know.
Gw2 have too many problems which still haven’t been fixed since game launch and why would Arena.net abbandone all the fixes for GvG?
In other word,
Why would Arena.net spend money or any money in on GvG than spending that money in helping repairing Gw2 problems?
Is GvG such a priority than maintaining gw2?
Copy paste empty map
Cost: $0.
More distributed and consistent server loads (more 25 vs 25 and under, rather than massive 60+ vs 60+ that skill lags and breaks the servers):
Cost: Negative (money saved)
Satisfaction from competitive GvG and spectator crowd: Priceless?
I don’t need to mention a satisfied player is going to be more willing to spend gems.
What other “huge” costs are you referring to? By referring to server and bandwidth costs you seem to be assuming GvG players come from nowhere? They don’t. They come from WvW which reduces the server load from WvW. Otherwise they come from PvE or sPvP. Same idea. There’s no magical increase in server or bandwidth costs just because it’s GvG, unless it’s by bringing more players to the game…
Repairing Gw2 problems? You may be new here, but pretty sure this is a huge one. Easy solution, and pretty much everyone agrees on the same thing. It would also accommodate fight clubs away from bloodlust.
Every player who is against GvG in WvW AND every player who supports GvG would like for the activity to have it’s own game mode. This would remove GvG from WvW, give them a truely even playing field, and let them do what they love. Win for both/all sides.
So 100% of players support a GvG game mode which could be as simple as an empty map. I’m sure they don’t even care about rewards or an in-game ranking system. Copy a map, remove all objects, call it “PvP sandbox”, and put it on the WvW or sPvP menu.
If you don’t agree about the 100% player consensus, post the reason for keeping GvG in WvW; since GvG is going to happen somewhere regardless of how you feel about it.
By not accommodating something this simple, we can assume the developers WANT to keep GvG events in WvW for some reason. Either that or they are either wildly incompetent or else completely apathetic to what 100% of their players want.
Not exactly the same, but the story works for all mods not developed by main devs on video games: KZ maps, Zombie modes in Counter-Strike, Zombie mods for Arma2 which turned into DayZ and the upcoming standalone.. there are loads of examples.:
you miss LoL, the most obvious example
He didn’t. League is a casualised ripoff of Dota, the real example.
Same point. LoL picked up where DoTA (the WC3 original) left off. The most played PC game in NA and EU was all from an unintended game mode… LoL has more players playing online at any given time than the total copies of GW2 sold to date… So maybe devs should take that as a lesson in humility, and success.
Ahm, ok so i checked the vid and i can see the amount of insulting – coming from the players – starting with “just let the kittenes in the middle die” and continuing by calling him a kitten and telling him to play somewhere else.
Once again – you were insulting him because he wasn’t playing the game based on your rules.I was working in an ISP center in the past and I must say it.. You people are the kind of ppl that the whole company laughs at.
Here we go again, someone who cant see the underlying issue. I have one thing for you to picture though, how are THEY supposed to play the game when the DEVs implement a crappy matchmaking system that resulted in them steamrolling their opponents?
It’s not about being the best, it’s about doing the best you can do in any given situations – if you didn’t learn that in your life then i don’t have anything else to say to you
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-and also, it’s you who doesn’t want to understand :P people were insulting whoever interfered with their gvg game.
You can’t expect anything better from anyone else if you’re a piece of s- yourself ^^
Look, it’s really simple. There’s no other reason to be there behind the windmill EXCEPT to GvG, watch the GvG, or troll the GvG. He wasn’t there to GvG. He could have been there to watch the GvG. But no, if he came to troll the GvG then he’s going to be treated as a troll. Treating a troll as a troll is not disrespect. The fact that he also popped the Anet tag to represent the company while being a kitten is what takes it to a whole new level.
I agree the title is misleading and OP is too long. Fair point about gaming the system but the only way I could see that happening is if the 3rd server is really just too weak to be in the competition.
Right now what happens is everyone rushing to flip undefended objectives with no upgrades because they give the same rewards as the more difficult upgraded objectives. In a way, this is gaming the system already and really no depth of strategy. It makes more sense that the upgraded objectives which are harder to take, should be worth more, and also worth more to defend.
Rather than flip 5 empty towers or the weakest servers unupgraded borderland, it should make strategic sense (for rewards and PPT) to make an epic siege on the strongest server’s keep or garrison. If deepening the strategy would also help to create a more competitive 3 way match, it’s icing on the cake.
