Showing Posts For Zintrothen.1056:

Skull Grinder.

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Zintrothen.1056

Daze is half second, but yes, the skill does far too much for one skill. It’s also spammable every 2.5 seconds actually, with a trait.

Condi needs to be fixed

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Zintrothen.1056

Well this is going to have to include a nerf to Escapist’s Absolution and your ability to quickly stack 2-3k per second bleeding. No profession should be able to clear conditions as easily as a thief running EA. It’s why they nerfed Diamond Skin. DS was just way too good against conditions, but EA can fly because it’s part of an elite spec. #AnetLogic

Warrior is a little too strong.

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Zintrothen.1056

The biggest problems I have with Warrior’s is with Adrenal Health lasting too long, and Mace and GS Berserk Mode F1 skills being too strong.

Adrenal Health I think would be better balanced if it was a short duration (maybe 5 seconds) and healed for more per bar of adrenaline spent. It was OP not because of the amount of healing per second it gave but because it lasted 15 seconds just from hitting a Primal Burst skill. Making it a shorter duration will be more punishing if you miss a burst skill, and it’ll reduce the healing from a Warrior running away.

Mace Primal Burst does far too much. It’s a lot like Surge of the Mist. One skill just shouldn’t do so much all at once. Skull Grinder cripples, blinds, confuses, bleeds, blasts, surges forward (no leap finisher thank God), and dazes, and does some mean power damage in addition to being a condition damage attack too. All this is on a 2.5 second CD (traited). Something needs to go. Nothing should blind and daze at the same time, nothing should apply 4 stacks of confusion and bleeding while also doing powerful power damage at the same time, and why does it blast? There’s nothing about the skill that explodes. It actually leaps more than explodes. So, my suggestions for the skill:

- Remove either the blind or the daze.
- Reduce the power damage significantly or remove either confusion or bleeding. I suggest confusion if you remove the daze.
- Remove the blast finisher. Do no add a leap finisher unless you do both the previous points
- Keep the crippling.

GS Primal Burst does more damage below 50% than the regular Burst form. The biggest issue with this skill isn’t that though. It’s the fact that it hits so far away from the Warrior, while also critting for potentially 25-50% of someone’s hp, depending on the player. If someone’s trying to carefully keep out of range, they shouldn’t be hit so hard from so far way. GS has other skills to get close, but we don’t need use that now. All we need to is press F1 and hit 5 things in a 450 radius. So, my suggestions are:

- Reduce the range to 240 radius.
- Reduce its damage to something between the Burst version and the Primal Burst version

After all this, ditch the Endure Pain auto proc trait and replace it with something that takes skill. Warriors were only weak at the start of HoT because everything else was so much more ridiculously OP. You’ve nerfed most of the other professions nicely, but you also over buffed Warrior’s sustain, and with defence nerfs to other professions, the true colours of GS and Mace Primal Burst skills are showing. Mace needs a harsh nerf, GS needs a range reduction, Adrenal Health needs a duration reduction and auto procs from every profession need to be removed.

Voice Function for SPVP

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Zintrothen.1056

They should just add more sounds for when someone puts something on the mini map. There’s no sound for when someone draws an arrow or a number on home to indicate how many enemies are going there, for example. Also, anything that is placed should last a bit longer and any sound should be a bit louder too. It should be louder than any other sound because it must grab a player’s attention. And if a player can’t look at it within a few seconds, then it needs to last longer because of those situations. The mini map is the best way to communicate what’s going on, next to plain ol’ typing in chat, but as mentioned, not everyone speaks English. There’s also no sound for when someone types something in chat.

What I’m trying to say is, there should be more things that grab a player’s attention when it comes to chat and the mini map. Those are the places where you communicate, so there should be better ways to communicate. To summarize in my usual point form way:

- Mini map visuals should last longer
- Chat box should have sound options for when something is typed
- All chat box and mini map sounds should be louder than in combat sounds

DH Spear pull should NOT work on evade!

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At least GS 5 tether has a spin animation before it goes out, so you actually don’t have an excuse after you’re caught. But F1 tether is instant with no indication that it’s going to happen, other than maybe a Test of Faith or you running away. All other instances are too unpredictable.

I think one thing that’ll help improve DH is reducing the strength of skills, but making them harder to counter. This will help make them more powerful against good players, but weaker against bad players.

So, what if Procession of Blades was made unblockable, but the damage is reduced? True Shot’s damage is reduced a bit, but you can move while casting it and the cast time is reduced. Hunter’s Ward is perfect as is. Deflecting Shot is fine honestly since it only knocks back with a trait.

Suggestion: PvP Build

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Zintrothen.1056

Hasn’t this been suggested a bunch of times already and Anet still hasn’t done anything?

Staff Elementalist

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Zintrothen.1056

Staff can put a lot of pressure on a point, but it’s much squishier and way slower than D/F. It has much better mobility and AoE pressure however. D/F is generally better with the design of Tempest, which is made to be in the thick of a fight. Staff is made to range. But if you’re not fighting against a team of Thieves, Engis, Revs or Power Warriors (in other words, teams that don’t exist), Staff does great! You can still sit on an ally to support, and jump out when needed because of the increased mobility. If only damage wasn’t so insane and Eles were able to take a hit without needing CDs like Obsidian Flesh. If only…

Still, Staff can do well if you can play it well. Just that D/F does everything better with Tempest. If you were never to be focused, I’d say Staff would do better, but because you can drop so quickly under enough focus, D/F is the only set that helps you maintain some mobility, some healing and be a lot less squishy overall against high mobility opponents.

Reasons players are unhappy with PvP

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Just because players play along time doesn’t mean that they are good….

I’m sorry, but THAT’S wrong. See, this is one talking point among the community I’d like to kill off mercilessly.

Experience matters, it needs to be respected. If you do an activity for a long time, you develop skill. This works in everyday LIFE. Basketball, surgeon, bus driver, plumber, carpenter, programmer.

Let’s kill that myth If you do an activity wrong or don’t learn to improve it doesn’t matter how long you have played. Period. Time spent in game doesn’t equal skill.

Oh yes it does. How do you think you learn to improve then? By doing it for a long time!

No, working to improve and learn is different than doing something for a long time.

But it requires time to improve at things. Sure it’ll take less time if you do it right, but it still requires time.

Partial Fix For Ranked PvP: Disincentivize It

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Zintrothen.1056

They could just restrict PvE rewards to unranked. Either way, it’s not fun playing with or against PvEers. So if they want PvEers in PvP, they need to stay out of ranked till they’re ready.

utility skill: instantly refresh attunements

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Zintrothen.1056

Next espec wouldn’t have tempest so no point. And fresh air already exists and this on a tempest would be op.

Well, it wouldn’t be completely useless even without Tempest. There are traits that cause effects when you select attunements. Water has a minor trait that AoE heals, and there’s a master trait to AoE condi cleanse; Earth has AoE cripple and damage; Air has a single target lightning bolt and; and Fire has AoE damage and gives you Fire Aura.

The main problem with it is that it would need a cast time so that it’s not OP with Tempest. But with a cast time, it would probably be pointless to take up a utility space for something that would refresh an attunement or two with only a few seconds left. It would probably be more suitable with an elite spec so it can be instant cast without Tempest making it OP.

to you Immortal bunkers

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Zintrothen.1056

Interrupts, interrupts, interrupts.

Overload Water and “Wash the Pain Away” are both channeled, so they go on full CD when interrupted.

Berzerker summerized it nicely. Time the interrupts and force out Obsidian Flesh. We’re squishy enough afterward to force us off of a point or away from teammates.

how do eles pull it off?

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Interrupts are the best thing against Eles. Don’t waste them on just any skill. Save them for when they’re going to heal. Overload Water goes on full CD when interrupted, even if it was only cast for a split second. “Wash the Pain Away” also goes on full CD. These are the top skills to interrupt. They heal for the most and they’re both AoE. If you manage to interrupt those, they’ll have to use other CDs, and after those, they’ll have to escape. Other important skills to interrupt is Earth Overload, which requires either a Thief Steal or boon corruption in order to get through the stability. Actually, all Overloads are good to interrupt, but the most defensive ones are the best. Overload Air can be seen as defensive because, when traited, it gives Lightning Aura to the Ele, which can stun and possibly give them enough time to heal or escape.

Heavy condition pressure can burn down an Ele after a while. They only have so many cleanses. Once those are gone, condition pressure is as much of a nightmare for them as it is for anyone else.

However, any good player knows what to dodge to reduce pressure on them. Basically, you need to use up their defences. This’ll force them to kite/LoS you, and it should allow you to win a point or at least decap it.

If you’re still having trouble, try outrotating them. They aren’t terribly fast moving and support D/F Eles only have overloads and blasting a lightning field for swiftness. They’re most useful in team fights, so if you’re dueling one, don’t worry about killing them. Keeping them out of team fights is a win, unless you’re team sucks and can’t kill players who have no support, or if your team itself has no support specs.

To beat a support Ele team:

- Well timed interrupts on their important heals and Overloads.
- Heavy pressure, especially conditions in order to force CDs and push them away from their teammates.
- Outrotate them.
- Try to put them into fights they don’t want to be in (duels and any fight without teammates).

Good Eles who know what to avoid and save their most important heals for when it’s the most difficult to interrupt are almost impossible to kill with a poor team. Running professions with frequent interrupts the most nightmarish thing for them. Thieves, Mesmers, Warriors and Necros are the greatest professions to maintain pressure and interrupts, and sometimes condition pressure as well. Guardians used to be one of the best against Eles, but now traps don’t daze, so they only have the shield knockback and the F1 pull, as well as Dragon’s Maw, but nobody runs that unless they want to die quickly.

Continuum split is the most OP skill ever

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We need Pyro for this one guys.

Proof that God of PvP is a joke

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I would love for these high-ranked “pros” who say they can “carry” to let their rating decay to bronze and fight their way back up.

I bet they don’t have the stomach for it.

Helseth said he was going to try and start in bronze and work his way up to disprove Elo Hell. Curious to see how that goes.

Best professions for PvP?

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Zintrothen.1056

All of them. Seriously. Every profession has a meta spec right now, and all can succeed if played properly. However, some can succeed significantly more easily. The most notable one is Guardian (Dragonhunter). The ones that players generally hate seeing on their teams are Necros (Reapers) and Thieves (Daredevils) because they’re difficult to play well, and if played poorly, are basically a waste of space that could be used for two more DHs! That’s one thing that makes DHs so amazing is how good they are when stacked. Being spammed by traps used to be one of the most annoying thing in the game, but now they don’t daze (Thank you Anet!). But being knocked through Several Tests of Faith can be painful, and it’s something that so many players aren’t careful about. The main issue with DH is that once you know how to counter them and can get through their sustain, they actually die pretty easily, especially at lower ranks. DHs are less popular at the highest ranks for this reason; players know how to deal with them, and they have such a low skill ceiling that even a lower ranked player can almost master one. Still though, any level below the very top, DHs can have a tremendous impact on a match.

There are two support specs that are almost must haves to win against a good team, Ele (Tempest) and Ranger (Druid). These two can provide unmatched support and can keep a competent teammate alive for far longer than without support.

Previously, Rev (Herald) was just about the most OP of all the professions, but recent nerfs have brought them in line a big better. They’re still incredibly strong, but difficult to play and so aren’t nearly as popular as before.

Warrior (Berserker) is pretty easy to get the hang of and are quite popular because of that. Though they are easier to counter than DHs, so they won’t have an impact on a match as much as a DH. But if players don’t know how to deal with a Warrior, they can literally be killed in 2-3 hits, or condi bombed with no way to survive.

Mesmers (Chronomancers) are popular and extremely powerful, but is probably the most mechanically difficult profession to play well against good players.

Engis (Scrappers) are still a great asset to a team, but strong nerfs a few months ago hurt their popularity, and they can difficult to play.

If I would rank the top three most impactful professions on a ranked match when played welled, overall (meaning all levels of play in general):

  1. DH
  2. Chronomancer
  3. Tempest

DHs are just powerful, Chronomancers provide powerful utility (though portal is generally wasted on uncoordinated teams) and Moa, and Tempest has unmatched healing and other supports.

If you care about my thoughts, don’t run DH because it’s easy and popular. Everyone loves having support, so try out Tempest or Druid. Both are extremely powerful and useful. If you want an easy DPS profession, Berserker is probably the next easiest from DH. If you just want the most powerful power damage, DH, Scrapper, Thief and Rev are your friends. (Recently a power Reaper build has been showing up, using Axe. It does some monster power damage and is more survivable than the condi specs.) If you want powerful condition damage, Chronomancer, Reaper and Berserker all have great condition specs.

In WvW? Can’t help you there!

Merry Christmas.

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Posted by: Zintrothen.1056

Zintrothen.1056

Merry Christmas you filthy animals!

Bahahahaha! I love it!

Help needed, allround staff tempest build

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Zintrothen.1056

A staff build can’t be only for conditions. Too many skills are power damage only, but a hybrid spec could work if you’re just playing around with it. Staff does the most damage with bleeding from Earth 2. Burning is limited to Fire 3 and somewhat from Fire 4. You can spec to do 5% more power damage to targets with bleeding and make bleeding last longer.

So you’ll need gear that has power and condition damage on it. Sage’s in PvP has 1050 power, condition damage and 560 vitality and healing power. But outside of PvP, there’s no Sage’s stat. I would honestly just run Celestial. It’ll take a few days to get and it needs to be crafted, I think…not 100% sure on that. Celestial is good to have anyway. It’s the perfect set of stats for the jack of all trades profession.

Here are a couple builds you could try. I’m not experienced at WvW building, so someone could probably find a better one for you.

http://gw2skills.net/editor/?vFAQFAWhUMoshdOwvB8RsIAYBBgCwBYIGMDKCut2ZbuF-T1gagAAK/8V/BVJIA-w Fire/Earth/Tempest with Signet of Fire and Earth. The third utility is optional. I’m not sure how useful the healing signet would be as staff with the signet trait. You can always experiment and see what you like. If you want condition cleansing and power damage survivability, switch Written in Stone (WiS) for Stone Heart and replace Signet of Fire with Cleansing Fire. You could also replace WiS with Diamond Skin if you can manage to stay above 75%.

http://gw2skills.net/editor/?vFAQFAWhUMoxhdOwvB8RsoBYEtgNQJYIAMAqAu91BbiF-T1gagAAK/QVC6r+DA-w This one uses Water over Fire, so much more condition cleansing and some more healing, but much weaker burning and less power damage in Fire. With Soothing Disruption, definitely take Lightning Flash and Cleansing Fire, and also Stone Heart. There’s no need for Diamond Skin in this build unless you’re fighting a lot of condi specs. If you choose instead to take Signet of Fire with WiS, replace Soothing Disruption with Cleansing Wave, or even Aquamancer’s Training for a little more damage potential and healing from a shorter CD Water 3 and 5.

These are just ideas. Find out what other’s have in mind for you, and pick what suits you best.

So much complaining

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Posted by: Zintrothen.1056

Zintrothen.1056

The titles are worthless to you. But not everyone is like you. Other players do want to progress past where they are, so they’re going to complain. There is definitely too much complaining, but when complaining is constructive, it can help make change.

Players do ranked for competition. Ranked can be played for fun, like what you’re doing, but for others, they will take it more seriously.

Bring back 5 man que

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Zintrothen.1056

You can’t do a 5v5 only queue without require SoloQ to be grouped with other team queues because a 4 player team needs a soloing player to join them.

Though a solution to that could be to make a solo only queue but if there’s a 4 player team playing, then that queue can select a solo player from the solo queue options to join them. This could also apply to games with two 2 player teams together.

So you have full premade only, SoloQ only, and 2-4 player team queue separated as well. So a solo queue player will always be put on a team with either two 2 player teams or one 4 player team. Either way, they aren’t going up against a 3-4 player teams with 4 other solo queuers on their own team.

- 1 player queue
- 2-4 player queue
- 5 player queue

1 player queue (SoloQ) players can be placed into a 2-4 player queue team if those games require extra players, 2 player teams can be matched with 3 player teams, two 2 player and one 4 player teams will take someone from SoloQ, and 5 player queue teams will only face other 5 player teams.

You know you're playing thief right when...

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Posted by: Zintrothen.1056

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You also play Thief right when players chase you off point forever just to kill you.

New Elementalist Seeking Mentors

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Hi, I’m the creator of the guild. As UnbentMars said, just whisper or mail me in game with the info mentioned in the linked thread, or make a post on the thread with the same info (it could use a bump because it’s on the second page ATM).

The best players are in Bronze

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Zintrothen.1056

So who watched Sindroneer’s stream today? It kind of gives some evidence that skilled play can help you avoid Elo Hell in the first place.

Don't heal or support

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Posted by: Zintrothen.1056

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I enjoy support builds. What I want to see being used more is Staff. Sick of D/F.

Staff #1 skills are horrible.

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I’ve been thinking how its funny that ele’s air staff is so similar to dragon hunter’s longbow. Both autos bounce, both have a “ring ward” on the 5, both knockback with the 3, and have a long, slow windup on the 2.

However, DH’s autos hit pretty dang hard, the 3 hits very hard, and the 2 hits super-hard. Eles are all pretty….weak.

Well, this is more a problem with DH longbow AA and #2 hitting too hard. I’m always against AAs hitting, and will always advocate for buffing other skills on the weapon set before the AA. AAs should only be buffed when necessary IMO.

Ele’s staff AAs are decent overall. They could use some improvements to help hit far away moving targets, but it’s probably intentional to be able to avoid ranged attacks from nearly max range if you move around properly. Also, Fire AA should really apply burning on the main impact target. That’s really the only change I would like to see done to Staff’s AAs. Water can heal, Air can chain to multiple spread out targets, and Earth is a 100% projectile finisher that also applies weakness.

Also, who noticed that this is a revived thread from 10 months ago?

Do something about Revenant

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You have to absolutely be much higher skill level than everyone else to do well with Rev now with all the nerfs its had. Its simply not worth it unless you really love playing the class. It does better if you can duo with an Ele to help cleanse for you.

This seems to be a theme now. Do something with an Ele and you’re suddenly way better off. This sounds like an issue with Ele providing too much support. We’ve been asking for Eles to receive some more reliable damage spec changes, so I don’t think we’d complain if there were some support nerfs and damage buffs to compensate. I think it would solve a lot of problems. It’s Tempests and Druids that are making things hard to kill because they both provide so much healing support, while also doing quite a bit of damage (especially Druid!) and being tanky themselves.

Please stop the new/Pve player "hate"

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I have no problem with PvEers joining PvP, but when they can so easily join ranked with so little experience, it affects the games for the rest of those who are trying to advance. They end up hindering players by complete accident. They obviously don’t want to interfere, but they do because they think they’re ready by rank 20. It’s just not enough. Every player should have to prove they know how Conquest/Stronghold works (depending on which one you want to play) and that they are competent enough not to be a hinderance, unless they’re having an off day as you mentioned, which is understandable. Of course someone’s going to troll their way past any requirements and throw matches or just play horribly, but those aren’t really PvEers. They’re just a waste of time.

Xca just told us about someone who doesn’t care about PvP and just plays for easy ascended gear. There’s nothing really wrong with attracting PvEers to PvP for gear, but they need to be experienced enough first before they can be given the privilege of doing the PvP that gets them that gear. If someone is willing to try hard enough to play enough unranked games and go through any requirements for the gear, then they should absolutely be given the chance to acquire it. Or else we get situations where players just throw matches because they’re rewarded for it. It’s also another reason why losses should never give pips, ever. The only time you can gain pips from losing is if you played well, because someone who played their best should get something. Nothing big, but something. So that if they just throw a match, they have to put effort into throwing it! And of course they don’t want to put effort into getting their gear, so it’ll help deter a good amount of match throwers who just want gear.

Make this Glyph Great Again!

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Zintrothen.1056

Yes please! I like me combo fieldz.

[Guide] Staff Elementalist sPvP Guide

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Zintrothen.1056

Hey, I think some info on dos and don’ts would be good. So, what should I never do as Staff, and what are times when exceptions can be made?

Also, I know you mentioned that you want players to figure out for themselves for rotations, but suggestions would be nice. This could give us an idea what a good rotation looks like. And if not rotations, then combos. You mentioned the combo of CES 4 with Air 5. More things like that would be great to see.

Another thing, a little info on counters against professions, especially Thieves, Warriors and Necros. You talked a bit about how powerful Thief is against Staff Eles, but I always have trouble against Warriors and they’re ability to stick to me, and Necros with their constant corruptions and condi bombs. What to avoid and what skills can help nullify the effects of their skills.

One more thing, a guide on good positioning would be fantastic. Staff is a range weapon and, like many squishy, hard hitting range specs, positioning is important. So info on good spots on maps to sniper players and kiting paths, etc. Just info about where to move, how to move around in fights and things like that.

I look forward to any updates!

Ranked is bad

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Zintrothen.1056

When anyone can join ranked, you get terrible PvEers and WvWers, who have no idea how to play Conquest, joining PvP. Players who want to advance become hindered by these players. If these players weren’t interfering, we could truly see how well we do with and against real PvPers.

Improve the tutorial and increase the requirements to join ranked, Anet. This way you can keep this PvE gear in PvP. Or, you could just remove any gear related to PvE from PvP, like in the days of old (so I hear), and that way only PvEer’s who want the skin will join PvP. Still, you need to make it harder to join ranked so that players were are actually serious about the competition will be the ones who can join. Nobody wants to be on a team or against a team who doesn’t take competition seriously. If they want to play for fun, play unranked. But ranked is for serious players who try.

Players are actually being rewarded ascended gear when losing games. You should never be rewarded for bad play. If you lose, you shouldn’t be given a minimum number of pips. You should be given literally 0. And if you play well and gain important top stats, then I guess it’ll be fine enough then to reward them with a few pips. But players should have to try to play well for a reward, not just play without effort.

- Remove PvE from PvP, or remove it from ranked
- Improve Tutorial, and increase requirements to join ranked
- Remove pip gain from losses, but reward pips for top stats like it is now

These are my solutions. Others have other solutions. Pick the one that works the best, not the one that is easiest to implement.

You Can't Please Anyone

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Zintrothen.1056

Every single season starts with a series of complaint posts. For one person, the system is screwed up and they, being a decent player, are being paired with bad players, and that is a problem which has solutions. Most complaints I’ve seen are about the league system in place. Anet, you won’t be able to please anyone. Players are bitter and they’ll find any reason to complain. A lot of this stems from the fact that you never made any meaningful changes during the first year of leagues. This is not to say that you didn’t try. Unfortunately, people don’t appreciate effort. Someone will complain no matter what, and it’ll be in the same quantity of posts as we see now.

Even if you managed to make a flawless system, you’ll always see a series of posts about how flawed it is. Just like no matter how well you balance a profession, there will always be a bunch of players hopping onto the forums to QQ about how they’re always being nerfed and that being reduced from an OP state is somehow horrible for the game.

Everyone, Anet is trying. Show them some flippin’ appreciation, no matter how bad they’re changes are. They do want this game to improve, and if you always complain about how bad things are, you aren’t helping to encourage those improvements. I know some changes are awful, but overall, they try to redeem themselves. You could set up a PTR for select players (all with varying opinions to help cancel bias) so you can get the best idea of what changes do and do not work. It’s just an idea from myself. Other people have other ideas on what you could do to help improve the game.

To Anet: Listen to the community. Wisely consider changes. To the community: Try channeling the energy you spent on an unconstructive post (constructive ones are OK because they help to make change) to become better at the game, and maybe teach players too so there are just a tiny bit fewer bads out there. If you’re complaints don’t encourage useful change, then it’s wasted.

I know this is a complaint post about complaints, but if you got this far, thanks for reading. Agree or disagree, doesn’t matter to me. This post is just because I feel the need to point out what’s I’ve seen happen over the last year with leagues and forum threads.

Soothing Bastion, Crystal Hibernation

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Posted by: Zintrothen.1056

Zintrothen.1056

So are they.

/15 char

placing is off

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Zintrothen.1056

I don’t think there’s a way to make a system that prevents you from having horrible players on your team at the start of a season, or even throughout the season. As long as bad players can be paired with good ones, those good ones will carry them and they’ll unrightfully advance. Worse yet is a bad player you can’t carry, who ends up unrightfully dragging you down to their level.

In my opinion, the solution is to improve players themselves. This can be done by requiring a higher rank to join Ranked PvP. Rank 20 is too easy and doesn’t take any time to achieve. Rank 40 might be ok. You can adjust it to whatever you like.

Requiring a certain amount of unranked games could be helpful too. Hotjoin only teaches players what Conquest/Stronghold is about and helps them understand their profession/spec better, but it does not help them become good at Conquest or their profession, certainly not good enough for ranked. I suggest making this character based instead of account based, so that someone who is experienced at one profession, can’t just swap to one they’ve never played in ranked or even unranked.

An additional idea to help players understand the game better is an improved tutorial system. Make sure a player can defeat all the sparring NPCs before joining ranked. You could make a daily challenge where you need to defeat each NPC one after the other while defending a point, and if they win the point, you have to try again. Or maybe the challenge should be to take the point from the NPCs. This could involve a gold reward and maybe some Shards of Glory. You get a bigger reward if the point was never decapped.

Ranked should be for those who are truly prepared. If you can’t even rotate well in unranked, you shouldn’t be doing ranked. Players can still get rewards in unranked, but if they want the bigger rewards, they need to learn to play and go through the requirements before even being allowed to join ranked.

So, to help ensure that players are better prepared for ranked games and help the better players not be placed with those who have no idea what they’re doing, you can do the following:

- Increase rank requirement to 40.
- Require x amount of unranked games played on a specific character. Nothing too high, but nothing too low either of course.
- Improve tutorial system and make it more in depth.

Ranked PvP should have requirements. Without them, any inexperienced player can join and drag down those who don’t deserve to be dragged down. This will also help create a more competitive environment. There’s no competition in beating a terrible player, just like there isn’t any in being terrible and being forced to fight significantly better ones.

(edited by Zintrothen.1056)

Stack it up boys, we gotta go.

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Zintrothen.1056

Evan knows what’s up. Acknowledging the problem is the first step to fixing it.

Keybinds Per Class

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Zintrothen.1056

Keybinds per character would be great. It’s not so bad for utilities, but you can’t switch around weapon skills to a bind you like without affecting every other character on your account. And just allowing us to move skills around isn’t enough still, unless we can move it to literally any spot, which just wouldn’t make much sense. Allowing us to bind our keys based on our character is the best solution, and it’s not hard to implement either. WoW had “Character Specific Binds”, and you could place skills into whatever skill you want. But WoW also didn’t have weapon specific skills, “Character Specific Binds” is really the only way to go.

Why didn't Anet do a balance patch b4 S5?

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Zintrothen.1056

They did two…one a few weeks after Season 4 and one on the day of Season 5.

PvP Season Initial Impression 29 Games in

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Zintrothen.1056

im probably going to enter mmr hell soon because ive been trying to the achievments. which means playing classes im not that good at or that requires a good team. necro being the best example. i lost a solid 20 games trying to get the 5 wins i needed for the second tier.

Just play your best class until the game is basically over than switch to necro at the end.

Wouldn’t that count as a DC since you switched after the 2 minutes of a game’s start? Or did they change that or did it never work that way? I honestly forget, but I’m pretty sure there was a system in place to punish those who left matches after 2 minutes into a game.

absurd penalty for disconnect

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Zintrothen.1056

This is a flaw with the system, but without the technology to distinguish between a genuine disconnection and someone abusing a disconnection to escape a losing game or to troll, innocent players will be punished.

Skyhammer Jump Pad Cooldown

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Zintrothen.1056

You know, you can jump up with them.

Bring back 5 man queue

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Zintrothen.1056

Yeah, let’s go back to the horrible way things were before, with premades fighting pugs. Those were great days! MAKE GUILD WARS 2 GREAT AGAIN!

Or you can adapt and encourage Anet to keep this system and introduce a 3+ man queue. That’ll work well too once these great changes bring back more players.

Ele+necro combo is BROKEN

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Zintrothen.1056

So what your saying is that a offensive class becomes tankier when combined with a support class?

That statement is true for literally every [insert support class] + [insert offensive class] combo.

This.

Every profession does better with support. That’s what support specs are supposed to do: make someone more powerful. If you’re in a 2v2 against an Ele and Necro, your teammate should be able to support you or you should be able to support your teammate. Reaper’s can offer support for an Ele by giving peels or corrupting offensive boons or applying huge pressure to force focus onto the Reaper.

If you know what you’re doing, you can beat this combo. And of course your class composition can affect the outcome of a skirmish too. If you happen to be two professions that Necro and Ele counter well, you’re likely to do poorly, unless you are far more skilled than them.

Guys, just get good like me.

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Zintrothen.1056

BAHAHAHA! Oh man that’s hilarious. Really shows how powerful DH/Guard against uncoordinated teams!

This season is the wrost!

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Zintrothen.1056

This is the nature of SoloQ. So now that we have something like SoloQ, we’re all going to complain? That’s not how it works.

Experiences playing rev after nerf

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Zintrothen.1056

Next patch – we dont want rev to deal majority of its damage from autoattack so we will be reducing autoatk damage by 30% to make 2 and 3 more interesing for dps rotations. Happy holidays!

That would be awesome. And then they can rebuff PS in a later. AAs should never, ever hit harder than other skills that cost resources or have CDs. I thought the PS strike nerf was a bad move. SotM was a good move because that skill already CCs and evades on a low CD, so it shouldn’t hit hard. Instead of buffing Staff’s AA, another skill should be buffed. The initial attack of skill 2 could use a buff instead

However, I think one of the biggest things that make Rev hit too hard isn’t the weapon skills. It’s the traits. You can get high ferocity, near 100% crit chance and have enough sustain skills to avoid being hit altogether. If those were fixed, then they could adjust weapon skills.

Considering how powerful Revs were, they need to lose something to get something else. Want more condition cleanse? You’ll need to lose either damage or sustain. After these nerfs, I wouldn’t suggest Anet to nerf Revs any further without buff another area. A sword AA nerf should come with a PS buff. A staff AA nerf should come. Damage trait nerfs (particularly ones related to high crit chance and crit damage) should come with weapon skill buffs or maybe even utility buffs.

Season 5 = Elementalist Meta

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Zintrothen.1056

And here we go…

Predicting massive Ele nerf for season 7 (it always takes them a couple seasons to harshly nerf something, except rev which took 4 seasons to bring them in line with most other professions)

New Titles :)!

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Zintrothen.1056

Helseth will definitely want that rank 1 title.

And then he’ll brag about it over and over hahaha. Though I think he’d prefer “King/Queen of PvP” or “Lord of PvP”.

1 day till season 5 hype thread

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Zintrothen.1056

1 day till Revs play one game and immediately QQ with a dozen threads saying that they’re now worse than season 1 Warriors.

What time does the season start?

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Zintrothen.1056

In the past, it’s always started at 12 pm PST (3pm EST) from what I recall.

Thief Short bow NEEDS remake

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Zintrothen.1056

Holy kitten D/P does NOT need buffs, especially ones that increase mobility. You’re idea for D/P 3 is awful if you think that’s a “nerf”. A nerf actually makes a skill worse overall, but that idea only increases the initiative cost (which can’t go up by much without making it cost too much to be useless) but you allow it to cleanse conditions and add a teleport. That’s not an overall weakening. That makes it better overall.

AA’s aren’t suppose to hit hard. If you want harder hitting skills, ask for initiative skills to get them, like with your suggestion to SB 2, which btw would do massively high damage while still making the skill kind of bad at the same time. A 100% increase in projectile movement would be nice instead.

I like the idea of SB 5 getting stealth, as long as it’s brief and comes with a mobility reduction. Buffing it outright is terrible. It’s already an amazing skill. It does not need a stun break and immobilize removal. Stun Breaks only belong to utilities and you already have wildly OP immobilize removal through the Daredevil GM trait. Maybe if that trait was significantly nerfed, the immobilize removal suggestion would be better.

No weapons should have significant access to stealth and you’re suggesting that SB 3, 5 get stealth and now with SB 4 being a smoke field, the combo of 2 in the field will give more stealth. One of the issues with Thieves is defence and they won’t get better defences as long as they have stealth to rely on. Buffing stealth will only make the situation worse for Thieves. If anything, suggest evades or better access to blind. Maybe even a projectile destroying skill.

Allow rev to move while shield 5 block

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Zintrothen.1056

Reduce some mobility is other areas and we have a deal.

RIP REVENANT 2016

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Zintrothen.1056

Yay! Now a well played SotM won’t do half my hp while CCing me! But don’t worry, those 1-2k AAs will still be around!