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I did say with a decent positionning.
I’ve never had any problems with cc while dpsing at range in teamfight, so if you do, problem comes from you.
You don’t need stability in death shroud since it’s a range shroud.
With decent positionning and/or dodges you barely ever gets cc’d while at range and even if you do you usually have 2 stunbreakers. I only need stability when i’m going in with reaper shroud to cleave/stomp/aoe.
Talking purely about PvP here.
I bet no war gave berseker hammer/mace/shield or hammer/LB-hammer/gs a try this meta..too bad as wars don’t need marauder/zerker amulet to deal decent dmg and be useful to the team
Absolutely 0 mobility on full melee war = gets kited all day + can’t escape kitten and die as soon as your stances run out.
Also, what lack of stability ? Even necros have good stab now. And even without stab, both hammer and mace are slow and hugely telegraphed weapon, you’ll never hit anything through all these block and invul.
I don’t like new DS even if it has stability and rush and other probably cool stuff. I don’t want to melee stuff in shroud.
I’d like to drop reaper… but then I’ll lose “Rise!”.
Thus, whole utility skill set is not available unless you waste trait line on this new profession. I’m ok with losing greatsword, but why limiting utility? It surely does not promote build diversity, I’m now running blood-death-reaper and I don’t even use greatsword, I use only one skill from the whole traitset – Rise. And funky new shroud.
If I could go something like blood-spite\curses-death and still retain Rise, I’d do this in a second.
Yeah that whole system is kinda weird. I don’t think a single traitline should give access to weapons/utility.
Or if they want this mechanic, then do it for all the trait lines, for example curses would give you access to corruptions and scepter, etc.
What armor are these ? Looks sick !
Since I don’t know much about things. What does core necro offer over reaper? I will get HOT one day, and don’t pvp much. It is just a matter of style. I always enjoyed the caster type of game play. I always enjoyed necromancer. (I use a staff/DS build) and just enjoy the play style. So that is why when I see reaper I just..not feeling it?
Instant and longer fear (although not aoe), aoe immobilize, #2 actually hits people so it procs dark path (also, procs a very long chill), range 4-5k crit auto attacks.
Basically reaper’s shroud is really bruiserish : mobility, aoe cleave, fast auto attacks and stability
while death’s shroud is a lot more caster oriented : better cc, aoe damage with better range, long range nukes.
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Reaper nerf idea seems fairer than most I see. That only works out to about 65 less damage per tick, since you said base damage, which works as a decent shave.
Well, imo reaper is the most balanced and well designed spec HoT introduced.
Mostly because it’s actually a different playstyle than necro and not just a straight up upgrade. Even though it’s stronger than base necro (and tbh not by a lot) it’s mostly a matter of number tuning.
So good job to the dev who worked on reaper this is what an elite spec was supposed to be imo.
are you telling us that diamond skin is fine ? and a good design ?
I think so. From my experience, tempest protects and heals can be interrupted. Bunker mes however can’t because it is on all the time basically.
a single trait alone should NOT counter a whole build
even if it has counter play its still not ok.
It does not counter a whole build. And I say that as a condition reaper main.
In teamfights, it’s extremely easy to beat the threshhold and then condi nuke him and kitten him up, they have a pretty hard time dealing with condis once they’re applied.
Same kitten if you have another teammate with you on a 2v2.
Only time it hardcounters your whole build is if you’re 1v1ing him, but why the kitten would you be 1v1ing a bunker anyway ?
Power builds are dead because of the abundance of “block block immune evade block invulnerable block chill block”.
You do realise most of the stuff you just listed also affects condi builds right?
I think most people in this game think condis just apply randomly, and not via dodgeable attacks.
And to answer the topic as a whole, both bunkers are fine, biggest balance issue atm is rev and scrapper who have way too much survivability with a glasscanon amulet (while also having quite decent team support because why the kitten not ?).
The only thing that bugs me with those bunkers is that they’re actually quite mobile. Imo a bunker should be god awfull at rotating, like bunker guard used to be.
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I don’t mind the bunkers so much (chrono and tempest).
What actually drives me nuts it’s Rev and Scrapper who are kittening unkillable with a glasscanon amulet while having crazy good dps and party support.
That’d be nice.
Class is fine and balanced, all it needs is a few QoL improvements.
However i’d like to add that necros don’t have all the things quoted previously in one single build.
A former guildie told me about this post just now on teamspeak. He doesn’t pvp but knows that I do. I have no desire to reach legendary but wanted to share with you guys in case you haven’t seen it yet.
The poster got banned from the forum it looks like.
https://www.reddit.com/r/Guildwars2/comments/3y8zt8/how_i_really_got_to_legendary_division/
He basically said in a nutshell that you duo q with someone good that’s 2 divisions below you.
Can anyone verify?
I’m literally stuck in Ruby.
Yeah, this is the case in any competitive game you know. If you play with someone who’s better than his rank, you’re gonna climb since he’s supposed to climb.
Not rocket science here, Anet can’t do anything about this besides not allow duoQ.
Yeah, this is the case in any competitive game you know. If you play with someone who’s better than his rank, you’re gonna climb since he’s supposed to climb.
Not rocket science here, Anet can’t do anything about this besides not allow duoQ.
Warrior GS/LB was great fun. Still my favorite build to this date.
As for worst build, I think D/D elementalist plagued PvP for way too long.
I hope I’m not the only one that will take a long break until they fix major things in PvP for season 2. You can have all my gold if I leave.
Major 1: Why do we even have a pip system? It’s horrible. You win one game, you win a pip, might be lucky and win 2. You lose one game, you lose one pip, you might even be unlucky and lose 2 pips. Why is my hardworking pip gone after a stupid loss?
Because otherwise anyone would climb and nothing would make any sense ?
FIX: Make it a point-ladder system, instead of pips (Gosh I hate that word now). In League of Legends per win, you get around 30 points, and when you lose, 20-23’ish. That’s 7 points earned over 2 games.
That’s absolutely untrue. The amount of LP you win or lose in league is determined by how far is your MMR from your league.
Some people lose 20LP per lose and win 10, some win 30LP and lose 10.
Right, I actually forgot about this trait. This needs to be nerfed, or even better, reworked. Something like adding a 20s icd.
Gonna talk a bit about reaper since its the only class I play besides warrior (but they sucks so no one cares)
I think reaper is in a fairly good place.
First, contrary to the popular belief, reaper doesn’t have more chill than base necro. It makes chill stronger, and it makes it last 20% longer,but it actually have less chill application (it trades a long chill on a low cd skill for 2 chills on long cd easily avoidable skills)
Secondly, its not just a straight up better version of base necro. It might be stronger (and quite frankly I’m not even sure about that) but it’s mostly different. Death shroud has more straight power while reaper has stability and mobility. You have to give up a good trait line to take reaper, and reaper’s trait are not especially better than other trait lines.
Reaper might need a few number tweaks,but overall its a well designed spec.
The other specs though, have fundamental design issues because they just give you new mechanics instead of trading for something. As for balance, I think DH and druid are ok, daredevil is a bit UP, berserker is pure crap, tempest i cant really say since my biggest issue with them is the stupid diamond skin which is more of a design issue than a balance one, revenant looks extremely broken, sustain is insane for a spec, same for scrapper, and mesmer is just conpletely fun sucking with all those invul, block, dodge…
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And what about earth sigil? There is right by now a better choise?
Probably since earth sigil is not that good, but I don’t really play much pve so I’m not sure about which one.
those +3% aren’t even a +1.5% increase in condition damage.
So no, they’re not important.
But make them actual stances.
So only one stance can be active at a time, lower the cd and effect by a lot.
For example :
Endure pain : reduce incoming direct damage by 20%.
Berserker stance : reduce incoming condition duration by 20% and generates 2 adrenaline/3s
Balanced stance : pulse stability and swiftness.
Stances lasts forever and you need something like a 10s cd to switch.
Is terror worth it with reaper ?
I’m playing wanderer reaper with curses instead of spite too, and since RS #2 never hit anyone it makes path of corruption unusable.
So I was hesitant between terror and MoC. I wasn’t sure on terror since reaper’s shroud fear is not quite as good as the death shroud one so I went for MoC for that sweet 20s cd CC and because I’m also using corrupt boon.
All I’d like is that my reaper shroud #2 would actually hit people instead of doing nothing awkwardly for 1s once it closed the gap.
Just for the record – transfusion does nothing for you yourself. It’s your altruistic trait that with healing power can heal for obscene amounts, but you yourself are not healed by it.
Yeah this actually bugs me quite a lot about blood magic. Not a single decent GM for solo play, best options is the well thing but wells are pretty bad in PvP.
When you respawn and your team just got wiped, don’t run straight to a defended point, either cap a undefended one if possible (most of the time it won’t be) or just wait for your team. I see people do this all the time, and everytime they just die, respawn, and do it again.
Ele’s need a basic rework. They have been key figures in multiple metas by now which all come down to the massiv boonspam and their ability to sustain without caring about their suroundings. DS is only the most recent emerging offender.
This so much.
I don’t think I can even remember a time when I did enjoy fighting ele. This always felt like a kittening chore and made me quit the game multiple times because of how annoying it is to feel like whatever you’re trying to do the ele just doesn’t give a kitten and sustain back.
Right now it’s because of diamond skin making them freewin vs a condi build, before that it was the stupid sustain coupled with D/D mobility etc etc.
This class is just pure aids and always has been.
I’m all for making DS a better, more active Grandmaster, but only if stuff like braindead condi spam and auto-attack spam are nerfed as well.
Please explain how are condis more braindead that direct damage.
Warriors aren’t that bad, and you actually got a decent build diversity. both in role and usable weapons.
berserker feels a little underwhelming but it’s really fun and hopefully will get buffed for HoT release.
Also, you don’t need to lvl and gear up if you want to do PvP. Just hop on to Heart of the Mists and play with max lvl and full gear. This way you can try and see for yourself if you prefer warrior or necro.
Ok si I’ve been trying a lot today (still in PvP) and I actually have pretty good success on a marauder build : http://gw2skills.net/editor/?vJAQNAseRnMdAdhgVhAmkCElilrATJH06aBIBgEQq79zWaXtA-TpBGABeXGIhDBACHBAAeAAHcCASZ/BA
It has pretty good survivability and overall good damage, even without the strength line.
Berserker mode feels really good and I really wreck kitten when I pop it, it’s a reliable access to quickness, I love it.
I would still remove the cooldown on it like someone said earlier, it just feels awkward to be at max adrenaline and having berserker mode on cd. Maybe reduce its duration to 10s to compensate, 15s feels too much anyway imo.
I would also change sword primal burst to give it a bit more utility like its normal burst counterpart. Maybe add cripple so you have a way to cripple someone from range ?
Besides that I think the spec it’s pretty good, it gives a faster paced gameplay and I like it, and it doesn’t feel so strong that I’m forced to take it.
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Here are my impressions about berserker in PvP using power builds :
Things I like and makes me want to use the berserker trait line :
- Greatsword primal burst. It is awesome and very good in a power build.
- Outrage. I think it feels pretty good in a berserker build, I like this a lot more than balanced stance. Also, very good synergy with rousing resilience and heabutt.
- Headbutt : I’ve always prefered skills with low cd that makes you stronger overall, than long cd ones that makes you super strong during 1 fight and then it’s on cd for the next 3. Good synergy with Outrage.
Things I dislike and will make me not take berserker :
- Sword primal burst. Sword has always been a weapon that was good in both power, celestial and condi build. Sword F1 is good in any build because it gives CC. Sword primal burst on a power build just feels really really bad.
- Traits are way too F2 centered. It makes you feel REALLY weak when not in berserker mode. And you’re not strong enough while in berserker (barely feel the 15% attack speed) to make up for it.
- Since discipline is mandatory in any warrior build, taking berserker means you have to give up either strength or defense, and both those trait lines are just straight up better than berserker.
- Utilities are very bad beside of outrage.
- Beside the greatsword one, I feel like primal burst are either too weak, or too similar to the normal burst.
Might add more things in the future but that’s all I have on the top of my head. Overall I feel stronger using my old build than when taking berserker.
You know there are some middle values between “stupid sustain” and “not enough sustain”, right ?
Point me one build that is in the middle with sustain that doesn’t use cantrip or water trait please.
I’m not saying there’s a build that has that value yet, i’m saying it exists and D/D ele can be brought to that value through some nerfs …
The point is d/d only have the sustain because of:
1) Water trait
2) Cantrip
3) Celestial amuletNerf 1 and 2 and you will kill even more the other builds. Nerf d/d heals and the few other players out there that doesn’t use celestial will get a massive nerf.
Nerf celestial and problem solved for ele. However will create an even worse one with other professions. It is a moot point. Unless anet redesign the core making eles not dependable of arcana and water to actually be able to live, whatever they do will cause more harm to the builds than any good.
Edit: As an example: Blinding Ashes. The nerf was directed more towards d/d complains but actually hit s/x builds more than the first.
That’s a fair point.
Although, the thing that makes D/D ele so frustrating is that they have this ridiculous sustain on top of ridiculous mobility. Which makes them very hard to hit (further improving their sustain), and makes them able to disengage, sustain back to full health, and reengage.
Celestial staff ele is also very sustainable, but it doesn’t have as much mobility which makes is a lot less frustrating to play against.
So imo a fair nerf would be to nerf D/D mobility, which would indirectly nerf their sustain.
Unless their is a way to nerf D/D’s sustain without touching other builds, but I don’t know how ele works enough to give suggestions about that. (maybe nerf D/D water #5 ?)
Theory is all cool and beans, sadly the reality is that it’s not a 1v1 mode, this is conquest, and you WILL get +1’d by thieves or mesmers, you WILL have to play unfavorable matchup (for exemple I consistently destroy necros as a dps war, can’t say the same against ele though) and when this will happen, you won’t be able to disengage because you’re not an ele.
And Ele doesn’t only have a port to disengage, get real… They have air#4 and burning speed, and if somehow this is still not enough, they have FGS.
And as a side note, Ele can manage 1v2 way better and for way longer.
Funny, cause you’ve been using it yourself..hypocrite. Yes I’m pretty sure I do know Ele has more than port, which isn’t going to do much with movement impeding conditions and CC on you. You’re sadly mistaken if you think necro doesn’t have good sustain, especially after the recent life force changes. The fact that you would even get +1’d means that you’re winning the fight or winning somewhere else since it’s 1v2. Either way its a win, not to mention just getting someone else to rotate over. You kill necros on your warr? cool I’ve killed warrs on my necro, very subjective. I think you’ve been on the ele bandwagon a little too long. Even the top ele’s in this game think it got shafted this recent patch and needs a buff.
What ? Where did I say something that’s only theory ? Getting +1’d doesn’t mean your team is winning somewhere else, it might mean someone died so someone in their team could rotate …
I’ve also never said necros have bad sustain …
And even if I think so, i’ve also not said ele is OP because it’s not the subject. I’ve only pointed out the very obvious flaw cele necro have that D/D ele doesn’t. (Which is, I repeat since you don’t seem to understand : an ele can pick the fights he wants, a necro cannot.) Which means necro is not, and will never be the new ele.If your’e getting outnumbered theres an opening somewhere. If they +1 you they leave someone else outnumbered or a free point which means you’re winning somewhere. Even if you’re 4v5 there can still be an opening if you play 2 points and force the 5th to come over so you can backcap. And no, YOU don’t understand. An ele cannot pick a fight on just anyone. It cannot pick a fight with a necro because it counters it. Even engineers can kill elementalists. Both ele and engi heavily rely on boons and have limited condition clear which is why necro is so good against them, making it the dominant point holder over both of them. Ele is not the dominant point holder like it was in the past I’m sorry.
I feel like you’re not even reading what i’m typing. I’m only gonna say it one more time :
1st, getting +1’d doesn’t mean your team is winning somewhere. It usually means the opposite. For exemple you’re 1v1ing on a side point, someone dies on your team mid, which free someone from their team to roam and +1 you.
Other possible situation is someone on a class that can disengage (like a D/D ele) was getting 2v1 on a points, so he left the point and +1’d you to get something out of it.
2nd. I didn’t say an ele SHOULD pick any fight he wants. I said he CAN. An ele shouldnt, but he CAN pick a fight with a necro. A necro cannot force an ele to fight him. Even if he can force him out of point, ele will just leave and +1 somewhere else, outrating the necro with bad mobility.
If the ele is getting +1’d he CAN disengage, necro cannot. If a class that beats necro in 1v1 wants to engage the necro, necro can’t run away, ele can.
Do you get it now, or still not ? Because I’m not gonna say it another time.
You know there are some middle values between “stupid sustain” and “not enough sustain”, right ?
Point me one build that is in the middle with sustain that doesn’t use cantrip or water trait please.
I’m not saying there’s a build that has that value yet, i’m saying it exists and D/D ele can be brought to that value through some nerfs …
Theory is all cool and beans, sadly the reality is that it’s not a 1v1 mode, this is conquest, and you WILL get +1’d by thieves or mesmers, you WILL have to play unfavorable matchup (for exemple I consistently destroy necros as a dps war, can’t say the same against ele though) and when this will happen, you won’t be able to disengage because you’re not an ele.
And Ele doesn’t only have a port to disengage, get real… They have air#4 and burning speed, and if somehow this is still not enough, they have FGS.
And as a side note, Ele can manage 1v2 way better and for way longer.
Funny, cause you’ve been using it yourself..hypocrite. Yes I’m pretty sure I do know Ele has more than port, which isn’t going to do much with movement impeding conditions and CC on you. You’re sadly mistaken if you think necro doesn’t have good sustain, especially after the recent life force changes. The fact that you would even get +1’d means that you’re winning the fight or winning somewhere else since it’s 1v2. Either way its a win, not to mention just getting someone else to rotate over. You kill necros on your warr? cool I’ve killed warrs on my necro, very subjective. I think you’ve been on the ele bandwagon a little too long. Even the top ele’s in this game think it got shafted this recent patch and needs a buff.
What ? Where did I say something that’s only theory ? Getting +1’d doesn’t mean your team is winning somewhere else, it might mean someone died so someone in their team could rotate …
I’ve also never said necros have bad sustain …
And even if I think so, i’ve also not said ele is OP because it’s not the subject. I’ve only pointed out the very obvious flaw cele necro have that D/D ele doesn’t. (Which is, I repeat since you don’t seem to understand : an ele can pick the fights he wants, a necro cannot.) Which means necro is not, and will never be the new ele.
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The hilarious thing about all the complaints about ele sustain is that that hasn’t even changed in the last year and a half. Even before specialization patch, the ar/water/x ele had strong sustain, except hardly anyone called it the godmode broken build that it’s being called now.
What changed after the specialization change? the Ar/water/X cele cantrip eles got more damage. And they are shaving in that direction.
People are complaining for no good reason.
The thing is, Ele sustain was already stupid back then. The difference is that back then, we also had cele engi and shoutbow to keep them in check. Now both of them are gone, leaving ele alone on top of the food chain.
Seems people are ignoring the post, so I will quote to perhaps they can actually think about it when asking for nerf on sustain.
Jesus christ some of you are ridiculously bad at understanding LOWEST HP + LOWEST ARMOR = INSTA DEAD WITHOUT SUSTAIN FROM WATER/ARCANA LINE
Why dont some of you ppl use common sense and logic as to why anet hasn’t nerfed the ele sustain.
if they nerf the sustain you might as well ask them to delete the kitten class because it will literally die when breathed on.
What you need to ask is if anet can fix their rotten core mechanics that have pidgeon holed ele in PvP since day freaking 1 by forcing them to take water/arcane line.
Water/Arcane are pretty much required in ANY ele build that wants to survive longer than 5 seconds. The only ones that don’t use water/arcane are the burst eles , which, if you haven’t noticed, get downed in < 5 secs when focused upon
If anet would actually give other VIABLE OPTIONS other than water/arcane, ele’s might change. until then, you aren’t going to see a change in ele sustain.
Want to nerf ele sustain? Fine, but will need some serious buff since ele will be pretty much a paper without it. It is the same thing as people asking to completely remove stealth from thief, aegis from guard, confusion from mesmer, cc from warrior and etc.
Problem is people don’t really know how to fight a d/d ele. I have fought some with my staff ele and won. Why? Because I keep a track on their attunement rotations and when they move out from water is the perfect time to cc and bomb them out. Will always kill? No, but when the ele move out of the point and give you a free cap, your job is done regardless since it is a conquest mode.
Besides let’s not forget not everyone uses celestial on a d/d and that’s a cripple on the sustain. I’ve had a pack of 3 or more players chase me thought the whole match while using /s chat to say how cheesy I was and how deserved to be be zerged down for using a broken build and being bad at it since couldn’t live against 3. Well guess what? Hard to live against 3 when you are using barbarian amulet with strentgh runes and air/fire/earth! I’d down one of them before going down myself tho.
As long as people judge and have no real clue about class mechanics, this sort of threads will keep showing up. IMO the problem is and will always be the celestial gear. Anet didn’t pondered how much ele would benefit from it. They can’t nerf celestial because it is useless on other professions besides necro and engi and would be useless for those two as well if nerfed. If they nerf ele too much, will render the other builds completely unviable pushing even more players towards celestial d/d.
You know there are some middle values between “stupid sustain” and “not enough sustain”, right ?
Which is nothing compared to Ele’s mobility. Also just a movespeed buff doesn’t allow you to disengage so you just die if you get +1’d. Also way easier to focus in teamfight since you can’t escape.
This is from an even matchup perspective like a said in the OP. If you get +1’d that’s your teams fault for not rotating properly. Really? I’ve seen plenty of D/D ele’s getting melted by condition cleave and boon corruption in team fights. That port away isnt going to save you from the condis ticking about to kill you.
Theory is all cool and beans, sadly the reality is that it’s not a 1v1 mode, this is conquest, and you WILL get +1’d by thieves or mesmers, you WILL have to play unfavorable matchup (for exemple I consistently destroy necros as a dps war, can’t say the same against ele though) and when this will happen, you won’t be able to disengage because you’re not an ele.
And Ele doesn’t only have a port to disengage, get real… They have air#4 and burning speed, and if somehow this is still not enough, they have FGS.
And as a side note, Ele can manage 1v2 way better and for way longer.
A properly played cele signet necro is indeed formidable on point (probably even better then a ele depending on the matchup). But the thing is that is suppossed to be their strength. Slow moving but tanky and sustainy. Necros essentially give up mobility/disengage for a strong point presence.
You’re aware that top tier players who play cele necro have a 25% movement speed signet and have superb map/rotational awareness right?
Which is nothing compared to Ele’s mobility. Also just a movespeed buff doesn’t allow you to disengage so you just die if you get +1’d. Also way easier to focus in teamfight since you can’t escape.
And I don’t understand what map/rotational awareness has to do with it. Do you think ele players have a bad map awareness ?
Yes. Either nerf the sustain or the mobility. The most frustrating thing about D/D eles isn’t that they’re very strong in 1v1, it’s that when somehow you manage to have the upper hand, they can instantly disengage, and come back 5s later back to full health.
As a warrior engi is the class I hate fighting the most. Maybe it’s because I don’t know them enough but I feel like it’s ridiculously hard to actually hit them with their perma swiftness, very low cd block stance, 20 billions cc, double invul and stealth
If you miss playing mace, celestial macebow is still pretty good in 1v1 and probably one of the best warrior builds at killing eles right now.
As for axe GS being the only viable build, i don’t even think it’s out strongest build. Sword shield / GS is better imo.
both engineer and warrior are under powered, not overpowered.
ele is over powered.
get your facts right.
I think both engis and war are in a good place now. As a warrior main, only thing i’d like is better adrenaline generation outside of cleasing Ire, because while playing without it is very possible, you still feel a bit adrenaline starved unless you’re fighting a very immobile class that you can pound on most of the time (read : necro).
Balance wise the game is in a good state right now imo, besides D/D ele ofc.
I lately decided to play thief like Anet wanted us to play thieves – avoid fights and cap empty points. So i did few of those matches. Now i made rather interesting observations in those matches (note i wasn’t engaging any fights):
- my team could reaaaalllllyyy rarely win team fights, but usually not, even those that were in their favor
- most scores went around 100-500 in enemy favor
- i had usually (second) highest score on the board (not that it matters, but point is i did contribute to team in thief ways)I know it would be rather not completely right assumption but by the look of it the game actually expects me to carry the rest of those 400ish points by myself. I am actually expected to win team fights for the team, even those that are favorable for them. Why is this even the case?
I understand that me not joining fights may have negative effect on outcome (althrough during those fights i was capping something anyway) BUT the score shouldn’t be THAT low just because 1 member is rather capping points instead of fighting in big fights.I have had games in the past when i actually had good team but we had one Dc that never came back. If the team was good we actually would sometimes win or at least score was pretty close. The matches from yesterday were however very lopsided. Which leaves me to think that game gives you very bad odds and expects you to carry like 2-3 people would if you want to win the match. That is really wrong on many levels.
I hope you’re not being serious, because I actually had you in my team and you were the sole reason we lost.
How was i the reason? I did cap empty points whenever one was available. My point is, the game score shouldn’t have been that drastic just because i was (forced) avoiding fights.
Ok so first, you were not fighting, not helping, just capping empty points. Which is at most 1/3 of a thief’s job.
Second, when I see an allied thief on the minimap close to a point and I go there, I assume he’s gonna +1 and help me. So I’m still gonna engage what would otherwise be an unfavorable 1v1 matchup. But when the thief decides to troll me and stay up on his hill and watch the fight instead of coming and doing his job, I have to disengage if I can and lose time, or worst, die.
3rd, people see you’re trolling so they have instantly less incentive to try and win the game.
I lately decided to play thief like Anet wanted us to play thieves – avoid fights and cap empty points. So i did few of those matches. Now i made rather interesting observations in those matches (note i wasn’t engaging any fights):
- my team could reaaaalllllyyy rarely win team fights, but usually not, even those that were in their favor
- most scores went around 100-500 in enemy favor
- i had usually (second) highest score on the board (not that it matters, but point is i did contribute to team in thief ways)I know it would be rather not completely right assumption but by the look of it the game actually expects me to carry the rest of those 400ish points by myself. I am actually expected to win team fights for the team, even those that are favorable for them. Why is this even the case?
I understand that me not joining fights may have negative effect on outcome (althrough during those fights i was capping something anyway) BUT the score shouldn’t be THAT low just because 1 member is rather capping points instead of fighting in big fights.I have had games in the past when i actually had good team but we had one Dc that never came back. If the team was good we actually would sometimes win or at least score was pretty close. The matches from yesterday were however very lopsided. Which leaves me to think that game gives you very bad odds and expects you to carry like 2-3 people would if you want to win the match. That is really wrong on many levels.
I hope you’re not being serious, because I actually had you in my team and you were the sole reason we lost.
I laughed my kitten off.
Thank you for the quality troll post.
I made a suggestion where it was the whole screen, nobody even replied. Evidently people like their time wasted.
My alternative suggestion is that it plays an annoying siren or maybe a baby crying noise until you press ready.
Exactly what I need, when i’m already annoyed that I have to change my build manually because there is still no save/load build like there was in gw1, now I also have the siren to kitten me off even more.
Yeah, this is sooooo annoying, it drives me mad.
As long as D/D ele will have that ridiculous sustain coupled with that ridiculous mobility they will still be op, or at the very least extremely frustrating and basically the cancer of GW2 PvP.
Oh I had this dude in my team earlier today, don’t remember his name but he afk’d because he didn’t like the build of the other warrior in your screen (soleaced)
I, for one think daredevil looks pretty strong and mostly hella fun, and if I get HoT I will definitely reroll a thief just to play it.
Having played it in BWE, it’s the worst-performing spec line for the thief. It’s slow, clunky, unattractive, and simply badly-designed and badly-implemented. I see zero reason to stray from any of the current lines because DD is so non-functional aside from condi D/D 3spam which benefits a bit more from this than some other lines.
Who said anything about DD condi ?
I think of it as a new build that works like the old S/D thief. I can be wrong of course, but I won’t just straight up believe someone who only tried it for 2 days and played a condi DD build.