Nice idea, but i doubt they’ll go for it.
Hello,
Now I’ve been playing since release. I’ve played just about each class and I spectate a lot, especially in the fight club. I’ve been doing pvping in games for years. I was heavy into the pvp in gw1 and WoW to name the more popular ones.
Now the main point of this post is to point out why some defensive mechanics that this game has fail for the most part and why they may have been the cause of pvp in this game not looked upon in the gaming community as competitive or popular. Now as many of the pvpers from other games that I talk to have said, this ship has sailed. Much of this game is designed around these things and I don’t fully expect them to change much of it. I also understand that many people wont agree with me. I’m not saying I’m right and everyone else is wrong, but I can’t help but there is a reason this game’s pvp fell on its face and I tried to compile the common complaints I hear.
1. Blinds- Blinds only way to remove is condi and wasting an attack. Condi removal is on long cooldowns for the most part, applying blinds usually isn’t. Wasting attack= spamming. Lowers skill floor and ceiling because of this. Hard to counter, easy to apply.
2. Aegis- Only way to remove is stripping boons and wasting an attack. Boon stripping is not very widely used in the current meta and is usually on a long CD or has a large skill punishment. Very few skills are unblockable and in the meta.
3. Blocking- same as aegis but with the only counter being unlockable skills.
4. Evading- Probably the worst of the bunch. No counter to evade skills. Character model promote advantage. Personally I think Vigor is a horrific boon that does nothing for this game. I also don’t think any weapons should be able to evade while attacking. Any class that relies on evades to survive is poorly designed in my eyes because the evade system lowers entertainment value, skill floor, and skill ceiling.
5. Stealth- No counter, easy to apply, easy to spam. Again lowers entertainment value, skill floor, and skill ceiling. Stealth system in this game is one of the worst I’ve seen in all my years of gaming. Planetside 2, Teamfortress, WoW, every MMO, they all have counters to stealth and no class relies on stealth to surviving in fights. I understand how heavily some classes do rely on it and I think they should be reworked. The whole combofield for smoke being rework would be a step in the right direction. Smoke fields are way too strong currently.
6. AoE- AoE is way too strong in this game, especially for conquest. Classes apply it way too easily. It lowers the skill floor tremendously, lowers the skill ceiling, and clutters up the UI causing a lower in entertainment value.
7. AI. AI is good, if theres micro managing involved. MM is something that is requried for games that utilize AI because they raise skill floor, ceiling, and entertainment value. Games like MOBAs who contain AI often required a good amount of micromanagment. This game doesn’t have a lot. They follow you around and are one button wonders.
Those six points are often ones brought up by the PvPers I know from other games on why they can’t get into Gw2. Like I said in the first paragrahp I really don’t expect these things to change, I just hope that they work towards making them less…prevalent.
Personally i disagree with all points except 6, and maybe 5.
1 – Blind, “wasting” your skill 1 instead of some really important skills isnt really lowering the skillcap, its actually doing the opposite. Its not hard to counter at all.
2 – same
3 – just wait 2,3 seconds and attack again
4 – evading is a really cool idea imo, the problem is how it was implemented in the whole system. Having its own resource bar that its just used for dodging and being able to refil it through vigor / traits and sigils isnt much good.
5 – Oh well, i agree that thieves shouldnt be relying so much around stealthing, and that stealth should be a group utility / positioning tool, but in such a dynamic combat i think it can hardly be different, thieves can choose to spam evades to survive or use stealth, otherwise they are just squishy warriors.
6 – agree, totally. Having like 90% of skills AoE or cleaving is just bad and promotes spam on point. Maybe could be less a problem in a team deathmatch.
7 – AI is not good, at all, it doesnt raise skill floor, it just add more mess to the fight and promote passive play.
Are there news about skill changes ? where are these ?
With real quaggan voices
i got some constructive feedback on skyhammer…..
DELETE THIS F. – . U. – .C. – .K. – .ING MAP!
We are tired of being slaughtered for our meat or for your dailies!
Time to revenge has come! Our herd will trample you all in LA first, then we’ll eat all the grass from your pretty gardens all around tyria !
Have fun
The Herds wants you ! Dont be a bookah, be a cow!
i’ll join the rage…
i just hate to play serious matches in this map, cause its nothing else but a troll arena.
/rage
I got onyl one thing to say about skyhammer:
delete it.
or at least let it be just a troll map for hotjoins.
Some time ago i was thinking about an easy and cheap way to implement and test a different game mode, more suited for team fights.
What if we didnt score points on holding a point but just on capping it and for each node controlled you get a boost on point per kill ?
For example: 1 kill with no points captured = 5 score points
1 kill with 1 point captured = 7 score points.
1 kill with 2 points capped = 10 points.
1 kill with 3 points capped = 15 points.
Capping a point = 5 score points.
Wins who get first to 500.
I think such a game mode would be interesting and could bring some variety into the game, totally shaking off the actual meta, and allowing more new builds to have a reason to exist.
There are many builds that work too well in this game mode and might be considered boring to play against, but thats a problem of the game mode. If the main goal of the match would be to win teamfights and not just to run around the map capping points we wouldnt see this kind of builds.
Stop saying we can easily remove condition / get out of burning field, cause the field can cover a larger area than the point, and it pulse fire… so even if u remove it once, u’ll have it on u the next second; even u are out of the field, there are other attacks that inflict conditions, and they are so many that there is almost a constant reapplication. THIS is the wrong thing in this game, there is too much of everything.
1: If you dont stand in the AOE you also dont need to remove it
2: because its indeed a big AOE you do get some burning.. here’s a tip:
GET OUT! and kill him on range or wait for a few sec, is that so hard?
3: other conditions? on axe/x longbow?? like the bleeding from pin down?
Well pin down gets a nerf so you can just dodge that without any problem..
So i dont see any problem if you talk about other conditions… because axe doesnt do any condi damage and i think he used shield because else i saw some tormet damage also on your screen from offhand sword.And last:
Longbow is a hybrid weapon, so i dont see any problem here..
Its just like main hand sword, even in berzerker gear you do some nice extra bleeding damage with that weapon.. but it issnt that much.They could also remove the bleeding but then they have to increase its base raw damage.. because the raw damage from sword is very low compared to Axe.
I wasn’t referring only to the warr example, but i was thinking about what usually happens in a tpvp match, where you will be rarely facing only one opponent for an extended period of time. Conditions are present almost in every weapon set, and those skills inflicting conditions are on a really low cd, or even spammable auto attacks this way even builds not focusing on condition damage will actually help covering the heavy damaging ones, and most of the times you can find yourself overwhelmed by the clusterkitten of conditions coming from N different sources. So the only effective condition removals are those that wipe all of them (ex. lyssa runes) or a spammabe one (ex. cleansing ire).
Stop saying we can easily remove condition / get out of burning field, cause the field can cover a larger area than the point, and it pulse fire… so even if u remove it once, u’ll have it on u the next second; even u are out of the field, there are other attacks that inflict conditions, and they are so many that there is almost a constant reapplication. THIS is the wrong thing in this game, there is too much of everything.
All is vain
#Message Body length must at least be 15.
According to the patch notes just released looks like we wont have any balance change….. nice… another proof that pvp is not important here…
yeh this is a QQ thread.
I wont be excited untill i see some changes really worth my excitement
Well i might also swap in defy pain to survive better aginst spike, same goes for second weapon choise, i might try it out now.
I have never tried that bunker spec with banners, i usually run a shout warrior to support at mid, and i often play it instead of bunker guardian (as stated before, to compensate the lack of aoe stability a dps guard with stand your ground can do it.)
http://gw2skills.net/editor/?fIAQNBJhJak0p5t6R5BHOggeohZRVoKAHpHoBbkGA-TsAgzCmIySllLLTWyssZNaY9xsBA
I find that the amount of support this build can offer is great, once you get just 3 kills you got full stack of life, which means shouts will heal for about 2.8k each, which means that using both “great justice” and “shake it off” will grant your team 5.6k heal, fury and might, and 2 conditions removed (3 on yourself).
Not having stability is a choise that will define better its role: he is not THE stomper, when one is finishing the downed its better for this kind of warr to stun/knockback those trying to rezz (specally if they drop shadow refuge), or anyway CCing other opponents to reduce the amount of dmg the stompers coudl get.
Why warhorn? i just like it alot, i traited it in order to increase the amount of support i can give against conditions (conversion to boon is even better than just removing), thx to the ridiculous CD (12s and 16s).
Basically i can spam condition removal for my team (12s, 16s, 20s, 20s, 48s), and in case we are getting a burst of condition i can make use of cleansing ire, activated with earthshaker to also slow down the attrition for few seconds and give time to cleanse.
Warhorn also offer a full uptime on swiftenss, which is great to kite in teamfight or to get to a point to assist the team.
And then…. the underrated Call to arms, i love that too… 6s aoe weakness can help a bit to lower overall damage and 13s vigor aoe will just make necros love you.
Then there is also a blast on 1/2s casting time and 16s cd, which is great on mesmer field to give aoe chaos armor or on engis/ranger water field to spam more heals.
[Happened once that the ranger used healing spring, the engi blasted 2 times on it, and i did 2 more blasts + 2 shouts…. thats a serious aoe burst heal]
- Why does it take 4 months to implement fixes to classes the community quickly (i.e. in a week or two) recognizes are imbalanced?
Cause PvP is that part of the game that produce less profit (cause it was unfinished when released and didnt receive the love needed ).
- Why did the team decide to implement changes such as gold-for-PvP before implementing fixes to the queuing system?
Cause now they noticed they have lost 95% of pvp playerbase so they are trying to create a new one dragging PvE players to PvP with gold coins tinkling.
- The community at large has expressed disdain for passive traits and passive play (i.e. Healing Signet, Spirit pets, Automated Response, Diamond Skin, etc). Knowing this, why did ArenaNet decide to implement more passive play in the form of passive heals?
This is still a mistery for me…. i have some options:
1) they didnt notice that ppl dont want more passive play / more AI
2) they just dont care and they think they know how to make a good game, and ppl leaving doesnt mean anything.
3) They want to make sure that those ppl who quit pvp wont ever come back
Why has pretty much every class been pushed in and out of the meta except for Guardians?
Cause guardian is the only class that HAS a defined role and could mantain it.
Before i played this game i thought getting rid of the holy trinity was a good idea, now…. well, i got a different opinion: you cant make an rpg where its hard to discern roles among classes. Doesnt matter which roles, if there is a tank or healer, but there has to be roles, and every class must have chance to cover at least one (better if more options).
- Why does the Moa/Necro minion bug persist for over a year? I don’t believe this same bug exists for Spirit Ranger pets.
Probably it didnt have a good priority on their todo list. Or maybe minions are brainless enough to not recognize their master anymore while he is in moa form so they disengage XD
- Why does ArenaNet believe the warriors are balanced when double warrior is still the current meta? It’s this kind of dominance which heavily limits profession and build variety in the game.
Double warrior ? you actually can make a 4/5 warr team and faceroll the enemy team. Seriously.
- Why is there no beta test server for PvP changes?
Cause ppl would see how they are going to screw up things before the changes are actually live, so that way they would have no excuses and should rework their changes, while this way they can just screw up things however they want and then ….“tada! uh…. dont like it ? deal with it.”
The game evolved ? compared to “the burst meta” ?
Its like saying that if tomorrow we will turn into one-celled organism we evolved and its time to adapt to our new lives. lol.
Burst meta required many steps of coordination (ex. picking the target, count down to burst togheter, 3.2.1 – combo cc on it, vulnerability stack and shatter/backstab/100b)
Now its more like everyone looks at which skills are not on CD and press those buttons untill somone fall down.The problem with the “burst meta” was that the spike damage of a single class was/is way too high. Sure, there was the possibility for a little more coordinated play, but not only didn’t it take any more than two people coordinating and often times only one player unloading their burst, it also made combat feel very front loaded.
If you got hit by a spike, you were pretty much forced to use all your tools to escape, rather than being able to counter attack and go of the offensive, because there were a lot more glass cannons in the meta.
Ok, i agree with the fact that even that meta wasnt perfect, cause you are right saying that the spike dmg of 1 single class was too high, cause it was enough to bring somone’s hp down by 70%-90%. Even if i would say that such an high burst could be understandable if it was dished out by a true glass cannon: with little survivability and little control, so that he had to rely on his team in order to make his damage spike effective.
One of the problem with gw2 is that everyone has everything, and when a class has not enough of everything its not good anymore :| ….. which is crazy.
Since this is a Role Play Game, we are supposed to have roles, even during the fight, but now what we have is a blurred mix of every roles spread on every profession, which makes things messy and spammy.
The game evolved ? compared to “the burst meta” ?
Its like saying that if tomorrow we will turn into one-celled organism we evolved and its time to adapt to our new lives. lol.
Burst meta required many steps of coordination (ex. picking the target, count down to burst togheter, 3.2.1 – combo cc on it, vulnerability stack and shatter/backstab/100b)
Now its more like everyone looks at which skills are not on CD and press those buttons untill somone fall down.
sry but… didnt the OP said that its unfair that he only lost 5% hp against a mesmer dpsing him hard ?
I mean…. he isnt trolling, cause its actually what happens. Today i went on some soloQ with my warr, and i could kill the enemy treb with a mesmer dpsing me all the time…. seriously, he was also doing it right: stack vulnerability on me, immobilize, blurred frenzy + shatter…. i could litteraly not care less… i just went on hitting the treb <.<
while i got full shattered 3 times, and the i walked away back to support mid <.<
yeh…. super fun meta… whats the point of playing something different from warr-guard-engi comp ?
Yeh, good suggestions, just that, its not the first time i see them in this forum, yet i dont see them in game, and its definitely not something hard to code… which lead us to some sad conclusions… :|
TL;DR I think GW2 is not fun anymore compared to before because the devs are promoting “nine-lives mechanics” which is pretty much playing a fighting game, as an example, for a “time-out” instead of actually killing people.
Feel free to disagree with me and keep it clean.
No way to disagree man, you are just right. Fact is that most of ppl interested in pvp quit the game, so Anet is trying to push ppl from pve to pvp, and seems like they are trying to make pvp more similar to openworld pve (= a skill spam).
The classes with which i had most fun where mesmer(shatter), ele burst, and power necro. Sadly all of these choises are not encouraged in pvp cause of the actual bunk & spam meta.
The sad truth is that this state cannot be fixed easily, cause it would require a major rework of the whole skill and trait system, and this would be too expensive to their eyes, and not worth it, or at least, not anytime soon. As long as Pve keep providing them money its all good.
The only thing i can suggest you is not to think to this pvp as something competitive, just build your class in a way to fit the meta, join the spam and have some laughs at ppl facerolling on their keyboard.
I think ppl are overreacting to this Dskin. Considering that it will work over 90% hp and that 10% ele’s hp ~ 1.5k health i think it wont be that good.
About the fact that this trait could “waste important cooldowns”….
1) once u know it has Dskin, u see he is full health, you know the trait is active
2) conditions are rarely on cd u cannot waste, thats the problem of this game, even if u waste them you can spam something else and once the cd is up blow that too.
(edited by cuge.5398)
Well, i used to a strong gw2 supporter, really, it was like the dream game for me (at its early times), and i used to dislike mobas alot, actually i still dont like moba’s playstyle…. yet…. i quit gw2 like a month ago and i’m playing LoL now :|
good luck to you. i posted my lol impressions above
80k twitch view got many blinded for no good reason. i’ll be stretching some, but LOL to me seems like 2d flat game, slow enough to have a feel of pixilated chess turn based game, where most of expertise is memorizing skills of various heroes. some might call this skill, id call it a grind. pvp skills is something else imo.
I would have agree with you a month ago, but now i must say that sadly this games let players prove much more skill than gw2, mainly situation awareness and poistioning, what i dont like is that there isnt a real teamfight, its more like a teamgank.
But still…. sadly i think there isnt any mmo with a good pvp atm.
just tried lol. cant imagine sone going to lol after gw2.
Well, i used to a strong gw2 supporter, really, it was like the dream game for me (at its early times), and i used to dislike mobas alot, actually i still dont like moba’s playstyle…. yet…. i quit gw2 like a month ago and i’m playing LoL now :|
Not suprised at all, how can a pvp channel stay alive when the pvp community is almost all gone ? or what is left are casuals….
Yeh, nice crap, happened the same to me. I bought one with some friends to test builds, train, do stuff… it was durign summer, then someone was supposed to put in some time tokens, i went on holiday ad when i came back puff no more custom arena.
I’m not going to buy another one anytime soon.
Dont put so much on this patch. Its not like you’ll see a patch that will fix things all of a sudden. Devs know that even an apparent little change can screw things greatly, so they wont do big changes.
They’ve already made numerous huge changes that broke the meta in ways the playerbase could have easily warned them about. Their “we don’t want to whack-a-mole balance” statement means nothing right now.
Yeh, what i ment is that stuff like adding a trait that gives burning to necros arent big changes at all, sure, they imply big consequences, but with big changes i mean a rework of the system; thats why i say it wont happen.
Dont put so much on this patch. Its not like you’ll see a patch that will fix things all of a sudden. Devs know that even an apparent little change can screw things greatly, so they wont do big changes.
Fact is that things are already screwed to a point that it would be worth to take the risk get on work and do a kittenload of changes….. but this wont happen.
You can just hope that they’ll slowly get on the right direction, and maybe in a future not well defined you’ll see some decent pvp.
Even putting more hard counters to conditions doesnt solve the main problem: they can be spammed over and over, without really careing of which cooldowns you are wasting.
Condition damage is a common damage type in several games. They probably call i Dot (damage over time) or what ever there. but the the mechanic is the same
Yeh there were dots but thats completely different from gw2 conditions as Gareth stated. Dots usually doesnt scale up with a stat, or if they do, they get a little % increment. Ad most important, they arent so much overwhelming with their low to non existant CDs, causing a constant re application.
You probably shouldn’t switched from hello kitty online to GW2.
get lost…seriously.
Every other game i played didnt have conditions, or at least they were not working this way, and it was working fine on that side. Conditions are a bad design side.
Even with no conditions you can kill a bunker… thats totally not a problem.
Stuff like burning or bleeding should be just an added effect to some skills, like skills that use fire, flames, explosions, its intuitive that they might set the target on fire, but this should be a fixed value, not influenced by a stat.
Cond dmg was a bad idea.
Before the game was released Devs exposed their idea of the trinity based on roles not on specific classes. This trinity was composed by dps, support, control.
Now we have raw damage → dps (every one can provide this)
Heals → support (mostly self provided here, cause since there arent dedicated healers anymore everyone is supporting moslty himself)
Conditions → dps and control …. this is the wrong part. Conditions shot NOT provide a real DPS, they should be an attrition tool, and mainly they should fill the control role: immobilize, blind, cripple, chill, poison, weakness.
The fact that we can provide a condition “burst” its totally kitten WRONG.
The mess we have now is due to the lack of defined roles.
Eh… this is so true. Conditions has always been a problem in this game, and i feel like they will always be. But the root problem arent just conditions, its a mentality issue. Devs keep thinking that adding more of X to solve Y problem would work, but they are just making thing worse. As someone here rightfully stated adding more condition removal is not the way to solve the problem, cause it will just force ppl to use lot of condition removal to not be overwhelmed by the constant reapplication.
The root problem is that they didnt realize that “more” =\= “better”, they should have developed this game with this idea in mind: “few but good”.
The OP is just right when he says that conditions can be spammed without worring about whats really going on, cause the chances to re-apply those conditions are so high , and so frequently that its not even worth bothering too much.
In order to have a really good and balanced game it should be planned thinking to not have any break stun or condition removal.
Hi… my pc specs are not a problem… thye are good enough to let me play WvW with mid-high res.
I’m connecting the net with an ethernet cable.
Firewall is disabled to avoid this kind of troubles.
I was playing fine till 2 days ago, then a friend asked me to play LoL with him, but last patch there caused many problems to a lot of ppl, including me, and it was impossible to play with friends, or use the chat. Then a guy on the forum posted a link to a software to fix that issue.
It actually worked, cause i can play LoL fine now……. funny thing is that it totally screwed GW2 at the same time <.<
Anyway i sent a support ticket with a Diagnostic report attached, i wope they’ll find out whats wrong :\
Ok, i got a vad problem here, i think there is some wrong configuration that is making impossible for me to play the game. Maps loading take 3 times more than before, or it even get stuck on loading screen. Even if I manage to get into the game Lag will be so much that skills probably wont do anything, untill i dc; or i’ll get some error messages like
“stuff…… [code=7:11:3:191:101]” or the most common: “The game client is unable to access the login server at this time. This is mostly caused by firwall or router settings ……..” (Code = 19:9:19:1467:101).
Dont know what to look for :\
Warriors surely needs a tone down, but not too much, otherwise they’ll follow ele path.
I think Sigent deserve a little nerf (well, it shouldnt exist at all imo, but since its there….) it should have slightly less base heal, to have it scale a bit more with healing power, so that you wont see a dps warrior outhealing others dps…. to balance it we should consider its heal effectiveness compared to other heals.
lets consider a classic hammer build with 30 points in defense, which means 300 healing power.
Mending => Heals over 30s = 8220, other benefits: removes 3 conditions
Healing Surge => Heals over 30s = 10200, other benefits: provide a burst heal and refil adrenaline
Signet => Heals over 30s = 12210, other benefits: its passive, thus cant be interrupted.
So its not so much better then other heals, i think it would be fine to have it reduced to Healing surge level.
A good tradeoff might be signet healing 350/s with 300 healing power, so that it will heal 10500 over 30s.
While building full healing power with cleric amulet for a total of 1223, its fine for it to heal for 454/s, achieving a total of 13620 heals over 30s.
About the Adrenaline skills, well, i have always found weird that they dont spend their adrenaline when spamming F1 at random and wasting it, it just doesnt make sense and promote noobplaystyle. As every other skill, once blocked or misssed the skill is used and should go on CD and in this case should also use their adrenaline.
Take mesmer as an example…. in order to use its profession mechanic, shatter, mesmer needs their CD off and 1+ clones, if the target evades the shatter, it goes on CD and clones are gone too…. same thing should apply to warriors.
I think this 2 changes would be enough to bring the warrior in line with other classes.
On the other hand Eles still feel like they are left out of the game.
@Sensotix and everyone else on that side of the discussion (included myself),
we can try to give as many good ideas as we can think of, but there are so many in this forums already.
The sad story is that its not about who can contribute more to the game with ideas, but who can contribute more with moneys. Top pvp players may be those who know better how to fix the game, but as you said, they are the 5% of the total game population, which means that whos contributing more is the other 95%.
Having the game fixed also means that it would be harder for noobs to be succesfull, cause a better game requires more skillplay rather then skillspam, and you know… that 95% might not exactly want that.
I have seen this story in every other game i played, such fixes requires some work and, on their perspective, doesnt give certainty of being the right thing to do, so…. as far as the game game goes on, they dont take that risk, and they will keep doing little changes.
the fact is that its not just Ele itself the problem, is that:
1) if you build him for support…its support wont be good enough to counter the insane dmg that your mates can receive.
2) if u build it glassy, conditions and AoE will eat him so quickly that its not worth its super burst.
3) if u build it balanced …. idk, but usually it doesnt work out really well, cause it doesnt fit any specific role.
Wanna here something strong about the root issue of conditions ?
They should not be a primary damage source in first place !
Thats one of the core issues of this game, htey wanted to build a new, more generic trinity: dps, control, support instead of tank, healer, dps.
Fact is that we got control (a lot and spammable), support (used to be almost zero, at least its getting some attention recently), direct DPS, condition DPS.
Its not a trinity anymore, cause there are 2 main source of damage, since conditions doesnt just put pressure, sometimes they kill faster than direct damage.
Conditions can be:
> position control : cripple, chill, immobilize, stun, daze.
> dps control: weaknes, blind.
> dps assist: vulnerability, plus all the cc.
> pressure: poison, confusion, torment
stop.
most of things out of this scheme covers a different role, not conditions’ one.
The game would be a lot easier to balance following this.
Try to check your deaths breakdown, most of the times some conditions will be in top place of the list. Its just wrong, unless the fight really took long, instead, i see that even in a fight of few seconds.
With only pure damage to take into account it would be easier to tone down some classes, like warriors wouldnt need an hard counter to conditions aka berserker stance to be brought back into meta. Condition removals could be almost ‘removed’ from many specs, and could be a particular tool, specific for support builds, (like a water ele could be).
We would have some more defined roles, that any class can cover, but at least it will be more clear: the dpser kills, the bunker is the old tank + some support, the condition applier control targets.
Another fact is that this will never change, cause this means a total rework of their game, since condition damage wouldnt have place (as it should be!).
Having top players testing balance changes before patch get live was suggested months and months ago, many times, but seems like Devs are tied to keep everything secret until it comes out, or even if they say something its because its already written in stone and wont change.
@ Sensotix, I admire your efforts to try to change things to get some good pvp going, but even if i used to be a strong supporter of this game, every patch drags me away.
This game has great combat dynamics, but has some wrongs things in its core that Devs couldnt see as a problem, or maybe they know that but they dont want to change cause they think its better for them to keep things as they are.
I thought this trait could be good paired with fresh air, but i tested it in the mist and its as useless as dirt. Considering that when i attune to air i gain swiftness i already reach the speed cap so that 1s superspeed does nothing…. yeh it might help with chill and cripple, but 1s doesnt change anything.
Is it just me or they just released a wonderfull trait that combo really well with fresh air…. that doesnt work ? lol
Both eles and mesmers are experiencing a similar difficulty in this meta, its impossible (at least i cant find any way) to build them offensively and still be able to have enough survivability, both against conditions and stun+dps.
If you fight against a warrior, you’ll definitely need 2 breakstuns to survive (note…. to survive, not necessarily to win), and then a condition removal is a must… but just one utility slotted to remove conditions cant really get it done, the amount of condition applied is way higher than a single CD.
Thats why warriors rock in the current meta…. they got almost everything. Once they put cleansing ire and berserker stance they can remove/prevent conditions while playing offensively.
To make mesmers a little closer to what warriors are now we should have shattered conditions moved down from grand master tier, to the same trait tier where cleansing ire is….. Master.
But personally i dont think its a good solution, actually i dont think there is a good solution, i think there should be just one source of dps: direct damage; conditions should only give pressure to the opponent team, reducing heals with poison, crippling, chilling, its surely wrong for them to be a different kind of burst.
The old style holy trinity was : tank – heal – dps
The trinity that GW2 should have : support – pressure/control – dps
The trinity GW2 really has: dps – condition dps – guardians
I definitely went off topic but well, its all connected.
A lot of people frown upon Moa Morph in duels, but I don’t think any have actually been banned.
ps: healing signet is not a warriors only regen.
other signets arent even close to warriors one…. oh yeah now i remember point 6…. they dont need to do anything to trigger the passive heal…
Thieves signet needs them to attack the target, eles signet requires them to use any skill, warriors….. it just heals for twice these 2 previous, using less healing power….
There are many reasons why that signet is broken op, and I can explain some.
Good players knows when to use their interrupts, one of the best timing is to interrupt target heals.
1) that signet passive heal cant be interrupted.
2) it heals over time but if you do your maths it basically heals more than any other healing skills: 407 per second = 12210 every 30s, compare it to Healing surge, which was the strongest “burst” healing skill, that does around 9k with a 30s recharge.
3) being a passive skill doesnt even bother your mind while fighting, you dont need to think when would be the best time to try to heal you, you can just care about attacking and way less about surviving.
4) its not the only passive heal, it is usually paired with a trait that regen life based on adrenaline level, which if i’m not wrong heals for 397 every 3 seconds. Which means that its another 132.3 each seconds.
5) the most important probably: It has no cooldown….. usually, once someone pops his heal, there is a time window where you can try to sustain your damage and he wont be able to heal up…. with signet there isnt any.
6) ….. there was a sixth point, i forgot about it while typing 5th, but well, you should have got the point by now.
I played another game some time ago where if a team was missing one of its members the others were getting a buff to their stats.
Now, this is an option, and this is how i see it:
When you loose a team member, one out of five, means your team lost 20% of its potential, so that potential should be added back in another form, for example points gain could increase by 20% both from kills (5 → 6 points) and from holding cap points (1.2 score per point per second).
If we choose to add it back through a stat buff, it should be a 20% more stats distributed to the whole team, so… 5% bonus stats to the 4 remaining members.
On a common berserker build its around
600-700 more HP
5% more crit chance
5% more crit dmg
5% more attack
45-60 more armor
thats definitely something that could be implemented to help a bit with leavers/dcs.
This wont help anyway with afkers… for this we would need a way to kick ppl from roaster same way you kick ppl from a party in pve, this way the afkers get kicked from the match and other players can benefit from the buff.