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sPvP Class Tier List: - Updated 6/30

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Posted by: daydream.2938

daydream.2938

Why does everyone put thief on the bad tier?

I just rolled a thief AFTER the nerf and to me it seems like the most op thing ever, given that you can be skilled enough to use it.
From what I see in sPvP/tPVP and from dueling bunkers, I would rate

A:
Thief
Elementalist
Mesmer
B:
Engineer/Guardian (Tentative, post patch)
Necro/Ranger
D:
Warrior

Do you hotjoin or do tournies?

Please allow us to report quitters.

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Posted by: daydream.2938

daydream.2938

I’ve had 2 people today quit in close matchs because they where not personally doing well. Other people are having there mmr lowered because of these ppl who quit, or afk. There is currently no report feature for this , there NEEEDS TO BE one.

its just SUCH an aggravating experience, nearly though of quitting the game today bc people can behave so poorly to others , in a way that actually effects them, and have ZERO reprecussions.

its frustrating to have bad teammates but a bad teammate is worth way more than an afker, or quitter.
Its already aggravating enough to fight premades when you solo Q. But to have to deal with people quitting as well? Just nearly ruins the experience.

(edited by daydream.2938)

I actually prefer the meta after the patch

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Posted by: daydream.2938

daydream.2938

The no warrior meta?

3-round tournament gone?

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Posted by: daydream.2938

daydream.2938

something needed to happen w these. Good job.

sPvP Class Tier List: - Updated 6/30

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Posted by: daydream.2938

daydream.2938

S. ele. guardian.
A: engy , ranger.
B, necro, mesmer. …thief by a hair, but the lowest of these three.
f. warrior.

In my opinion Matchmaking Tournaments is a FAIL

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Posted by: daydream.2938

daydream.2938

new players have a higher mmr than you would think.

the issue is that a high ranked team of say 40s, could face high ranked teams, and lose 2 or 3 in a row, then be faced off against a much lowe ranked team whos been winning 1 or 2 vs really low ranked teamsm. These teams are no where near equal, but the mmr rating is easily fooled.

Additionally the rating has little to work with what w the limited drawing pool. But your rank, has nothing to do with your mmr rating.

State of the Patch (March 2013)

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Posted by: daydream.2938

daydream.2938

Eles dont perform better than bunker guardians at bunkering. The thing is eles do almost everything at medium to best. Its there overall power, not there power at anything specific.

the only thing eles dont excel at is burst, but for how tanky they are, they do very good damage.

Future Meta.

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Posted by: daydream.2938

daydream.2938

Overall power dps went down a notch, conditions went up a notch. Agree.

Warriors are being hit two times, losing out on power dps, and watching the meta shift in a direction thats even worse for them.

Confusion bugged/overpowered??? (all Condis?)

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Posted by: daydream.2938

daydream.2938

Confusion is using moves to do damge, it does less damage in less time than say, thief burst, or a shatter combo, generally. It can be cleansed, its also representing global downs from your opponent in order to apply this debuff, meaning it has a cost to him.

Can everyone just calm down please?

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Posted by: daydream.2938

daydream.2938

Ya im not panicing. Overall the haste change was good. BUT its a fact that warriors need some help fast, they cant let warrios hang out on a limb for a solid month like this.
Its not like warriors got to enjoy being godmode before.

My thoughts on classes after the patch.

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Posted by: daydream.2938

daydream.2938

Kit refinement would be semi ok if they made it have cds unique to each Kit. Instead of a universal cooldown. Theres so little control one has over it unless one runs just one kit. And its hardly worth it for what u get then.

I havnt tested it enough in new patch but some of the kits like wrench kit seem manifestly poor. Be better off with speedy kits for perma swiftness than a once every 20 seconds speed boost.

State of the Patch (March 2013)

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Posted by: daydream.2938

daydream.2938

I dont think they see how much a universal haste nerf would hurt specifically warriors.

Ive been asking them to reduce the debuff effects of thins like frenzy from 50% to 25% to offset the effect.
Its got to be tough to balance haste for pve and pvp, if thats what is causing some roadblocks, just start to differentiate.
People will be confused by skills dont different things, not by skills having different levels of power when they switch between pve/pvp.

Leave the devs alone!!

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Posted by: daydream.2938

daydream.2938

I gave the patch 3/5. which means on the whole positive. I think most people are unsastisfied. The quickness nerf is a really a double nerf though. by extending the duration for less effect you have the debuff longer. I agree quickness needed the nerf, not a double nerf however.

Haste reduction with no compensation?

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Posted by: daydream.2938

daydream.2938

They need to nerf by half the debuff applied from using a haste skill.
its really a double nerf. both to the direct damage, but the duration increase is also a debuff increase. So they should really reduce that debuff effect to 50% what it was before.

Confusion bugged/overpowered??? (all Condis?)

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Posted by: daydream.2938

daydream.2938

No, you do not do 2000 damage in spvp from one stack of confusion. One condition removal will remove every single stack you put on me, and I will only take one hit from confusion from removing them. Not sure the exact damage but nowhere near 2000

Zaragoz – I’m able to stack 12x confusion on somebody – that will lead to 2047 damage per skilluse – even also on condicleaning!

if you remove it – I just apply it to you 10 seconds later again!

If you cannot clean it again – you either cannot use any skill for 5 seconds – or you will probably die… as a elementalist at full life (which is usually 12-14k life) you only need to use 7 skills – or when I do let’s say in that time 5k damage on my own on you – it needs only 7k damage – so 3 skills…

That cannot be intended?

iF your fighthing a thief the fight wont lsat 20 seconds, he will be dead or you will. If your fighting a necro he can send it to you. If your fighting me on my engy i can cleanse every 5 seconds, so =) its not an instant win . Trust me i main engy and have tested this. I find hgh condition to be more useful overall.

Confusion bugged/overpowered??? (all Condis?)

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Posted by: daydream.2938

daydream.2938

So – to be clear – I don#t know how this was before the patch…

I just realized that this does huge amount of damage – and everyone I test it out with is shocked because they have never senn it before either

Ive seen it before. The confusion stack generally isnt considered viable because toolkit and bombkit dont synergize well. with 100nades gone though, maybe that will change.

Confusion bugged/overpowered??? (all Condis?)

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Posted by: daydream.2938

daydream.2938

Curious, Shranks, what class are you running?

Can’t tell from his listed abilities? Engy.

Confusion bugged/overpowered??? (all Condis?)

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Posted by: daydream.2938

daydream.2938

OK I know how it works now!

With concussion bomb (5 stacks, 5 sec) prybar (5 stacks, 5 sec) and static shot (2 stacks, 3 sec) I manage to get 12 stacks of confusion on my opponent.

12 stacks mean roughly 2000 damage per “skilluse” – and that for 5 seconds… if he#s auto attacking me – he will die for sure!

I don’t know how it stacked before – but now it is completely broken!

Thats how its always been, and good players will cleanse/not let em all land. but yes its powerful vs ppl who dont know they have 12 stacks of confusion and spam lol.

So is engineer definately the next FOTM

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Posted by: daydream.2938

daydream.2938

Right its a bug fix, but one that results in a small buff, some bug fixes (like the one to our flamethrower ) make things worse. This is an improvement.

So is engineer definately the next FOTM

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Posted by: daydream.2938

daydream.2938

New Automated Response trait: Grants immunity to conditions when the inflictor has over 100% duration.

What does this mean? So if I have 100% or more bleed duration, will the engineer be immune to all my conditions or just my bleeds?

I posted on this below. but this is how it works.

with this trait new conditions should not be able to be applied to the engy below 25% life. (conditions already on him still tick for damage/effect, but he cant get more bleed stcks for example than whats already there). Now of course u can get healed above 25% and get loaded up with conditions again.

But what happens below 25% is conditions on you seem to get 100% duration debuffed. HOWEVER if a necro is traited and speced right he might have +133% condition duration. meaning he can put conditions on you still despite this trait , if even for a shorter time. With this bug fix the trait works as intended. Its still a meh trait, only to be used for full bunkers.

As for confusion, i tested it and i didnt have an issue.

100nades sadness?

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Posted by: daydream.2938

daydream.2938

Never ran it. Tbh the best engy build even before 100nades nerf was HGH conditions on engy. Long as your top build is left ok, your ok.

automated response change

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Posted by: daydream.2938

daydream.2938

its a bug fix.

lets say your at 15% life , no more conditions should be able to be applied to you , since your below 25%. ( conditions placed on you before being under 25% will still tick/effect you, just you cant recieve additional conditions till you are above 25% again).

This was accomplished by conditions getting 100% duration debuffed when applied to you.
Now, lets say a necro has 133% condition duration because of how hes speced /traited. He could still apply conditions to you, albiet for a shorter time, meaning you are not truly immune to conditons. This change means you now are.

TL:DR A bug fix that amounts to a buff that comes up rarely.

Tested epidemic

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Posted by: daydream.2938

daydream.2938

Someone should really make a thread will all the other effects /changes not listed in the patch notes.

p/p hgh condition build - suggestions?

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Posted by: daydream.2938

daydream.2938

30/10/0/30/0

Rabid amulet. and something with +20% might on it for runes, i recommended rune of might. sigil of superior battle and corruption.

The trees.
Explosives. v, viii, xi
firearms. vi
alchemy: II, x, xi.

use elixir h, s, b. And grenade kit. Toss exliris cleanses you, as well as consumption. all grant might which gradually builds up. you can easily hit 18+might stacks on any duration fight.

Also yes, this build has been veted for high end spvp play. It is a good build.

(edited by daydream.2938)

Changes are great, but still lacking

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Posted by: daydream.2938

daydream.2938

Turret health is also a major issue in spvp where its easy for a turret to die very fast to ambient aoe in a teamfight.

Patch review

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Posted by: daydream.2938

daydream.2938

Overall.

3/5. But ill change to 3.5 out of 5 if they reduce the debuffs from haste.

The reign of eliminati

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Posted by: daydream.2938

daydream.2938

Id put guardian in place of mesmer, but otherwise, reasonable.
Also the bottom four arent really equal. necro and engy are clearly better than warrior for example.

So this was the legendary " Big PvP Patch " ?

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Posted by: daydream.2938

daydream.2938

There is no big pvp patch, things are coming as they get them ready. This patch was ok overall. The only thing that needs immediate fix is the haste cost.

Say NO to the Haste nerf...

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Posted by: daydream.2938

daydream.2938

Haste nerf needed to happen, but the fact is ITS A DOUBLE NERF. Reduce the cost debuff effects to compensate for the reduced haste effect.

Real solo queue

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Posted by: daydream.2938

daydream.2938

It is not , far as i can tell.
But they do seem to have this in mind for down the road.

No love for the warrior

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Posted by: daydream.2938

daydream.2938

Campaign to reduce frenzy debuff to 25%.

So is engineer definately the next FOTM

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Posted by: daydream.2938

daydream.2938

When people figure out engy isnt godmode it will level off. engies are better, but still not top dog.

Clarity: Automated Response trait for engies.

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Posted by: daydream.2938

daydream.2938

Ah so it works exactly the same, except that its simply a bug fix for things like super duration stacking necros?

got it , thanks for clarity.

Clarity: Automated Response trait for engies.

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Posted by: daydream.2938

daydream.2938

The notes say.
•Automated Response trait: Grants immunity to conditions when the inflictor has over 100% duration.

previously this trait made the engy no longer have conditions be able to applied to them at under 25% health. (conditions already on you would still tick for damage but no new bleeds could be stacked for example-unless you got healed above 25%).

So, whats the difference exactly? this description is too vague.

Frenzy Nerf: Any reason to bring a Warrior?

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Posted by: daydream.2938

daydream.2938

100% for sure they need to nerf damage taken to 25% or something thereabouts.

@Haste Nerf -- Logical Discussion

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Posted by: daydream.2938

daydream.2938

Exactly, its a double nerf. By extending the duration (for less net effect than previous mind you) they have extended the debuff.

The solution, would be to reduce the debuff effect to correspond. Frenzy 25% extra damage not 50%. Thief lose 50% endarance not 100 all (though maybe all he has left if he has a bar) and no regen for 2 seconds not 4.
50% incoming heal debuff not 100%.

That would at least make the haste skills still worth taking, somewhat.

My warrior friends

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Posted by: daydream.2938

daydream.2938

Its funny because warriors really REALLY relied on haste to work.

Poll : Are you happy with the Haste nerf?

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Posted by: daydream.2938

daydream.2938

Yes, BUT its really a double nerf, the first to the skill directly, but since all haste skills (minus timewarp) have a debuff effect that now lasts longer for less effect its really a much bigger nerf than it appears.

This shoudl be mitigated by reducing the debuff effect of using haste. Ie frenzy only giving 25% extra damage debuff not 50%.

Say NO to the Haste nerf...

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Posted by: daydream.2938

daydream.2938

i say YES to the haste nerf, but they NEED to add something for warrior to compensate.
we’re already the worst profession, HB frenzy was our one trick pony, now we’re just the class that can’t do anything better than others.
there is no reason to play my favourite class now, whatever you want to achieve another class will do better.

Frenzy should only be 25% extra damage now, not 50%

Why are turrets being buffed?

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Posted by: daydream.2938

daydream.2938

Don’t get me wrong, being a turret engineer I’m VERY happy that my babies are being improved, but I’ve been doing a lot more tPvP on my engi and I’m capable of completely shutting down a point from anything less than 3 people charging it because of my turrets…

So, why are they buffing them? Thoughts?

PS: I know turrets are immobile (they should be), but I never thought they were weak… Yet my friend told me in State of the Game they were going to be buffed…

You must be playing bad pppl or something. Ive found turrets nearly next to useless with there bad ai. (net turret target minion pet anyone?).
also they die super easy to aoe.
so, on the whole im pleased with the buff. IF anything its insufficient.

Engineer patch notes:

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Posted by: daydream.2938

daydream.2938

“Elixikittenll:
Removed Quickening Zephyr from the base elixir.
Removed Veil from the toss mechanic.
Now casts instantly and breaks stuns.”

lol kitten

Also cheers for so many bug fixes ^^

A 5 minute time limit on turrets? :/
And 20 secs for kit refinement is a lot..we’ll see how this works out…

Ya i love how there swear filter caught there own notes.

Say NO to the Haste nerf...

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Posted by: daydream.2938

daydream.2938

Its a double nerf.
1st because of the direct from 100% to 50%

secondly by extending the duration of haste skills you extend the duration of there debuff.
This essentially kills 100b warriors.

What i recommend is they simply MUST reduce the negative effects of the debuff. ADjust frenzy damage debuff to 25%. Adjust thief haste to only take off 50% of endurance and stop regenation for 2 seconds.
Adjust no healing to 50% healing debuff.

otherwise youve nerfed it 2×. YOu will have done in warriors who RELY on short quick haste to be effective.

Nerf Haste. Meta changed to WvW balance?

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Posted by: daydream.2938

daydream.2938

this will REALLY hurt alot of warrior builds.

Devs please clear this up - Leaderboards

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Posted by: daydream.2938

daydream.2938

For those of us who solo Q alot. anything to help us out becuase we wont ever have a very high rating compared to people who premade alot.

Solo q coming?

Why are they OP?

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Posted by: daydream.2938

daydream.2938

Balance can be done just as easily bringing everyone else up as them down.
But at least one thing. RTL with orb on spirit has got to get fixed.

As a reminder for the s/tPvP Community (NA)

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Posted by: daydream.2938

daydream.2938

You can guest into hotm as well for a bit to test it out.

Why are they OP?

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Posted by: daydream.2938

daydream.2938

So a few classes are predicted to get nerfed today, and I was wondering why people think they’re op? I haven’t really played the classes enough to know about them.

Mostly these classes.

Tell me why you think they are supposed to get nerfed or people want them to be.
Elementalist
Mesmer.

As a quick and dirty . good players think the ele is OP. Hotjoin players think the mesmer is OP.

The reason the ele is good is because he comes in the top 1-3 for most things.
1. mobility 1st
2. durabilty. 2nd
3. damage 3rd.
4. sustain . 1st-second.

Ele is good at 1on1, and teamfights, and supporting allies, and can move fast. hes not quite as op as he used to be with recent nerf, but hes still really strong. also on maps like spirit watch his ability to run the orb is unparalleled.

Mesmer confuses new players, and therefore they complain about him. Rarely do more experienced players feel the mesmer is OP. Now the mesmer is NOT weak, its a fine class, and shatter is quite strong. But its not OP.

Patch notes? C'mon, at least the day before

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Posted by: daydream.2938

daydream.2938

Sigh, i also wish they would release the patch notes a few days in advance. Who knows some major problem could be head off.

Spirit Watch: Pro PvP tip!

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Posted by: daydream.2938

daydream.2938

When i solo Q on spirit watch i win vs more premades than i do on any other map. The orb seems to be a pretty hefty confuding variable for all but the really organized teams.

Channeling skills hit invisible players?

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Posted by: daydream.2938

daydream.2938

One of the advantages to a pvp rating ladder is we could finally show the hotjoin heros that thiefs and mesmers DO NOT dominate competitive pvp.