Showing Posts For daydream.2938:

if i was gonna redesign gw2

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Posted by: daydream.2938

daydream.2938

Reduction of rng would be great. Especially on the engy who is the rng king.

Free tournament tokens

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Posted by: daydream.2938

daydream.2938

3 round tournaments basically dont pop on Na. except sometimes rarely during primetime. But honeslty, basically never. They need to do something about it.

Who wins a fight ?

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Posted by: daydream.2938

daydream.2938

Generally in a duel its 1on1 till someone is down. IN a real match, whoever finish’s whom.

Mesmers in group fights...not OP

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daydream.2938

Hmm ya satarcomny does whine about them. mesmers are niether bad , nor good at 1on1. The way they typically spec in the meta they are still middle of the pack.
They can be great at 1on1, but they arent because they carry alot of utility for gruop fights like illusion of life.

Mesmers in group fights...not OP

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Posted by: daydream.2938

daydream.2938

mesmers are better in team fights then in 1v1. you just have to be very slippery.

in 1v1 they are not tough. they are just able to last a bit before they die if they get lucky with all there distortion coll downs.

You’ve obviously never played against (or as) a good mesmer. Ele and mesmer dominate 1v1 scenarios and sometimes thieves.

Not to be akitten rider , but sat is a good mesmer, probalby one of the better ones on Na. he has several hundred Qp from the old leaderboards.
so hes played against all of the top players.

Mesmers in group fights...not OP

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daydream.2938

Actually satercomny. Mesmers are good at fighting power dps. warriors/thiefs. 1on1. But they can really struggle vs alot of other things. And they go kinda evenish vs alot of things like engies. But newer players, ie the ones you run into in hotjoin just get totally confused and owned by mesmers.

Why does everyone go bunker in pvp?

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Posted by: daydream.2938

daydream.2938

The nice thing about spirit watch , is that its a map that doesnt realy require a bunker.

OF course you can make good use of a bunker there, but its not required.
And you can work around a bunker as well, going for the other points/running orb.

ironic statement. Whos the best at running the orb? A bunker
Whos the best at holding the other points? A bunker.

At running orb, maybe, not necessarily at running between points. Holding them yes, not running betweem them, cause if someones there u gotta be able to win that fight in a reasonable timeframe.

Why does everyone go bunker in pvp?

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Posted by: daydream.2938

daydream.2938

The nice thing about spirit watch , is that its a map that doesnt realy require a bunker.

OF course you can make good use of a bunker there, but its not required.
And you can work around a bunker as well, going for the other points/running orb.

Mortar range ( now with trait fixed )

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Posted by: daydream.2938

daydream.2938

Mortar is almost entirely terrible in spvp because you have to be on it to use it, and its damage doesnt scale with your abilities.

Mortar would be awesome if it was a high life indepdent turret. But its not.

Pvp gear with elo rank

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Posted by: daydream.2938

daydream.2938

Just so long as you had to earn the rank to purchase it. not to wear it.

A Simple Yes or No From the Spvp Community

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Posted by: daydream.2938

daydream.2938

One possible issue with game modes is that, if the balance for conquest, that might lead certain classes/abilities being OP in other game modes. And they may not be able to cross balance. meaning certain things will just be OP period in other game types. I’m not sure if this is anything other than a theoretical possibility. Still it would be annoying if so, since the game has to be balanced around its official game type.

Channeling skills hit invisible players?

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Posted by: daydream.2938

daydream.2938

A channel single target will be interuppeted, an aoe will not.

FT worth for any reason?

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Posted by: daydream.2938

daydream.2938

If you’re running a support build with Elixir Gun, it shares a lot of traits with Flamethrower. Granted, there aren’t many reasons to run a support build, but if you do, FT and EG have a lot of synergy when used together.

If everything works out, this will be getting more attractive in seven days.

Hmm have you heard something i have not? all i heard about was turret buffs.

What will be "custom" about custom arenas?

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Posted by: daydream.2938

daydream.2938

Options that we have working internally, so far, include:
Name
Password
Message of the Day
Max Players
Minimum Players
Respawn Time
Score Limit
Team Size
Time Limit
Respawn Type (Wave or Individual)
Autobalance Toggle
Lock Gear Toggle
Lock Skills Toggle
Ready Button Toggle
Spectators Toggle
No Stats Toggle
Map selection

Umm. spectators toggle? Does that mean you have spectator mode ready to come out when custom arenas do?

March Patch in 5 days - Leaderboards

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Posted by: daydream.2938

daydream.2938

They mentioned balance adjustments in sotg, are any of them coming in this patch in next week?

GW2 pvp survey. Thanks for your time.

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daydream.2938

Having a “strongest” and “weakest” option for classes only, doesn’t portray anything solid in terms of class balance, and the fact that it is both hotjoin and tpvp makes it even more vague.

its true that there is alot of noise surrounding the signal. But , that doesnt mean it doesnt contain information in the technical sense of the word. Ie, reduction of prior uncertainity.

The polls reduces prior uncertainity about which classes are likely to need balance adjustments. Though its an insufficient data set to draw any strong conclusions from by itself. Its a piece of the pie, viewed in that context its useful.

SAtaarcoeny's balance view

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daydream.2938

I disagree with your low rating of mesmers. Mesmers are quite strong and are extremely good at dealing with teams heavy on burst power dps , warriors/thiefs.
HOWEVER, i do feel that the average poster on the forums overrates how deadly mesmers are. They are NOT godmode. In fact i think they are reasonably balanced, w perhaps only timewarp being a little strong.

GW2 pvp survey. Thanks for your time.

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Posted by: daydream.2938

daydream.2938

Great survey. Well done. I wish you included a Key for the 1 to 5 ratings i had to infer which side was postitive and negative subjectively from my own understanding of how the forums trend.
Maybe i would know it if i had actually completed the survey rather than merely reading the results.

tPvP 101? (The Basics)

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daydream.2938

OK heres a few basic pointers. What im saying has exceptions, and good players can make unconventional strategies work, but here are some basics.

1. Role diversity. the first thing youll need is people who can do different jobs. The most typical thing is to have is a bunker, a side point holder, and roamers. I’ll
Talk about each. bunkers are usually guardians, or can be engies actually. Be as durable as possible, make it so they cant take the point your on quickly so that team has time to get to you b4 you die. Typically a guardian. Usually stays at midpoint.

Home point holder is often a mesmer or ranger. Rangers are better at holding home point than anyone as they can basically defeat any roamer 1on1. forcing enemy to send 2 to home.

Roamers consistant of things like necros/engies who typically go between mid and home and look for team fights. and thiefs/eles who go where they needed but are fast enough w good enough disengage to push and sneak far point if its undefended or weakly defended.

2. Consult the meta. The higher the level of play you go, the more uniformity of specs you will see on certain classes. learn the ‘top level’ specs for classes in various roles. Some classes have several, others like mesmers nearly one. (only difference will be gs vs staff). learn how to fight these specs and what they do. Learn to play these specs on your class they evolved for a reason.

3. learn how to rotate. learn what teamcomps are weak in teamfights and to force teamfights vs them/avoid team fights and bounce between points.

4. Super typical strategy. send someone whos good at 1on1 homepoint at start, 4 to mid win teamfight take point. bounce between both with your roamers. push far if the enemy leaves it with your thief/ele.

5. Be ready to get backdoored, be ready to react, be flexible, if you cant get mid, go for there far point. If you see thief+ele for example the odds of you getting back doored at the start of the match went up 75%. learn stuff like that so you can head problems off. the enemy team composition gives you a good idea of what they will try to do most times.

6. Anyone can do anything in a pinch. sometimes the necro should push far. Sometimes a warrior has to bunk for a few seconds. Get good at recognizing the exceptions to convetion, this is what makes good players great. The ability to take advantage of opportunities no matter the roles you have.
BUT LEARN THE ROLES FIRST. learn the rules before you break em. Hotjoin puggers usually dont know what they are doing, and it shows, they break em at bad times and lose points/die.

(edited by daydream.2938)

What will be "custom" about custom arenas?

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Posted by: daydream.2938

daydream.2938

What we know.
1. can make it 2vs2 to 8vs8.
2. pick map.
3. can password protect it.

Outside of that its speculation-unless theyve mentioned other things that i have not heard.

FT worth for any reason?

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Posted by: daydream.2938

daydream.2938

From a pvp perspective its very subpar. OStrich posted a build on a thread a i made about tpvp builds. If your building flamethrower for spvp you probably are going to be some sort of homepoint defender.

Bunkers and rank points

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Posted by: daydream.2938

daydream.2938

For every 15 seconds you’re standing in the defending circle AND IN COMBAT. +1 glory.

Wouldn’t balance everything but it’d be good enough.

Issue is that this coudl encourage bad behavior, like squishies standing on the circle to gain glory and dying to aoe.

Imo the bulk of glory should be earned from winning the match. For example, lets say max glory one can earn is 300. 300 points and win or loss 300 is what u get.

If they kept points as they are now, but made it so that 150 points earned for winning, and max 150 points for score. that would improve it alot. The MOST glory someone could earn in a losing match would be equal to or less than the least glory someone earns in a winning game. Not saying they shouldnt change the scoreboard, clearly they should. But the only change thats likely to universally create better behavior (ie behavior aimed at playing effectivly to win-not maximize glory) is to attach the most glory to winning.

Can we at least buff necro?

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daydream.2938

Im sorry did you say your conditions are terrible….

HUH.

A Simple Yes or No From the Spvp Community

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daydream.2938

yes, but only because i feel if we changed the game mode class balance would go into chaos. death match would be too unusual given no healers, and the super low ttk. I cant say how it would go, and would be super quick, or super lame (kiting till elites off cd etc).

Im hoping custom arenas allow for different game types though.

Average human reaction time.

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Posted by: daydream.2938

daydream.2938

Op in your opinion? if some people can reasonably deal with it, then its not OP. I play an engy, i win the bulk of my 1on1s with thiefs. I dont find them OP. But i do think they give newer /more casual players alot of trouble and should be looked at it on that basis.
Hopefully in a way that doesnt impact how they hang in higher end play.

Bunkers and rank points

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Posted by: daydream.2938

daydream.2938

The relationship between points and performance is definately not representative of actual contribution. This entire system needs an overhaul. So seconded.

Engineer RNG. Feedback ideas for spvp

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daydream.2938

Ah. Thanks for info. My post still stands however, as they mention like nothing other than that they are looking into it. And talked bout haste elixir specifcally. Which means feedback might still be useful for them. =).

(edited by daydream.2938)

Engineer RNG. Feedback ideas for spvp

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Posted by: daydream.2938

daydream.2938

Did they give any info on specifics?

Engineer RNG. Feedback ideas for spvp

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Posted by: daydream.2938

daydream.2938

I’ve been maining engy for a while now and i love the class. But in the enviroment of structured spvp with alot of matchs being decided by 100 points or less , having a significant amount of our skills with rng components can sometimes decide the outcome of the game. I’m not exchagerating to say at least 1 match i have everyday rng played a deciding factor.

Here is a list of skills with rng components.

Elixir H, and its corresponding tooltip toss elixir h.
Toss elixir B tooltip.
Toss elixir S tooltip.
Elixir X -which is an elite skill and is rng…
Elixir U-and its tooltip correspondence toss elixir U.
Elixir C-and its corresponding tooltip.

Its obvious that Devs though of having rng be a factor in elixirs. However its very frustrating for players to not get the effect they want when they use a skill.
Id like to petition for rng to be reduced or eliminated.
So, some ideas.
all exliris should be like elixir B-no randomness on the use, only the tooltip. Which would have reduced rng.

So for Elixir H-heal+protection always. toss between vigor and regen.
Elixir B-Toss between swiftness and fury.
elixir U- Always grants haste with the no heal debuff. Not a random debuff.
elixir X-always tornado and/or rampager.

This would make the engy still have some RNG if thats a design philosophy but make the gameplay a more consistant expierence.

Tl;dr Reduce rng on engy, some suggestions above to said goal.

If all you play is hotjoins....

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Posted by: daydream.2938

daydream.2938

The way to help new players is to teach them the game. High end play is where real balance shows up, because at that level its no longer a ‘l2p’ issue.

This is of dire importance!

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daydream.2938

I’ve tried the soloQ now. I was up versus premades 7 out of 10 tries.

But hey, I don’t deserve my high rating because I was not able to carry all of those games!

Anyway, it’s PAINFUL to see that arenanet added in ‘’join solo’’ button, they have a system where you have to have a full premade to join, they have two seperate matchmakings for the 3 man and 1 man que but STILL DON’T JUST MAKE A SOLOQ WITH THIS.

Holy kitten seriously

Make the 3 man map 1v1 aswell and make it ‘’join solo’’ only with its own matchmaking. Finish it off by making the other que ‘’join as full premade only’’ It’s okay that we can’t duo yet, we can wait for that. But at least let solo players play without having to fear full premades.
Problem solved?
Seriously, having two different ques, one with a 3 map rotation that requires teams as a workaround because you don’t have a random map generator, something nintendo64 games have is TRAGIC.

Another issue will be ranking/rating. People who solo Q frequently wont ever be near the top of the rating, though they could well be excellent players.

Which Profession Does the Most Ranged Damage?

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daydream.2938

Mesmer gs and rifle wars. Staff eles for wvw zergs. Rangers are in the bottom 4 when it comes to ranged dps. Pathetic.

….. this has no bearing on spvp though.

Mesmers are often staff because of defense, gs mesmers are easy to kill. Staff eles virtually dont exist in spvp. Rifle warriors? Aka dead warriors.

State of the Game Feedback Thread [Merged]

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Posted by: daydream.2938

daydream.2938

They do change up who gets interviewed jzaku. I’d like to see an engy main do it ! =).
Also someone who’s a warrior.

though warrior+engy main might be too much for the devs =).

SOTG: Nero & Grouch Tanked it...

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daydream.2938

Wheres a link to the most recent sotg video again?

The Mes/Thief non-problem

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Posted by: daydream.2938

daydream.2938

its kinda pointless arguing about mesmer/thief balance with mesmer fanboys or players anyway.

Imply less, read more
I wasnt only talking about distortion [ blurred frenzy, 2sec invuln+dmg every 10/8sec traited VS. endure pain 4sec invulnerable 90sec CD … and again, distortion 3/4/5sec invulnerable 45sec CD VS. endure pain… nuff said ]
Obviously the stealth stomp spamm argument is more directed at the thieves than mesmers… still…
stealth stomping every 30sec … since youre one of only two classes who are even able to… is also overkill since you have the stability stomp option too, which is the ONLY option for most classes.
And the condi dmg/removal part… youre one of the strongest and most easy to use/land burster in the game [ with the biggest possible error margin ]… get over the lack of condi dmg, if there even is one, which i doubt.
And QQing about your bad condi removal [ 2 traits and 2 utilities = 4 ways ]to me, a warrior, is kind of pathetic.

And since you avoided to reply to any other of my points i listed in regards to thief/mesmer at the end… ^^

its just useless to try n have an objective discussion with ppl attached to the class whose oppinion is surely subjective. Not saying im totaly objective… i try to be… yet my view is surely influenced by the class i play, my warrior.

The best way to resolve the subjectivity of an argument is to find evidence of how the class performs. The higher the level of play you go the more you will see thiefs/mesmers drop off. Now timewarp is amazing dont get me wrong. But double mesmer groups/double thiefs groups basically dont exist at high level of play , you would get punished for it. And thiefs have to be really good to not die because high level players know how to deal with backstab-not saying thiefs are weak, but they are not OP.

Most players from top teams (the few ones left./ones that are gone) cconsider elementlist/ranger, gaurdian to be the top classes.

Thiefs/mesmers are just not OP. I dont have trouble dealing with stealth regen thiefs, they do too little damage. Good backstab thiefs are threatening but exciting to fight, they make 1 mistake i got them, i make 1 i die.

Since they dont give me much trouble and im good-not elite- i imagine all but the best theifs arent scary to elite players. So this really factually is a skill curve issue, not a balance issue. .
HOWEVER-it is true that thiefs/mesmers have a steep learning curve to fight against, and i think that might be very frustrating for new players. So i’m glad the devs are talking about reworking stealth a little.

(edited by daydream.2938)

I miss random arena...

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Posted by: daydream.2938

daydream.2938

Ra=hotjoin=terrible.

SOTG: Nero & Grouch Tanked it...

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Posted by: daydream.2938

daydream.2938

I think everyone knows that a solo Q allows you to Q up with one friend. So thats its really solo/duo Q.

Tpvp build list.

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Posted by: daydream.2938

daydream.2938

How much does it hurt damage to drop the 10 points up firearms i wonder.

Engineer Elite - Elixir X

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Posted by: daydream.2938

daydream.2938

Interesting consideration also is that with upcoming turret buffs supply crate is likely to become stronger still.

Tpvp build list.

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Posted by: daydream.2938

daydream.2938

Only thing that bothers me about 30/10/0/30/0 is lack of speedy kits, its nice to have a reliable source of swiftness-other than once every 32 seconds or rng. AT least on some maps.

sPVP tournament balance - suggestions

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Posted by: daydream.2938

daydream.2938

Its based of win/loss not rank. But what can happen is high ranked players can lose some high ranked match, some low ranked players can win some low ranked matchs, they meet in the middle but are not equilevant, and it aint pretty.

State of the Game Feedback Thread [Merged]

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Posted by: daydream.2938

daydream.2938

They woudl have to be different sotg. Its already an hour long and barely covers what spvp needs to cover.

Also i dont want anyone taking away from our format ! ><

SOTG: Nero & Grouch Tanked it...

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Posted by: daydream.2938

daydream.2938

Sotg itself is the best way. When they have the next one post your questions. Hopefully someone will ask it.

SOTG: Nero & Grouch Tanked it...

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Posted by: daydream.2938

daydream.2938

one issue with a visible leaderboard is it wont capture players who solo Q frequently very well. People who always run with premades will be rated higher than players who are absolutely better than them, because solo Q not as strong as premade.

An average premade will beat more often than 50% of the time a team of 5 individually better players. Because of things like class balance ( having a bunker, side point holder etc) and things like voip allowing for faster and easy rotations.

SOTG: Nero & Grouch Tanked it...

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Posted by: daydream.2938

daydream.2938

The three round Q is an issue. Y not have 2 seperate different maps Q. People would sometimes q one, sometimes the other. Nobody ques for three team tournies at least on Na.

So two different map 1vs1 tournies might be a small temporary adjustment (at least for na).

Tpvp build list.

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Posted by: daydream.2938

daydream.2938

I’ve always found engy bunkers to be fine in terms of durability but lack consistant stability so can get kicked off point. which is why they are good on legacy because the points big enough you can can avoid being bunted off it.

But ill give it a shot.

State of the Game Feedback Thread [Merged]

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Posted by: daydream.2938

daydream.2938

Karls overview of the classes has been done. In future sotg it need not be repeated. IT can be left at that.

Turrets are getting buffed.

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Posted by: daydream.2938

daydream.2938

My main concern from a pvp perspective is that turrets are unreliable in there targetting. Rifle turret can do all the damage int he world if its shooting mesmer clones or necro minions.

I agree. In fact, I challenge the guys at arena net. Actually make a change that makes turrets useful, because I don’t believe it is possible or that they are capable of doing it. Go ahead Anet, surprise me.

A though would be that the turret targets your target if its in range. And a random enemy player if not. Be cool if turrets didnt waste time attacking npcs. Especially net turret which fires slowly.

Turrets are getting buffed.

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Posted by: daydream.2938

daydream.2938

My main concern from a pvp perspective is that turrets are unreliable in there targetting. Rifle turret can do all the damage int he world if its shooting mesmer clones or necro minions.

Ingi VS Mesmer

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Posted by: daydream.2938

daydream.2938

But I have a question. If I dodge towards. Why the shatter wont hurt me?

If you dodge towards, you will trigger the shatter while your dodge roll is still up. meaning the clones will explode while ur still dodging, and no damage to oyu will occur.