Real problem right now is that dps builds can’t have both dmg AND survivability but condition dmg ones have both cond dmg and vit/tough/boons and kitten…both from traits and amulets..that’s why meta radically moved to cond builds, dps specs can just kill or get killed condition specs can kill and survive while defending a point, expec vs a dps…guess wich one is better for a point control game? If you spec for dmg…both raw or condition you shouldn’t be able to get so much survivability too…you know, it’s called unbalance..
Working as intended. Tankiness is the de-facto multiplier stat for condition damage because conditions take a while to get stacked up, and then take a while to do their damage. Being able to buy that time is inseparable from the build.
Except for now we are seeing “burst” condition damage. DOTS is fine let them occur OVER TIME. But burst and condition damage should not be hand in hand. Right now they are.
Could you expand on this because I’m just not following it. By burst do you mean the ability to drop a ton of conditions all at once on multiple targets? Or do you literally mean burst damage on top of condition damage?
To my knowledge, most classes that use conditions at all (at least to the point to warrant complaint) are using rabid gear which doesn’t have power. In WvW it’s the same way, except there people are using Apothecary gear for the most part. So while I suppose it’s true that a class could hit something with their other skills, they should hit like a wet noodle.
He was speaking about Terror!
The problem is conditions have a single stat feeding into them. Where a power build has power, precision, and crit damage, a condition build has only condition damage. This then allows a condition spec to focus the remaining item budget on defensive stats like toughness, vitality, and healing power. If you notice, the only bunkers in this game are also condition spec’d as well.
The solution seems obvious… either remove the condition damage stat and make it a function of power (like WoW has) or simply allow conditions to crit and thus requiring condition classes to also stack crit chance and crit damage. Or, alternatively, just come up with a different stat for condition classes to collect. Things like:
A stat to increase condition duration.
A stat to increase condition resistance to dispell.
A stat to give conditions a chance to spread to nearest target.
etc.
First of all there are 2 stats for condition spec: Condition Dmg and Condition Duration. Both of them are important to deal good dmg. And since most of necros are now going full with both of stats, it is pretty clear where the dmg is comming from. Also making Condis Crit is a horrible idea, since necros have alrdy good crit chances if they are full in condis.
You cant controll your minions at all.
The heavy condition damage amulets aren’t a problem; the professions are. With the latest change to necromancer Dhuumfire, the condition damage is strong, but it’s arguable whether it’s too much.
Balancing condition damage options for professions is difficult. You have to find a balance where they can put on pressure through conditions in the face of condition removal, but not make everyone fall over dead shortly after condition removal has been expended. Part of this is in the conditions applied. Burning and Fear (with Terror) do the most damage per second. Bleeding does the least per stack and because it goes up in intensity, is often the first condition to be cleared. But the rate at which bleeding stacks can be adjusted in balancing. Then consider which conditions you apply to a single target vs. an area.
A good case study would be why grenade engineer was strong before the June 25th patch, but didn’t break the meta-game whereas necromancer after the patch did.
Well duuhuumfire and terror is nerfed.
You cant compare HgH to Terrormancer, just because engis have more armor, more mobility, more cc and more suravobility. Necro don’t. So it is the easiest target in the game (in teamfights)
Phantaram – Good topic. Thanks for taking the initiative.
I have mained Necro since Betas, and played a lot of necro in tourneys before the 6/25 patch (and some after, but I get bored with facerolling pretty fast so I run Guard or Mesmer more often now).
Overall the survivability of Necro still isn’t very good, it is just hard to tell because anything that gets within 1200 of you is dead in about 7s even if you are just kiting for your life and spamming to try and self-peel. Clearly this means that damage is too high at present. The problem is not a single item, and attempting to balance by nerf-hammering one thing would be a poor decision. The multi-faceted problem requires a multi-faceted solution.
The contributors to the problem:
1) Terror
2) Dhuumfire
3) Shroud #5
4) Marks
I am not counting Epidemic, Spectral Wall or any other utilities as part of the problem, because a good Necro can run any utility set they want in the current meta and still be a killing machine.Thoughts and solutions
1) Terror damage is not too high, especially after the reduction. The issue is that it is also a CC and you eat every other cast while under its effect. Classes that have access to instant cast cleanses can mitigate the condi burst of a necro much more effectively than classes that do not. If you doubt this, then run a Mesmer with Mender’s Purity and Mantra of Recovery (not saying it is a good thing to do necessarily, but if your reaction time is marginally good, then Necros will not be able to Fear chain you at all). If Fear functioned like Immobilize (which it should) and allowed casting of skills while under its effect, then Terror would cease to be problematic at all. Any multi-condi cleanse cast during the necro burst chains would mitigate the damage a great deal, because Fear and either Bleed or Burn (or both) are highly likely to get cleansed.2) Dhuumfire, just like Incendiary Ammo doesn’t encourage skilled play. I think that Proc on crit traits are just bad in general. In the case of Necromancer, I think that a inflicting burns when removing a boon trait would be better suited. It would allow for opponents to avoid the burning with skilled play or prudent use of boons rather than spamming, and indirectly buff Axe and Focus which generally see little play in the current meta.
3) Shroud #5 – The Torment isn’t a major issue, as its damage is not over the top, but the ability to AoE immobilize then drop a ridiculous amount of AoE on a whole team is a capability that is both extremely difficult to prevent and often chained with an AoE Fear that enables the same. This can lead to a small positioning mistake (getting too close together for .75s) wiping a whole team in about 5s. Shorten the leash range on Shroud 5 just a little bit, and the Necro who has no mobility can be kited during its obvious animation eliminating the Immob.
4) Marks – The Area of Effect is not the problem (traited grenades actually hit more area). The instant hit effect is not the problem either (traps do the same thing and are generally more damaging). Marks make counter-play extremely difficult because the animations are all identical, and the area indicators do not display when targeted properly and are difficult to differentiate even when they do display. A good solution for this would be to display the ground rings during cast (.75s is plenty of time to react), and give the caster an over-head animation that clearly indicates which mark is being cast. This would allow for counter-play by sidestepping the cast, dodge rolling , blocking (if Greater Marks isn’t in use), blinding and for key skills like Reaper’s Mark it would give an opportunity to pop stability before it can hit.
These are all fairly minor tweaks. The total damage capacity doesn’t really even need to be reduced by much (other classes still output more raw damage in less time), but enabling more counter-play against necros who are very difficult at present to mitigate is the key.
1.Can be countered by stunbreaker of stability. Dmg from terror is not so big without burning on the top.
2.Was already nerfed.
3.NO! DS#5 is best possobility for necro to escape, so aoe immobolize is not an issue and you know how hard is for necro to escape from the fight.
4.Each mark has own animation and necro is even POINTING where he is placing the mark. So there is no need for some red ring on terrain to show players where it will land.
Only think that could be improved is that mark on ground will have diffrent symboles in them, so players would see what mark is placed.
Also i agree that Necro is dealing good dmg in game, but also he will take all punches in his face, since he have almost non defencive utilitys. So it kinda balance it all. Personally i have no problems vs Terror/Condi Necros.
Look at that! https://www.guildwars2.com/en/the-game/releases/august-06-2013/
:)
Thats are great news! Thank!
If Necro is allowed to have that much DPS and utility which causes them to punish extremely hard, they should be just as easy to punish. The first step is to make it so that Necros shouldn’t be able to fear you off when they are stunned during DS. Being able to plague form while stunned or knocked down is also extremely unreasonable for how hard Necros punish. Sure you can say just move away from Necros when they plague form or DS fear is only single target, but this class is way too forgiving for its aggressive factor (Being able to condition DPS while chaining CC).
I would say Necros would be balanced if they fixed at least one of the two underhanded that I’ve mentioned.
1. Necro in 30/30 builds almost has no LF so he can be killed fast.
2.Think it would be better to fix bugs in game, before changing class
This skill is interesting, I always preferred Corrupt Boon over it in WvW, but with the recent nerf to that, have to rethink.
The thing I don’t like is because of usually starting combats at range with staff, if I use BiP with a target, I need to blow Putrid Marks just to move 2 bleeds and that is not ideal. But if you do, then you have a total of 4 bleeds on opponent, not bad.
Do people have experience using BiP for only the might prior to engaging, and is the skill worth having only for that?
Depends on your spec.
In power spec I need might more, then 3-5 bleeding dmg, because i will waste too much time.
In Condi/Terror spec BiP is good in both ways. As just to get some might, after you have set whole enemy team under heavy condis and took some distance. And of coure its good with epidemic aswell.
I want it as group might. We are bleeding ourselves to get might. So surely we should share that ritual power with our allies. The duration and cooldown makes it so this wouldnt be overpowered so i really dont see why we cant have it as group might.
As I said allrdy, you wont get bleeding on yourself if you use it without targeting anyone!
I know, but I still want group might!
It can be good in PvE/WvW, but in PvP necro mostly stays in a distance from a group and group might wont bring much there.
I have always had fun in gw2 allot less recently just because of how kitten -strong necro is, but that may just be that it is the worse time to play a thief and I picked it up right before the necro buff. I just stay out of tpvp for the most part at the moment. Trying to lv the thief in the pve world at least with this living story there are same really fun mini games that have kept me busy. I will be back to tpvp after it is toned down a bit they use to be the bunker killers now they are the everything killers.
Thats funny, because necros are complaining about thieves xD
I want it as group might. We are bleeding ourselves to get might. So surely we should share that ritual power with our allies. The duration and cooldown makes it so this wouldnt be overpowered so i really dont see why we cant have it as group might.
As I said allrdy, you wont get bleeding on yourself if you use it without targeting anyone!
Weapons sets: you deffently should take stuff, to generate LF. Take dagger if you want to hit hard (smth about 2k dmg from auto attack).
Utility: I recommend to take Blood is power, but use it while you have no target, to get might without hurting yourself and Sectral armour for stun break.
Rest is up to you=)
Necro is still very good (i am not saing it is op!) in both specs : terror and power.
Yes only “block” is gone, but overall DS is improved and can take more dmg then ever.Power necro is terrible.
Did you see how quickly rabid amulet necros were dying in tournaments? Imagine a valk or berserker amulet power necro going into the middle of a team fight and see how long he lasts with s/d thieves around.
Did you even try it?
Yes, S/D thief are painfull to necros, but they are also easy to kill.
Since atm DS is working much better and it is easy to maintain 70-100% of it most of the game, thieves are going down in 3-4 hits.id like to see this , i just saw 4 of us trying to take down 2 of these thieves , they have an ungodly amount of survivability with the stealth spam and hit and run tactics (and hit like a truck (wvw viewpoint mind you)) , because i was following others around rather then solo i ran a 30/0/0/10/30 berserker build knowing i wouldnt last too long (even through i could run through a group of other class types that try to focus me down and just barely make it past them into a tower). These thieves were able to take so much punishment , go back to full health repeatedly , and as we were chasing them one comes out of stealth and 1 shots my DS (100% LF) and 2nd shot downs me. even in berserker that seems a tad overpowered , ive never seen conditions take down a berserker build that fast (yes ive seen ppl running around with berserker builds). even as a power necro those thieves take ALOT of punishment , good survivability , and heavy dmg , DS is now paper thin (as that thief proved right there when he 1 shot the thing with 30 spite)
Thief one shotet your 100% DS ? XD I really wanna see that!
Also, did i understand you right – you are speaking about pve/wvw?! if so, you are on wrong forum ,mate ) In pve/wvw you have other stats possobilitys, therefor other dmg.
Also, 30/0/0/10/30 ? you searious ? I never play pve/wvw, but first i still cant understand why you need 10 traints in BS?
Blood is Power is very powerful skill, so giving it LF will be too much. After last patch, I dont see problem in getting LF at all. Also This skill is also bugged, so if you use it without a target you will gein 10 might, but no bleeds on you.
Well, hot join is deffently no fun xD
But balancing is more improved and it is fun to play some torneys.
Necro is still very good (i am not saing it is op!) in both specs : terror and power.
Yes only “block” is gone, but overall DS is improved and can take more dmg then ever.Power necro is terrible.
Did you see how quickly rabid amulet necros were dying in tournaments? Imagine a valk or berserker amulet power necro going into the middle of a team fight and see how long he lasts with s/d thieves around.
Did you even try it?
Yes, S/D thief are painfull to necros, but they are also easy to kill.
Since atm DS is working much better and it is easy to maintain 70-100% of it most of the game, thieves are going down in 3-4 hits.
Necro is still very good (i am not saing it is op!) in both specs : terror and power.
Yes only “block” is gone, but overall DS is improved and can take more dmg then ever.
necro burning – nerfed
K again heres more info, its not instant. its 3/4 cast (again you not knowing about the class). Which if you interrupt puts on a full cd to be cleard thats (not a 3 sec recharge.)
dagger is melee it sucks
axe only LF is a channel and easily interrupter it sucks
and again the highest aoe dmg on staff is 3k over 10sec, which is cleanesable sooo..
so how does any of that aoe hit the same as single target? Thiefs auto attack 10k vs 3k1.would like to see build ,where thief can 10 with auto-attack
2.Mark of blood has also low CD (with staff Master it is bit lower then 5 sec and also grands regen)
3.Dagger in not really effective if you run condis, but its good on power builds.With no toughness theifs #1 backstab every 4 seconds hits me for about that much http://i.imgur.com/p3eCl.jpg 18.9k BS oh and 5k-6k heartseeker in between granted I have no trouble with them.
Cant imagen that, If you can post video of that or build how they manage to deal you 18k dmg. I have tested thief and it looks like its max 9k dmg.
Hey,
I was just woundering how thieves can back stab with 18k dmg. I never saw it myself, but some guys are posting pics of it and I would like to see this kind of build.
K again heres more info, its not instant. its 3/4 cast (again you not knowing about the class). Which if you interrupt puts on a full cd to be cleard thats (not a 3 sec recharge.)
dagger is melee it sucks
axe only LF is a channel and easily interrupter it sucks
and again the highest aoe dmg on staff is 3k over 10sec, which is cleanesable sooo..
so how does any of that aoe hit the same as single target? Thiefs auto attack 10k vs 3k1.would like to see build ,where thief can 10 with auto-attack
2.Mark of blood has also low CD (with staff Master it is bit lower then 5 sec and also grands regen)
3.Dagger in not really effective if you run condis, but its good on power builds.this
and
4.How many interrupts do you think people have and on what cooldowns are those ?
5.Any way of telling if its mark 5 or mark 2 you casting ?
6.Total area you can cover with marks to deny enemy’s passage ( wont include any utility’s like wells) ?
it just makes staff to good not to use. destroying the balance between weapon sets.
All i am saying is they shouldn’t nerf traits that fast , good chance its cause of a global issue why something became overpowered.
Aoe’s and ground denial need to be looked at.
I dont think Staff needs a nerf! I think rest of Necro weapons needs a rework.
Staff is good, but its deffenetly not OP and mb it should have some small condi tuning on it.
K again heres more info, its not instant. its 3/4 cast (again you not knowing about the class). Which if you interrupt puts on a full cd to be cleard thats (not a 3 sec recharge.)
dagger is melee it sucks
axe only LF is a channel and easily interrupter it sucks
and again the highest aoe dmg on staff is 3k over 10sec, which is cleanesable sooo..
so how does any of that aoe hit the same as single target? Thiefs auto attack 10k vs 3k
1.would like to see build ,where thief can 10 with auto-attack
2.Mark of blood has also low CD (with staff Master it is bit lower then 5 sec and also grands regen)
3.Dagger in not really effective if you run condis, but its good on power builds.
Yes, this combination is still making good dmg.
Wells are also unblockable so are corrupt boon and epidemic…
what do you mean “also unblockable”?
Necro spends 20 traint for greater marks now, so they will be unblockable.
Epidemic and Corruption boon are dodgable.
Wells …well you dont have to stand in them, right ?! xD
Problem with DS is nothing new!
..umm… Kill the guy attacking you, because conditions take ages to work? Don’t blow your removal on low stacks or fillers? Dodge every once in a blue moon? I don’t know; adapt!
+1 to you! Conditions can be long time on you, and they are dealing dmg over time. If Also they can be blocked, evaded, countered by boon (aegis),etc.
Except for ones that can’t be blocked like you know a lot of necro conditions. And aegis ha. Good one how often is aegis applied? Not as often as conditions.
You mean Necro Marks ?! Well atm not all necros are using ‘Greater Marks’ so they are blockable. Also I think you have some vigor, right ?! ) About aegis, you can use it vs painfull condis or CC from necro.
Best solution is kill AoE condi spammers , before they kill you.
PvE guys are using it. Also Dhumm + terror is still making good dmg.
Personally I am bit bored to play TerrorMancer, since it gets buffs and nerfs so often.
..umm… Kill the guy attacking you, because conditions take ages to work? Don’t blow your removal on low stacks or fillers? Dodge every once in a blue moon? I don’t know; adapt!
+1 to you! Conditions can be long time on you, and they are dealing dmg over time. If Also they can be blocked, evaded, countered by boon (aegis),etc.
Its only been almost 10 months, do you need more time?
You addressing wrong person here, I am not fixing bugs, nor make them )
But changing boon, while classes have so much bugs is making not so much sense.
Even if this is an interessting idea, but I dont think this is a good time for thous changes. I would like bugfixes first. After that there will be clearer view about balancing.
PS: Also this change can open new doors for bunker necro.
Mark must be trigger’d in order to blast the combo
Have same feeling. I hoped they will more possobility to get life force, but instead they buffed the most of worthless skills.
You really thought it was intended to tank infinite damage when DS is drained? This change was coming for months. If it caught you by surprise, I’m really not sure what to say. Perhaps if you wanted blocks on demand you should have rolled a guardian.
Most classes have several ways to mitigate infinite damage – vigor for dodges, +50% endurance regeneration traits, blocks, invulnerability skills, aegis. A large portion of PvE as it is currently implemented revolves around avoiding spike damage through these abilities. Removing this from necros without adding other sources of spike damage mitigation is a huge and unwarranted nerf to necromancer viability in dungeons.
+100001 to this!
Also it this made necro punching bag in pvp.
Death shroud takes up an utility slot? no, it doesn’t. Mist form does? yes. Apples to oranges.
You are compraing class mechanics with a skill…what a shame!
Does DS give Necro +15 skills? – Nope.
Can Necro use DS anytime? – Nope.
And still you are talking about one utility slot , sry but it is just funny!
Fotm build was played, because there was/is lack of survavobilty!
1.Why on earth they nerf’d DS?
2.The possobilitys to get life forces are almost the same.
It is like forcing players to play one build and thats the wrong way to do.
I dont like spectral grasp/axe/minion, but this is one of the best way to fill life force, which is needed to survave and/or deal dmg(of cource there is dagger, but without any defence skills it makes less sens).
I am tring really hard to understand thous changes, but it just seems like forcing all (most)necros run one build and it is exactly what we had las month.
ok but what would you choose in spvp
open the door to the pve gear requiring spvpers to grind for the best gears but getting 14 slots of stats (and all what that means with the upcoming ascended gear)
or have it the way it is now in spvp
Non of thous, even if I dont really think that atm new gears sets in pvp will do anything good, but as option they could add more amulets.
Most of you are tryng to play vs Necro by deffence. I disagree with it, if you are playng against Necro (same skill base as you) this way, you will mostly lose the fight. As ele you can almost 1 shot necro by combo. Try to force necro to use dodges and then burst him ( as necro has no vigor and mostly dont have Stability). I would not recommend to use condi vs necro )
Cant speak about engi.
YEAH LET’S GO TO MID GUYS GREAT IDEA
L2P! Dodge the marks and stop qq about it.
I have much petter solution for you, find a group/team !
when conditions are able to kill you as fast as direct dmg while being unable to control your character most of the time (fears from necro or ccs from engi), something is wrong and the designer didnt get the point of damage over time… thats where all the conditions hate comes from…
heard of stunbreakers nad stbility ?
Just learn to play and dodge through marks. I’m glad necro got buffs and I don’t even play the class.
Marks would be better if they gave you a chance to dodge after they are triggered, much like Counterblow or Illusionary Counter. The problem with marks is that when they’re dropped under your feet you don’t get any real chance to avoid them. That be OK if that was difficult to do but let’s be honest it isn’t anywhere near as difficult as grenades.
You should look at what necro is doing, like you look at others.
What you just said sounds like, dodge attack that already hit you – great idea, but i would like to have it vs melee aswell xD
AoE spamming conditions takes no skill whatsoever. Conditions were supposed to be used tactically, like; poison when the enemy heals, weakness when their endurance is low, vulnerability before a burst, blind to disrupt an attack, confusion before rapid fire, cripple to escape/chase etc. But the reality is; the more conditions you can apply to your enemies, the better, regardless of which ones. Simply spamming your skills as soon as they are off cooldown, is the best way to play condition-builds.
Using AoE conditions is Low Risk, High Reward. You simply cannot do it wrong. With the addition of torment, and condition-professions getting more, and stronger conditions (Engi, Necro), no profession is able to continuously cleanse all conditions. Even Guardians or Elementalists will eventually die to the massive amount of conditions especially Necro is able to put out.
This basically makes PvP require no skill at all, it makes the gap between good and bad players much smaller, and basically destroys the competitive aspect of PvP. If you ask me, all of the above is the reason that competitive players hate conditions.
@ Zenyoga
Mesmers have a total of 4 ways to cleanse conditions (runes/sigils aside). Nullfield (45s CD), Arcane Thievery (45s Cooldown, removes 3), Menders Purity (remove 1 on heal), and Mantra of Resolve (20s Cooldown, plus recharge time). As you can see, 3 of these are utility skills, so if we were to get all 3, we would sacrifice mobility, stunbreaks, clone-generation, invis, etc etc, just to be able to cleanse conditions. Realisticly, no one will ever run all 3 of those utilities, which essentially means, that Mesmers can remove 3-5 conditions every 45 second at best.
Now compare that to how many conditions Necro / Engi are able to put out.
Yes, it would be much nicer to use condis tactical, but as Necro I can say that they should remake my class. Necro is too slow casting and using it tacticaly is almost impossible. Also Bleeding is main weapon of Condi/Terrormancer.
I like all post that are saing somthing like " There is no way to cleanse thous condis".
It is the same as i would say, that i cannon heal or regen all dps some class is making.
If classes would be able to cleanse condis, there would be no point in plaing this spec.
for this map I would need following things:
Funtion: double jump and wall jump
Weapon: Instagib Railgun
then i would proboly enjoy it on tpvp.
Skyhammer is a fun map for those with a lot of stability, blocks and knockbacks. For those who don’t have “spammable” access to those things, it’s a different story entirely. The community wants a meta change but not a meta change that forces only one type of build.
Spirit Watch did it well I think, even though people don’t really like that map, the map really made people think about builds to run the orb or slow down the orb runner and mobility in general because that map is all about being in multiple places really quickly. For most people, their builds didn’t change, but the way they played their builds and positioned their characters definitely changed for that map.
Spirit Watch was the same as Skyhammer. Less mobile classes didnt enjoy it, especially prepatch necros. Thats why community dont really like the maps, where some classes are less effective, then others. Additional Spirit Watch and Skyhammer second objectives are mostly equal to primary objectives.
If you never cared about positioning in a tournament match then it just means you haven’t played in the “meta” or against any other top team that will completely destroy you if you’re overextended or out of position.
I can’t count how many times i watched TP’s stream or the cast’d tournament streams where they will destroy somebody because he’s out of position or overextended in a tournament match, or because he pushed far node at the wrong time making the opposite team collapse at him while their bunker was holding mid and then collapsing at mid having 1 guy advantage.This is a reductive way of seeing positioning.
I don’t know if you played GW1, but in that game positioning were crucial.
If your team did not paid enough attention to properly split up, the enemy pressure would have been 10x more effective.In GW2, positioning has really no importance. You can ball up or split up and you can adjust your position in a blink.
In Skyhammer, on the other hand, if you have a wrong position in the wrong time, you’re dead, which is something that arguably none has experienced before in any PvP map.
Yes and No. Gw2 require good possitioning aswell as in gw1 (well in gw1 it was more critical).
Bad Community because we dont like SkyHammer on tpvp?! LOL
Well I agree that skyhammer is great map, old school and quake like. I have a lot of fun on it and I see lot of funny things there,BUT I playd it smth about 20 times on tournament (even that i lost only once) I dont think it is going to work.
I dont think on this map players need good skill, all they need is CC and check if opponent(’s) have stability. This map would be great on unranked tournaments, if we had sucha tpvp. Also for this kinda maps we need template builds or smth like that (Yes I am lazy), to change our builds for new map with few clicks.
About Community:
This is the most mixed community I faced and it is hard to talk about it as one whole.
Players from WoW wants more pve in pvp(even more casual and grinding pvp gear), while gw1 players want to see gw1 in gw2 and pro dont want to see big changes is game, so they dont have to change build and tactics.
I like that devs are talking about that we should change our build ( i are on this) and at same time they wont give as any tools to save our builds.
Templates was very good solution for this problem and i loved in in gw1.
Hope they will make something similar and as soon as possible .
You play’d hot join and most of pvp players dont like it.
Find yourself a group(with some communication tools like TS) and get tournament a try.