We can’t support GW1 style observer mode and recordings yet due to the fact we use Havok. The simulations are not deterministic so we have to figure out a way around that first. Basically, its way harder to do in GW2 than GW1.
If you make it possible we’ll each send you a batch of cookies – that’s a lot of cookies!
I look forward to the day.
What’s the big difference between observing in hotjoin and observing in team queue?
Without water this map actually would be a balanced skyhammer with a cannon with counterplay and no knockoff BS
My guess is that any armor set currently seen in the PvP locker will be achievable via a dungeon or region reward track.
Not really sure how else to say that Ranger is faster than Warrior and far more deadly with the same set.
Curiously enough I’ve never, ever died to a sword/warhorn greatsword ranger. And in addition, warrior is still faster.
Basically:
1. Ranks 1-39 stay as they are
2. Ranks 40-80 become a flat 20k rank points to level (so 800k rank pts from 40-80).
3. Rank finishers are awarded appropriately based on what rank you become at patch release
The highest rank in PvP right now is something like 72-73 iirc
At rank 44, you will probably move to like, 48-50 on patch day as a rough estimate.
After the patch you will be able to level simply by winning games with an activated reward path (I think you will get something like 1 level per 5 won games).
Believe he was referring to elementalist signet healing nerf.
Any skins you have in pve or in pvp all go into the locker is my understanding. Therefore if you have Vigil on any character in either part of the game you will be able to use it in all places after the patch
all crafting materials disappear on the 15th, fill out your locker as much as possible now.
You will only get a chest per rank to 81. You will not get more than (81 – current rank) chests. Rank/Title achievements are unchanged.
If this is true… A rank 55 going to 80 gets more chests than a 70 going to 80? Are you serious? (25 for kitten player and 10 for a 70 player)
As Chase said, you jumped the gun Chaith. You will be receiving a rank chest for every single rank above 80 you would have, and into the future.
^ I think this is true, you should log in to a TON of chests
Put the 6th ability on a 30 second ICD and it’ll be OK.
MAYBE.
For me, personally… I think the shift is incredibly detrimental to the overall PvP format. It’s essentially the last nail in the coffin of an already weak PvP game.
We can grind out several short term goals to get PvE rewards? Really?
We can now bring our skins we earned through PvP into PvE? Really?
We can ALL max out our ranks in 4-5 months from 0? Really?There’s absolutely no incentive to play competitively now. There’s no reason to form a super-group and crank out wins to edge ahead on a vertical progression. The LB is a joke system, so you can’t really depend on that to maintain any kind of motivation for competitive team play.
So, what’s the point of PvP now? (“To have fun!”) PvE is for prancing around and casually “having fun.” PvP is for honing focus, field awareness, mastering telegraph delivery through animations, etc… It’s THE method in which to get REALLY good at the game. Without a vertical progression as motivation, why would anyone really care about getting better? Why should the PvP player base involve themselves in any kind of effort to be better players when they can simply faceroll to Dragon and put themselves on a superficially equal playing ground with people who are vastly more skilled than they are?
It doesn’t make sense to me, what-so-ever.
That’s what the ladder system is coming for bro
Just wondering if with the new rank system we will also see these achievements being rolled back or is it still up for discussion?
What’s to say?
Its sad, I loved underwater combat too.
Anet have as usual caved into the negative/QQ brigade:-
Or maybe, just maybe, they actually had numbers that showed how many people actually played the map and how many simply left when they saw it?
Yup i always instantly leave when I get that map.
Technically it’s supposed to mean that you are better than 81% of the player base, but there are so many people with degraded leaderboard ratings right now that you should take it worth a grain of salt.
I’d have to agree, adding perplexity right now could potentially create more problems than any positive effect it has on the game.
Ultimately, the rank levels in PvP were out of line with all other forms of progression in this game, on the same level as the ultimate xxx from WvW. Now they’re being changed to make sense in the perspective of GW2 achievements, not GW1 achievements.
When push comes to shove, they’re kittening off maybe 20 people with this change. They don’t care about your tears, this is for the greater good.
I’m pretty sure they care about the complaints of their loyal playerbase. They’re not bad people. They realize that blood sweat and tears need to be rewarded.
If anything we will lose a significant playerbase. Completionists will stop playing PvP. The competitive scene will likely dwindle. High end pvpers who wanted proper balance and feel shafted by this will leave.
So you’re left with people grinding out dragon rank to go back to PvE? What is left if the competitive scene is coming to a swift halt. They have made no mention or indication if a proper reward system. Supposedly we will get ladders at some ambiguous point in the future but they’re essentially eliminating a feature that incentivized many people to actively PvP. Whether it not people considered it a grindfest is irrelevant. It was a mode of progression and the scales are drastically being tilted.
So please—anyone—explain how a ‘meaningless’ rank is going to increase playerbase.
I’d actually say that completionists will be far more drawn to pvp after this change to achieve maximum rank and get the titles, etc.
Dragon rank being completely unattainable drove most of them away from pvp a long time ago.
It’s kind of odd how MMO players think of grind = prestige. Rank 55 takes a long time to get. I’ve played 3500 pvp games, which probably averaged around 10 minutes or more factoring in queue times and I’m rank 51
That = 600 hours just in pvp, Rank 55 would probably be close to 700-800 hours.
Compare that to ‘max prestige’ in CoD which these guys got in 4 days: http://www.gamingupgrade.com/the-first-10th-prestige-players-in-call-of-duty-ghosts-otrademark-pwnstarzdotcom/
Ultimately if this change brings more people into pvp, I don’t mind. It’s just a number. I don’t think players who have reached rank 70 already play because they want rank, they play because they have fun.
I do agree that changing 80 -> 70 would be better, or at least 80 -> 60.
I also highly doubt there are even over 1,000 bear ranks in the game. I’m sure Arenanet knows the statistics on this, but 55+ is pretty uncommon currently.
After they changed the rewards to about 9 times what it used to be per match win 50 became the new 30. There are tons of bears, many of which I have never heard of but I guess that us irrelevant.
Thanks for your input.
Well, a while ago you could get 500+ rank points just from a hotjoin game if you farmed efficiently enough.
I think rank 55 takes a long time to get. Much longer than say, max prestige in CoD. I understand that it’s a disappointing change for people above that rank.
Question:
What is being done about the currently extreme scale of the pvp titles such as Reaper and Ravager? Are they being scaled back similarly to rank?
Ultimately if this change brings more people into pvp, I don’t mind. It’s just a number. I don’t think players who have reached rank 70 already play because they want rank, they play because they have fun.
I do agree that changing 80 → 70 would be better, or at least 80 → 60.
I also highly doubt there are even over 1,000 bear ranks in the game. I’m sure Arenanet knows the statistics on this, but 55+ is pretty uncommon currently.
Lyssa wil not nerfed and are not OP ….. why this forum is so full of crying kids ?! OH MY GOD!
Lyssa runes are getting nerfed.
For PvP queue infrastructure:
1. Rated Team Queue: 1500 rank points
2. Rated Solo Queue: 1000 rank points
3. Unrated Queue: 750 rank points (can queue with 1-5 players, hidden MMR)
4. Keep a number of public 8v8 hotjoin servers open for those who want to just mess around
A sense of progression for new and old players:
1. A tutorial that explains the rules of conquest and which goes over each maps secondary feature. I would suggest this tutorial in the form of a book item which goes into a series of cutscenes explaining things. New players would be required to watch all of the tutorial book, and then would have it as a reference guide for later. Called the “PvP compendium” and automatically appears in your inventory upon arrival in the HotM
2. Rank restrictions for new players: Players under rank 20 are only allowed to participate in the Unranked Queue and custom arenas. Make getting to rank 20 and participating in a ranked queue an achievement worth say, 100 achievement points. This adds much needed progression to PvP while keeping ranked queues more competitive and fun for advanced players and keeps new players from being raged at.
3. A new title system that rewards players both for learning a class very well:
50 tournaments won: Paragon, Genius, Illusionist, etc
150 tournaments won: Champion Paragon, Champion Genius, etc
500 tournaments won: Master Paragon, Master Genius, etc
1000 tournaments won: Legendary Paragon, Legendary Genius, etc
This would encourage players of all levels to join tournaments and work on mastering their class. The Legendary title would be pretty cool too imo.
This skill is decent, but with the amount of boon rip/boon steal, 20 seconds of stability on a 120 second cooldown simply is not practical.
It would be much nicer to half the stability/fury time and then make the cooldown of the skill 50 seconds instead, so that it works similar to the Warrior Elite signet.
10 seconds of stability on a 50 second cooldown would be much less stability up time than a warrior, but having it stolen wouldn’t be quite as devastating due to the shortened cooldown.
In what way exactly is a Spirit ranger “toxic”? I’m not trying to defend, I just really don’t know. In what ways are the Spirits that different from a Guardian giving boons to his team or a warrior using Banners?
Constant uptime of spirit effects? Constant regeneration and easy resurrections and self-resurrections from Spirit of Nature? Screen and targeting clutter from spirits? Completely passive gameplay?
Sheer lack of skill required?
A guardian may share boons, but guardians can be taken down reasonably in a team fight, and the guardian player is having to actively manage skills. Spirit rangers… less so in both regards, while providing arguably stronger buffs not only to themselves but their team.
If you think that spirit rangers give stronger buffs to their teammates than guardians, you not only have never played the spec, you are clueless.
What exactly is 3 seconds of burning to warriors already spewing massive perma-burn fields or guardians who automatically burn their targets or engineers with a 6 second burn and AoE condi spam out the kitten?
Many rangers don’t even opt to bring Stone Spirit anymore and instead bring Storm Spirit which just gives swiftness.
The Elite spirit on Ranger IS really strong, and it’s getting nerfed big time. It already can be killed very fast and in reality spends most of its healing on the smaller spirits.
In solo queue, Spirit Ranger can die to:
MM Necro
Any kind of warrior with cleansing Ire
Engineers who know how to properly utilize CC (bomb/nade can easily kill a spirit ranger who tries to stay on point), also cannot kill any AR engineer
A thief who knows how to abuse blast finishers in a stolen water field
Duelist Mesmers running GSSpirit Ranger is actually not nearly as good for carrying in solo queue as Warrior or Necro or Engineer or Thief is.
It is a low mobility support build that excels at focusing squishies in team fights and whose support relies completely on spirits
Honestly if you know how to spirit res (not hard to) you can carry way better than any other class at least in team fight scenario. Spirit Rangers carry team fights and are safety nets for teams (why every team runs them). The sheer amount of passive benefits with little effort is insane. You can win fights against bunker comps and then a spirit ranger can run in and spirit res everyone. It is way to forgiving in a team environment. Interrupting spirit is also very hard because if the ranger is smart they can cast the res from los position.
Well, for some reason after reading “Decap engi” I thought this thread was about solo queue.
Spirit Ranger imo is best used in team queue, since in solo queue you have no idea what your team or the other team is going to have, and if the other team has 3 warriors and two AR engies, you aren’t going to be killing anyone.
In what way exactly is a Spirit ranger “toxic”? I’m not trying to defend, I just really don’t know. In what ways are the Spirits that different from a Guardian giving boons to his team or a warrior using Banners?
Constant uptime of spirit effects? Constant regeneration and easy resurrections and self-resurrections from Spirit of Nature? Screen and targeting clutter from spirits? Completely passive gameplay?
Sheer lack of skill required?
A guardian may share boons, but guardians can be taken down reasonably in a team fight, and the guardian player is having to actively manage skills. Spirit rangers… less so in both regards, while providing arguably stronger buffs not only to themselves but their team.
If you think that spirit rangers give stronger buffs to their teammates than guardians, you not only have never played the spec, you are clueless.
What exactly is 3 seconds of burning to warriors already spewing massive perma-burn fields or guardians who automatically burn their targets or engineers with a 6 second burn and AoE condi spam out the kitten?
Many rangers don’t even opt to bring Stone Spirit anymore and instead bring Storm Spirit which just gives swiftness.
The Elite spirit on Ranger IS really strong, and it’s getting nerfed big time. It already can be killed very fast and in reality spends most of its healing on the smaller spirits.
In solo queue, Spirit Ranger can die to:
MM Necro
Any kind of warrior with cleansing Ire
Engineers who know how to properly utilize CC (bomb/nade can easily kill a spirit ranger who tries to stay on point), also cannot kill any AR engineer
A thief who knows how to abuse blast finishers in a stolen water field
Duelist Mesmers running GS
Spirit Ranger is actually not nearly as good for carrying in solo queue as Warrior or Necro or Engineer or Thief is.
It is a low mobility support build that excels at focusing squishies in team fights and whose support relies completely on spirits
Seriously, I don’t understand why the devs didn’t collaborate on the forums with players and through chat about nice trait ideas. Some of these traits are absurdly bad, uncreative, or in the completely wrong trait line to ever be useful.
Top players from each profession could have had some really awesome ideas for new grandmaster traits, but it feels like they just came up with some really wacky stuff completely on their own.
Even though most of the new healing skills are not viable, I feel like the quality/effort put into them was decent. For these traits it seems like they were just scrounging around until they came up with a total of 40 and didn’t think about traitline placement or overall power level at all.
How dumb are you people? Thief burst is absolutely insane in wvw.
Is this a joke thread? Are you all a bunch of trolls?
D/D SA is the meta only for WvW bads
As a chess player, I would much prefer it if instead of showing leaderboard placement players were ranked similarly to the ELO chess system.
I find this a more informative and competitive way of ranking.
The leaderboards are annoying for a couple of reasons:
1. Say there are 500 people with a hidden MMR of between 1500 and 1550 and my MMR is 1525 and I lose two games, I just lost 250 spaces on the leaderboards. Now, since the MMR is hidden, I have no idea that in reality my rating only dropped very slightly, but it looks like there was a drastic shift in my playing performance.
2. There is no way to see the dropoff between the very highest ranked players and those who are much lower. Is the guy at the top of the leaderboards ranked 2900? and the guy at spot 100 ranked 1700? There is no way to quantify the difference between players other than their spot #.
3. The artificial leaderboard decay makes the leaderboards completely worthless. Who knows how many people havent played a game in over a week but actually are ranked higher than I am? Making MMR visible and adding a set rate of decay would help this problem a lot.
It’s obviously going to be a merged PvP build interface where you can select runes and stats without having to visit the physical vendors anymore.
It will work perfectly with the new Wardrobe/locker they are building.
Generally I’m happy. The good:
1. All the PvP locker skins can now be used across all game modes, infinity times if desired.
2. All my alts will now have my cool dyes.
The bad:
1. We might have to buy transmutation charges to change our PvP appearance (unconfirmed atm). However this would be a way for Arenanet to monetize PvP at least.
I’d just like to give you much kudos for bringing up such an important point about the state of the game, infantrydiv.1620. I’m a little jealous as to not have been the first. I’ve reposted your OP into my other thread – I hope you don’t mind, because it’s an important issue that bears mention and action.
To provide another example, Elementalist’s extremely low EHP is tempered by Elemental Attunement. It’s the reason why practically every build has taken it and despite Powerr’s (unsuccessful) push to make it baseline Elemental Attunement was made Master Tier, 30 Arcana builds remained unshifted (Blasting Staff/Renewing Stamina, Elemental Attunement, Evasive Arcana)
Evasive arcana on fire-air-earth adept and attunement
Cd range 11-8 on attun swap
elemental attunement on 5 of arcana
renewed stamina on adeptMake those change and u will unlock every kind of builds, sadly to say but imo every one wanna those traits at any cost… it s a must have for any ele build… otherwise this topic is only gossip… u wanna make more viable build just do this modify
I’ve always personally felt as well that Elemental Attunement is a class defining trait. I’ve been arguing to make it baseline or to bring it back down to tier one but the decision we’ve made instead is to bring Renewing Stamina back down to adept instead. This will prevent the dps ele nerf and even though we might all perceive that EA is a “staple” trait we do luckily have options to trait up instead to make up for the loss if you wish to spend points elsewhere. [Elemental Shielding, Zephyr’s Boon, Soothing Mist, etc. etc.] and yes… I know its more than one trait to make up for one but at least they are there and accessible low in other trait lines.
Our hope is not to destroy builds but to make more. Right now the way it looks for Elementalists in PvP is that most builds will still be the same, maybe with a little less AOE condition removal, but there will be more accessible options when going higher in the Fire, Air, and Earth trees.
I personally can’t wait for the Soothing Mist + Cleansing Water synergy. I think I will be enough for me to opt out of taking Cleansing Wave.
Then there are traits that are required just to make a weapon work, like Forceful Explosives for BK Engineer, Grenadier for GK Engineer, Blasting Staff for Staff Elementalist, the list goes on. With April 15th, Rangers can now have Read the Wind to make Longbow work. There is something quite disconcertingly lazy to introduce traits just to allow proper function, and it’s a disappointing trend.
Thanks! And of course I don’t mind, I felt like I didn’t do a very good job trying to get across my point but I’m glad people are understanding what I’m trying to say.
Compare an untraited Healing Turret to a fully traited Elixir H.
How is it that Healing Turret stands so superior? Even if I were to go full on HGH, with every exilir trait, I’d still be reluctant to forgo the turret.
This sheer disparity is suprising given the engineer had only 3 healing skills for so long.
Staples (like Deceptive Evasion) would be alright if our “deck” were larger. If we could slot more skills or had more trait points to spend, then 20 required would be forgivable. As it stands it’s too great an investment. Not to say that’s a viable solution for GW2, but staples are so crippling with the current build size and gated trait structure.
I have to bring a pair of Energy Sigils (say on Guardian), but I only have 3 to start.
It’s always a pain abandoning Invigorating Speed and Speedy Kits in favor of alternate traits. 20 points that provide such all purpose functionality are hard to forgo.
Thanks for more good examples, these type of things are huge imbalances within a class!
I don’t understand why there wasn’t an outcry over pax where the winning team members each got 1500$…that’s enough to straight up buy 3 legendaries by converting gems into gold.
These PvErs aren’t very smart.
Have you considered that perhaps the reason why certain classes have trending builds is due to the meta itself? In your example, many warriors use healing signet, cleansing ire, longbow, but is it because these are overpowered or imbalanced, or is it a direct answer to the meta of extreme AoE condition pressure from tanky builds?
What if the meta shifted back to high burst glass cannons, where encounters are decided in a matter of seconds rather than minutes. Warriors would not be able to keep up with the fast tempo using sluggish heals from healing signet or low direct damage weapons like longbow. Therefore, the rise of greatsword will take place due to its high burst, high mobility, and versatility. Etc.
Don’t single out a few traits and abilities and say that just because everyone uses them, that they are perhaps imbalanced. A class should have access to all the tools necessary to adapt to a meta shift, and perhaps these are the tools that are being utilized to adapt to this meta. You can’t blame players for finding a way to survive and thrive in a meta. Warriors are, in your terms, “pigeon-holed”, not primarily because of the shortcomings of the warrior class itself; they’re pigeon-holed due to the overall meta forcing them to build a certain way to survive the meta.
This is simply not true. Warriors are probably the best against bursty builds like ele and mesmer. Healing signet is not weak to burst when in the hands of the class with the highest health, armor and on-demand personal stability and immunities. The fact is that Healing signet + automatic cleansing Ire + stances makes warriors good against everything.
Also, if you think that Pin Down + Arcing Arrow + a point blank Fan of Fire is low direct damage, I dunno what to tell you.
Mesmer – Deceptive Evasion, you have no idea how many builds would open up if this came as a default for the class. It’s not that the trait is op, it’s just that the trait is a necessity to be viable in any way.
Countless
Yep, this is a perfect example I had in mind while making this thread.
Technically, mesmers only have 50 trait points they can spend while remaining viable due to the sheer necessity of this trait.
The ideal ‘meta game’ for Guild Wars 2 would be one in which every class was not forced into particular traits or weaponsets in order to be viable but instead could create a kit designed for a specific purpose and do well with it.
This thread intends to serve as a discussion of balance of a class within the class itself. This is not a topic I often hear discussed when balance is on the table. “Individual Class Balance” explores the idea that a Ranger requiring Empathic Bond, or a Warrior requiring Cleansing Ire is bad design.
I’m going to start with Warrior as an example:
Warriors are intended to be the strongest melee class with a weakness to conditions and being kited. Their high base health and armor is supposed to in part, make up for this.
Back in the first half of 2013, warriors were not considered viable and received a number of extremely large buffs which turned their weaknesses into strengths overnight.
Currently, any ‘meta’ warrior spec has four (or five) things in common:
1. Healing Signet
2. Longbow (Primarily, Combustive Shot and Pin Down)
3. Cleansing Ire
4. (Burst Mastery)
5. Berserker’s Stance
These five aspects of the warrior represent a tiny part of the class as a whole, but for the past 6 months they have been allowed to pidgeonhole both warrior build diversity and other class diversity as well. In fact, each class has a choice of 75 traits, dozens of weapon skills, and over 25 slot skills.
Now, if I was balancing for Arenanet, I would try and conduct my balance endeavors in the following way:
1. Single out the biggest problems making a class too powerful as I have done above
2. Give those things substantial nerfs.
3. Look for the weakest parts of the class
4. Give those parts substantial buffs
For example, “On My Mark” applies 10 stacks of vulnerability to a single target on a 30 second cooldown. This utility is terrible by any sense of the word. I would look for a way to improve the worthless skills in a class kitten nal like “On My Mark” until finally, someone says, "Wait a minute, “On My Mark” is good for this situation or this build!"
By balancing classes like this, instead of doing extremely minor nerfs to the meta builds, we would see classes because more balanced within themselves. We would also see a much slower power creep, if any, if this was done correctly.
A different example of the same type of internal class imbalance could be Ranger. Rangers are completely reliant upon 30 points into Wilderness Survival which increases Toughness and Condition Damage for survival. This line contains the Grandmaster trait Empathic Bond which is their only good condition removal. In addition, the only build that allows a ranger to have a substantial effect upon a team fight is through the use of spirits, and the Elite Spirit of Nature is by far the best Elite skill they can take.
So, Rangers are pidgeonholed similarly to Warrior:
1. Empathic Bond (parallel = Cleansing Ire)
2. Spirit of Nature
Just to acquire these two things causes Rangers to use up 50-60 trait points. Pidgeonholed? I think so.
If for example, Empathic Bond and Spirit of Nature were removed entirely, Ranger would be on a completely different power level than what it currently resides at. It would also actually be better balanced as well because these two things are just so much stronger than any other options. I’m not saying that these two abilities should be removed entirely, just that they should be brought down while other Ranger abilities are brought up.
To me, when I hear Arenanet talk about balance, it always feels like they are looking at overall class balance. In other words, they look at it like this: Warrior? Ok it has a role in the meta, good! Ranger? It has a role in the meta, nice! Elementalists? Hmm, it doesn’t have a role in the meta, better give them some crazy buffs!
This style of balancing will never lead to an interesting game. Guild Wars 2 only has 8 classes. We need these classes to be diverse in what they can bring to the table. We need them to be balanced within themselves, so that you aren’t forced to take 1 or 2 major abilities that completely define your gameplay experience.
sure is nice seeing the pvers finally start getting involved in pvp huh
Even if Decap Engi was ‘balanced’, why would you want a build that literally just shoves enemies around instead of trying to kill them in PvP? This build makes a mockery of the conquest game type more than any other build out there.
So, let’s say we wanted to look into decap engineer, where would we start? I’ve heard a few different opinions on the topic, and I have a few opinions of my own as someone who has played against decap in top 100 rated solo/team arena games and also played the build myself.
In the same way that it was difficult to look at the September ’13 Hambow warrior and point out a single specific key to its strength, I think decap engineer is much the same.
I think it’s important to understand the areas in our game where decap engineer is strong, and then go from there:
- Conquest
- Situations where communication is difficult (solo arena)
- Against teams that have difficulty rotating appropriately
So, with the above in mind, what are some ‘low-hanging fruit’ type of suggestions for changing the way decap engineer works, without affecting existing builds unrelated to decap? That is to say, suggestions that would not require significant amounts of development time to implement.
We’ve already seen a few threads on PW, so I’ll focus on decap for now. ^^
A really good place to start would be Automated Response. This is a terrible trait that needs to be removed, and engies need to be given more active condition removal.
This would simultaneously fix AR Engies being extraordinarily annoying to fight against as a condition class, but also make more of their builds better against the Necromancer which hard counters them.
The specific strength of warrior since September has and continues to be combustive shot turning cleansing Ire into a 100% guaranteed condi removal. All good warriors have realized this and this is why you will only see longbow specs until combustive shot is nerfed.
Don’t worry about Counter play on Striders Defense
Because no one is going to use that god awful trait in the first place.
Those were the high level changes, meaning we didn’t get into all the details for each profession (each and every # change), each weapon, each skill, etc. We were just trying to move through a lot of info in the Ready Up, so we didn’t get down into each and every # change for every class. That would be more of a detailed list you’d expect from game release notes for a release, for example.
Some of you have asked why we haven’t focused on fixing the issues already in the game. A lot of things have been fixed, but some concerns you guys have like with PW, HS, decap engi, etc. we decided to wait and see how the new traits will affect the meta.
This does not mean that we aren’t open to adjusting them.
Ultimately, we knew we wanted to add some more traits, so we wanted to focus on trying to make those good and then we can revisit them if they are still an issue. Does that make sense?
No. Decap engineer and Pistol Whip needs to be hotfixed. These builds are toxic. Pistol Whip is just broken while Decap engi makes a mockery of conquest.
You need to fix this builds ASAP. That means nerf the kitten out of them in the feature patch if you still have time.
I do occasionally see devs in PvP, mostly I see them playing hambow or automated response engineer very poorly, which is why they must think these specs are balanced.
Grouch/Powerr are the only two competent PvPers on the team. One is going to be out of contract too, the other got moved to a different area of the company I guess.
These need to be changed now. Not in 1 month, not in 3 months. They are extremely bad for the game. Don’t let these two broken specs into the Tournament of Legends. And don’t, kitten , wait for the ‘meta’ to settle. The reason you have such a STALE meta is because you allow broken specs like this to go unchecked for months and months.
As a fan of the necromancer class, I hope this spec gets taken apart and rebuilt
1. Running around with a horde of minions = more clutter than any other spec in the game. If you choose to be an Asura MM, there is no way a person is going to be able to see you in a 1v1
2. Am I supposed to be watching for Bone Minion Explosion, Bone Field Immobilize, Flesh Golem Rush, and Dark Pact all at once? Minion Necro puts the entire burden of counterplay on the opponent.
3. The basic gameplay of this spec is: Be absurdly tanky, land one of your many CC skills, watch your minions deal loads and loads of damage. I honestly prefer fighting warriors because I can at least see what they are doing most of the time.
———————-
The problem with Minion Necro is not that it is OP. It is that it is “anti-fun” to play against as Olrun mentioned.
The players who will win this tournament SURELY have spent 100s of hours perfecting their craft and strategies, without earning legendaries for it in the process.
We are tipping our hats to those that have put the time and dedication into PvP, and have earned this as a reward.
We’re not just handing them out.
I agree with you and think the winner deserves one. That said, based on your logic, the same applies to WvW players. Some of them really do nothing but WvW. Since you opened this can of worms, I hope you have answer for that as well.
wvw is no skill …. zerging pvding etc.
in case you disagree
wvw players can sign up as well and get this prize as well.
^^^ yes please, show us your awesome wvw fighting skills