Warrior.
You won’t regret it.
Seriously, I hate not being able to spectate the matches!
But that’s only half the problem.
BunkerWars2 is the problem. Saw a necro running Settler’s in one of the games. If that’s not an indicator GW2 PvP in it’s current state is absolute trash I don’t know what is.
We need a new PvP mode that isn’t complete garbage. We need 3v3 and 5v5 deathmatches. Anything really. Spice it up. Add more maps. I’m bored.
I have a lot of fun playing Settler’s on my Necro (with a decent team).
I didn’t know anyone else did it, can I get a link?
I also noticed everyone has purposely not talked about week 2 of EU pro league.
How many times did you hear Jebro say “The condi pressure”
None, ‘cause I didn’t watch it.
Making the stream easy to find on the forum would be nice, too.
I really liked the reply you got in the Warrior forum.
no, turn around before you get disappointed.
Personally I dislike the immense amount of downtime in between matches with the casters rambling on and on and on and on about random crap related to the game while they wait for players to even just get ready.
Time 0:00 – Casters introduction (who the casters are, what teams are playing, etc.)
Time 0:05 – Zero Counterplay and Apex Prime team overviews
Time 0:10 – Map introduction (Foefire Lord, Nifhel beasts, etc.)
Time 0:11 – Zero Counterplay versus Apex Prime: Match 1
Time 0:25 – Review and highlights
Time 0:28 – PZ and Abjured team overviews
Time 0:33 – Map Introduction
Time 0:34 – PZ versus Abjured: Match 1
Time 0:48 – Review and highlights
Repeat with Zero Counterplay and Apex Prime overviews.
This is just my opinion on how things should be structured and here’s why:
- Predictable structure.
- Predictable downtime let’s the viewer take breaks without missing anything.
- Viewing builds should not take very long
- A map introduction serves three functions – 1) it serves as a noticeable break to show the match is about the start, 2) it hides the “ready up” aspect so it feels less like we are waiting on players and more like a formal match, 3) it tells newer viewers/players the important features of each map.
- We can’t see everything that happened in a fight, and sometimes really cool stuff happens. Also, what this team winning could mean for the tournament.
- Switching between two different sets of matches gives players time to prepare, as well as keep people watching after a blowout.
I’ll mention something that I haven’t seen mentioned so I don’t know how others feel.
So often with a 1v1 on a point you don’t see a finish to it. Someone gets low and they run away. There is obviously a huge significance to this fight, but there’s no climax, no real resolution to the conflict. Yes, the point is what matters since it is conquest, but that doesn’t make me more entertained. In situations where a Mesmer is losing, and then ports out while their team goes through the port and destroys the guy, that is entertaining. A close 1v1 that instantly ends when a +1 comes, less entertaining but it has a resolution.
Basically, I feel like we most often have big fights with off-putting animations covering the screen or 1v1, 2v2’s with almost no resolution. Or we don’t see them because the camera switches from fight to fight before things are finished (not the announcers casters faults, really).
Condition damage is mitigated by cleanse.
Direct damage is mitigated by toughness.
Ugh, I’m tired of seeing this.
Condition damage is mitigated by cleanse, and -condi duration bonuses. Traits like Adaptive Armor, Reaper’s Onslaught, and runes are Condi damage mitigation.
Condition damage is negated by Diamond Skin (above 90%), Berserker Stance, and Resistance. Skills that block attacks aren’t being included since they block the application of applying conditions and direct damage.
Direct damage has enough mitigation and negation techniques that I really don’t feel like getting into it.
Nos can run whatever darn build he wants because aside from being a great necro, he has the full, unconditional support of equally skilled teammates….It’s something very very very very few of us have. Their camaraderie is what sets them apart from all the other teams.
So just coz Nos runs it doesn’t mean it’s optimized for your own best interests. And if you soloQ, his build is more likely to not be in your best interests.
So you’re saying that other teams that aren’t the abjured aren’t supporting their necromancers? Thats a huge, and quite wrong assumption. If anything certain reapers that aren’t doing well in certain teams aren’t doing well because of noticeable errors in their mechanical skill (one reaper in NA pro leauge used condi transfers with no condis on him). Signets and team support won’t make up for someone being a poor player..
The logic you’ve used to come to your conclusion is faulty.
On a personal level, I’ve used corruption builds off and on since June and I felt fine for soloqueue vs. team queue. Just because I decide to not use signets, it doesn’t mean I need a babysitter, or that I’m mechanically a worse player than a necro that does use signets, because theres more to the class than just signets.
Technically he said “full, unconditional support [from] equally skilled teammates.” If you don’t think theres a difference between that and just “support” then maybe your logic is flawed.
5 man randoms vs full Pro League teams. Neat.
Doesn’t help 1 of us left after 1 minute, but still, this shouldn’t be happening.
This prepade vs pug thing is getting totally out of hand. I know it sounds like I am raging, but just look at this. How long do we have to endure this kind of rolf-stomping?!
Poor Elin Potatoe.
When I told that you eventually run out of condition clears due to the chill, some assumed that it was a melee issue.
First of all, I am ranged. Reapers actually apply some considerable pressure from range too. As a marauder staff tempest, I am pretty sure I would lose the fight with simple auto-attacks against carrion.
As much of a point as you make, you can just strafe left and right to avoid Staff AA completely.
Wake up people. Like Vapour said, Condi Reapers have 3 powerful counters. That in itself proves that the build is balanced.
Instead of learning how to counter, all I see are people throwing tantrums demanding to get builds nerfed.
It’s pretty disgusting to witness how lazy people are at attempting to figure things out on their own.
IKR? Even if you don’t have HoT there are three powerful counters, namely 3vs1, 4vs1, and 5vs1. You guys just need to wake up and figure this simple stuff out.
Base Necro actually does pretty decent against Reaper if you are patient. I would say that Ranger also does decently against Reaper (better than Druid from my experience).
Well, that got more attention than I expected. Here’s the build used. http://gw2skills.net/editor/?vRAQNBIhZ6kjGo2GsaTwcTgeTsoNYTBgQ2BIOCmB/gUlgUQjC-TpRHwAQLDM4BAU4EAE4QAUa/BAHBAA
It has its faults. Namely it’s designed specifically for team fights, but if the team doesn’t coordinate it’s just a below average bunker. I used Dagger/Warhorn because the other team had a Diamond Skin Ele, and I would’ve been beyond useless at trying to take them down. If you feel like using Signet of Locust you can get 10k+ heals against 5 targets.
Here’s the last game I played for the day with Settlers. Funny enough it is against most of the same people that were on my team last screenshot. ~500k team healing (and 270k self) is much harder to get than the ~470k total damage. Since flow brought it up, this game ended with 4:22 left.
Any advice or help from anyone would be appreciated.
I decided to try a Settler’s Reaper for the funsies. Look at dat team healing…
Here is a video of my inability to use the TC. This has been happening for about a week now. Updated to 64-bit Client yesterday and no change.
Alright, I’m updating this with a picture of what Thunderclap looks like on my computer. There are two fields in the picture, both belong to the Scrapper.
all I see are bunkerdown mines and a mortar 4 light field a bit away from you and a friendly field of some kind right on top of you. no thunderclap to be seen
“Friendly field” was the enemy’s Thunderclap. I’m hoping the 64-bit client will help.
Alright, better picture added. And to repeat: ENEMY THUNDERCLAP LOOKS LIKE A FRIENDLY FIELD. I’m glad not everyone is having this problem but, seriously, what the hey.
(edited by meow one twenty.4376)
Alright, I’m updating this with a picture of what Thunderclap looks like on my computer. There are two fields in the picture, both belong to the Scrapper.
all I see are bunkerdown mines and a mortar 4 light field a bit away from you and a friendly field of some kind right on top of you. no thunderclap to be seen
“Friendly field” was the enemy’s Thunderclap. I’m hoping the 64-bit client will help.
Alright, I’m updating this with a picture of what Thunderclap looks like on my computer. There are two fields in the picture, both belong to the Scrapper.
I’m honestly fine with that, as long as the trait is only available to classes with 11k base HP.
Let’s be real, only Ele’s deserve a trait like this. And it shouldn’t compete with Diamond Skin either.
No. Keep it as-is but give Thieves a baseline decrease to 3 seconds.
Hahaha and the people on the ele forums thought that tempest would never see the light of day in high level pvp. How about them apples.
Yeah, what losers, with their high usefulnesness across all game modes.
So what do we need to fix the problem, then?
Fewer defensive abilities? Fewer abilities that double as offensive and defensive both? Reduced damage on abilities? Fewer escapes? More specialized abilities and fewer “do everything you need” abilities?
Pretty much.
Here is the BEST place to start:
- Fewer instant-cast abilities that aren’t defensive
- Hard mitigation (blocks, immunities, evades) on long CD’s
- Better balance between single-target damage vs. aoe, and melee vs. range. It seems like everything just cleaves nowadays or else it basically isn’t useful. This is why teamfights are such a cluster-crap.Overall damage needs to decrease, and so does healing. A heal of 2k once meant something, nowadays it is only useful if you can do it every 5s.
I agree with that sentiment, by the way. However, I don’t hold out a lot of hope, since it would require a lot of rebalancing work across every class, as well as across runes/sigils and traits.
ANet dug themselves into a “too much of everything” grave, and crawling out would require an overhaul.
I completely agree with this. Everything about it. It feels like they just got carried away and now it’s too far gone. Toning everything down would also let them cut back on visual noise (because big damage is supposed to mean big tell).
Thanks, swear filter. You’re the real MVP.
Swear filter, always fighting the good fight!
It looks like this has been pretty much resolved? One of my favorite aspects of statistics is how you can make bad things look good and good things look bad and still be “correct.” I consider every interpretation a sham until I see the data myself. :/
Without the data, I have nothing to go by, besides everything in your OP being snarky, including the part where you say you aren’t being snarky. I only have what is in the screenshot, which is not statistically abnormal. Just a bummer.
I’m also used to seeing streaks like this, as I have a friend who has played thousands of DOTA 2 matches, and he would always comment on his losing streaks when they were especially terrible.
With the data provided you have the ability to actually determine how many games have been lost since HoT by comparing the combined current average to the previous average in contrast with matches played. I’m far too lazy to do the math, but you’ll find that the streaks required to reduce 55% win rate to ~51% at 2700 matches is extremely discouraging.
Our streak continues! Next time I see you I’ll send you an invite so we can lower our mmr’s at the same time.
Deathly Chill seems to be the winner in all cases.
For a Condi build you lose DPS by using Shroud 1, and Deathly Chill will be ticking whether you are in Shroud or not.
After the patch, dragon maw has been deliberately reduced to a tiny little glowing circle on the ground that gets easily covered by other fields. Running into the sides of the circle knocks you down. Why anet thought this was a good solution to the “visual noise” problem, I have no idea.
The traps aren’t technically invisible, just rather extremely difficult to tell apart from the mess of combo fields that get splashed around.
I suggest people roll a DH, try out some traps against NPCs or other players, and really observe how they actually work. DH players get pretty predictable, and even if you can’t see the ‘invisible’ dragon maw trap, you can easily tell when one might be placed down and how to counter it.Also, I’ve never encountered an “invisible Procession of Blades”, but DH does have a bag full of other face melting tricks that you may have failed to avoid.
Well, they probably don’t really know how to handle the visual noise problem. You tend to use graphics to show the efficacy of an attack, but there is little to no indication of the attack being performed so it needs to happen after the attack has been performed (Gravedigger wind-up vs Test of Faith bright blue swords). This leads to the clutter we have now. A solution to that is to reduce everything, reduce its effectiveness, reduce its noise, reduce its cost (for Guardians that would be cooldown), but that’s not what they want and it might solve much either. It would make them less annoying, yes, but also more frequent.
As for the invisible part, sometimes some of the traps never render for me. I can see the red ring but I can’t see what the red ring is being caused by. This also happens with Mesmer Wells on occasion.
I’m pretty pro once I’ve had a few drinks and start fighting off point repping my “Leader of the Yak” title!
Weird. I’m like 10x better at dancing after a drinks. I’m also super charming.
Looking for other people to confirm that these two skills do not have Red Rings to indicate enemy skills:
-Thunderclap (Engineer)
-Symbol of Energy
As Kharr mentioned, Acid Bomb may have a problem too.
Here’s a better screenshot of what happens when an enemy uses Thunderclap against me. IT LOOKS LIKE A FRIENDLY FIELD.
(edited by meow one twenty.4376)
The invisible traps are the hardest part about playing against a DH.
What would be fair?
Last person to apply the condition that dealt the killing blow? Spam condies.
First person to create a stack that dealt the killing blow? Be the first to apply condies and keep them up the entire time.The team who did the most damage on it… Duh… -.-
But I understand, logic + Guild Wars 2 = hahaha…
There goes the competitiveness of stealing kills. Someone can just get it down to 49% health and leave, there’s nothing the other team can do about it without giving the opposing team free points.
I’m not even gonna try explaining crap anymore. I hope you are smart enough to figure out a solution for that tiny problem. Or maybe you would fit right in the Anet team?
Thank God I’m way more creative then most people… -.-
For now, status is the fact that it is not fair and development don’t even know themselves how it works…
#E-fails
Whatever floats your boat.
I feel like Meow was being sarcastic….
I honestly thought I put enough indicators in there. Does anyone use “moar” in a serious way?
It’s simple. Ele has moar buttons, and moar buttons means moar skill. You cant have a silly low skill class like Ranger with the same healing as high skill class like Ele.
What would be fair?
Last person to apply the condition that dealt the killing blow? Spam condies.
First person to create a stack that dealt the killing blow? Be the first to apply condies and keep them up the entire time.The team who did the most damage on it… Duh… -.-
But I understand, logic + Guild Wars 2 = hahaha…
There goes the competitiveness of stealing kills. Someone can just get it down to 49% health and leave, there’s nothing the other team can do about it without giving the opposing team free points.
Axe fills it barely due to its range and axe 2 makes up some of the loss on the auto.
Axe 2 is actually not much of a DPS increase. I’ve run a bunch of time tests on golems and it’s really hard to puzzle out the difference in time-to-kill. It is a DPS increase, but a really, really small one, and only if you let your autoattack animation complete before starting up 2. If you pop 2 immediately every time it’s off cooldown, you’re going to interrupt an autoattack and actually lose DPS. It’s mostly just useful for the LF generation.
So if I were to cancel axe 2 as it’s coming to an end (to avoid the after cast) and switch back over to AA, would that be the best DPS?
If you could cancel quickly enough, sure, that sounds right. I’m not sure how much of a DPS gain that would actually be, though. Even if spoj is right that 2 is a +25% for a few seconds on targets with capped Vuln, that’s still not actually very much additional damage, nowhere near as much of the DPS increase, say, Gravedigger is over the GS auto.
I do Axe 2 → Shroud for cancelling. Stay in Shroud for what, 6 seconds, then switch back for another Axe 2 then weapon swap. If I stop switching weapons/Shroud it looks like I’m losing a fair bit of damage.
Checking for killing blow via percentage damage of a cummulative condition tick looks to be quite complicated. However, sorting the damage by last person to update their condition stack or first person to apply the condition looks much easier.
Downstate would have the same problem when letting the NPC bleed out.
Well surely you’d have to follow suit and let the last person to apply damaging conditions to get the kill because with physical damage the last hit no matter how pathetic the damage would get the kill.
Yep. Logically it isn’t the same, but it is the closest. For clarity I think it has to be the last person to apply the condition for condition type that deals the killing tick.
If everything worked like Chilled this is how it would naturally work itself out, right? EDIT: Well, I guess only if one Chilled overwrites the remaining Chilled.
(edited by meow one twenty.4376)
If possible, I think it should go to whichever team dealt the largest percentage of damage on the killing tick. That is the only method that seems fair to me.
Bumping for a fix.
Seriously guys, they had to tone down the noise from skill effects as this was causing severe class imbalance. Some classes were causing more noise than others. What the!
visual noise, which is a serious problem actually :p
Surely not more serious than having massive unfixed class problems.
For watching matches it really was more important.
I really don’t feel sorry for thieves. I remember a time when mesmers wher lunch to the thieves 1 & 2 no skill supremacy. & you had them telling off mesmer players to get some skill’s. How the wheel have turned. Hey thieves, get skill’s!
I also don’t feel too sorry for thieves, remembering the time they used to make life hell for glass mesmers.
But now the tables are reversed, and tbh… it’s satisfying.
They’ll get their fixes eventually.
Having said that I do feel a small amount of remorse when I put down thieves, because it is an unfair fight and that’s a shame. Whatever’s happened in the past, balance is more important than personal prejudice.
I’m willing to bet most of the trash talking Thieves are now playing DH. From that I say the current Thieves are worth helping out. Same thing with Warriors, I like the current community much more than I did pre-June 24 patch.
are you kittening kidding me? thieves are the most overpowered and forgiving class at the moment
i dont know what more do you kittening want when each of your skills is a dodge, gap closer, cc, 10k dmg, you literally only have to spam one button and you even cry about it? rofl
imagine if you had to play another class
Have you tried pressing buttons when there’s a Thief around?
We failed gentleman. What if we fixed dodges to root Thief players when they end?
Moving now applies Reveal.
Dragonhunter didn’t get any flat out additions.
Their F skills have the same passives but improved actives.
God that is sick, and not in a good way. Even worse when the announcers are saying how great it was.
The tournament ended 502-0?!!!! Bundle of kittens that is embarrassing! Not embarrassing for the players but for balance.
Thanks guys. +1 to each of you.
I’ve pretty much given up on PvP in this game. I really hope you guys succeed in getting brought up to everyone else’s level. Anet should probably just delete Thief though.
Can I get a link?
Yes. Its called focus.
The vuln is nice but thats not the reason i advocate it over warhorn. Its because it flat our does more damage and has a much lower cool down.
Cool, now that I’m actually doing PvE I’ll be able to use it then.