I don’t there will be more full premade, i think there will be more duo/trio queue so soloqueue/duoqueue it’s necessary to full a team. The big problem is when you face an entire 5 man team against random composition. This is imho the biggest issue.
I agree, bad positioning.
The real problem is that Ele can cleanse condis out of water.
Many Times people ask for new maps…..i think a new hotm deserves more love
Honestly i don’t think team leaderboard will be different.
I think the only difference is if you’re 3+ with the same tag, Your guild tag will compete in the team leaderboard.
Ranked queue will be the same like now.
I honestly don’t aspect big changes about matchamking and LB score, i think more or less it will be the same.
I only hope 5 men team only vs 5 mean team, if They can force a little this match up.
Played it the entire evening
F5 is amazing, you can do really a lot of stuff with it, in offensive an difensive ways, really good. Probably too good, the fact you can use an elite twice (like moa) is a bit too much.
PU is really too strong with chronomancer, basically infinite stealth with a super mobility (pu boon, passive 25%speed, teleport and portal ) is superior to thief, really too much.
Alacrity is amazing too and has a huge impact in mesmer cd, making invu like bf shorter, infinite stealth with f5 + mass invi + torch reduction cd
Honestly it appears too strong like spec, i think they need to contain f5 and nerf pu without any doubt.
And
Does Unranked queue need more diversity from ranked queue besides the map pool?(at least in off season).
With the team leaderboard announcement(3+) , do you think this game would deserve a more “relaxing” place for solo/duo?
/discuss
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They only should rework inspiring Battle standard readding the old version.
The actual banner trait is really bad.
I love the suspense of two thieves dueling
Watching D/P thieves duel is almost as exciting as washing dishes. S/D on the other hand…
It depends on D/p, sa vs sa can be very long, critical vs critical is really more shorter.
I play many professions, honestly i can say thief vs thief is another game, totally different from play against other professions.
D/p vs D/p is a really mechanical fight, you really need good precision and premonition/big experience to win against a good D/p thief.
But probably is more interesting to play this fight than watch it
Honestly i really prefer a fast attack and a 20% proj. finisher instead of 100 proj. finisher and a super slow weapon like Revenant hammer.
It was an old suggestion and i’d like to see this stuff.
Also old QP titles (legend of the arena, soldier of the arena etc.) could be used again like an extra reward for pvp seasons (with a mmr leaderboard and not grind leaderboard).
It’s fine as it is
It would be bad for the game more burn stacks, more poison stacks, more blind from distance etc.
Lol Tooth Stab is really the worst, I agree.
Btw Ice shard is pretty good but now ele D/D has an amazing condi removal so it’s not very effective.
Throw gunk is good on downed people or immobilized people (with a blast or leap)
Pretty curious about revevant stolen skill (it should be something to slow down the Energy gain or it would be cool if thief could stolen counter legend skill, depended on which legend is active)
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It happened to me twice before, i tried to check in the combat log something but there was nothing.
Sometimes, i dunno why, there is some damage i get from nowhere (like i’m running and something hits me, like a single hit), maybe if i can do the same damage (dunno how) i got the reveal. It’s like if I hit something but there is nothing and i didn’t touch nothing.
Honestly it’s terrible this bug
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About ingame performance we talked about an MVP System.
If well designed, it could be an interesting system to promote good players performance and it could be an extra parameter for matchmaking (Besides mmr).
And i remember we talked about a better stats system at the end of the game, like a match recap. This game lacks a lot about statistics and data at the end of the match.
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I have the impression if Anet toned down Elementalist (damage/sustain) and burning (general formula and stacks quantity) meta could be really interesting.
Probably Mesmer needs some other adjustement, (PU and CS) but Ele and burning are broken without any doubt, so I’d start with this fix.
Thoughts?
This is my list
1) Over rotation
2) Sitting on node against no one for the entire match
3) 1vs1 on node against bunker classes (point held by bunker class ofc).
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It’s an elementasist rain.
A lot of mesmers too
I think before the end of the year, like December.
Winter is coming.
It happened to me more than once in tournament, really annoying.
Necro is pretty fine right now.
No, it’s a bad idea.
There are a lot of mini/major traits who stacks with regen, so it would be super huge sustain for everything.
Never happen.
They did a good move with Mesmer, and it’s not enough, CS and PU need some adjustment.
But it’s a great mistake don’t touch ele d/d. Damage and sustain is embarrassing right now.
Confirmed with HoT:
-new game mode
-team leaderboard/team guildsNot confirmed (but probably They are working on it)
- a new spvp season (no test this time) + leagues system
One of the most wanted feature
- let us to queue outside hotm
- rework hotm
I quote myself and I want to add a little analysis for another most wanted feature:
Soloqueue
So Soloqueue is basically a filter, not more, not less. It means 11111 vs 11111. You can implement this filter or making a more restricted rule (for exampe for solo/duo players) inside the current matchmaking algorithm without making an extra button queue.
There is a reason why Anet didn’t implement this filter in the actual matchmaking.
The reason is: small spvp population. To not create infinite queues they used to implement a less restricted system (And honestly i think it works well enough for the majority of time, considering it doesn’t work with big numbers).
With HoT, things could change, it depends how many people will play Spvp. With more people, matchmaking naturally will try to match together solo people or, considering the implementation of Team leaderboard, Anet could add directly some filter inside the matchmaking to guarantee always a soloqueue experience inside the queue.
Ofc a better pvp infrastructure (=seasons + league with a good reward system) can really help to attract people in spvp.
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Confirmed with HoT:
-new game mode
-team leaderboard/team guilds
Not confirmed (but probably They are working on it)
- a new spvp season (no test this time) + leagues system
One of the most wanted feature
- let us to queue outside hotm
- rework hotm
I was thinking about which visual effects will have a legendary backpack. Ofc can’t be only a shiny skin, it’s a legendary, it will have more visual stuff.
No it was not. Warrior is fine. The fact that DD ele and Mesmer are still OP has nothing to do with whether warrior is good or bad. It is competitive with engi, ranger, necro, guardian and thief.
Im with u
Elementalist reached another SSS god level after this nerf.
It’s good nerf but u really need to do something with ele.
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I completed the entire collection so i can give you some suggestions:
1) Accumulate Geodes. Don’t spend them on T4. You can get geodes from dust too (and it’s not a trascurable amount)
2) Spend Geodes only in T6 Dry Top. You can go on Gw2community, they often organize T6 runs. Buy recipes only on T6 run.
I suggest to repeat Maguuma track multiple times and only when you have the right amount (340@T6 x 16 weapons) you can go in pve to buy every recipes you need. In 1 T6 run.
Remember, you need all weapon crafters to make every Ambrite weapons.
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If I undestand well basically every level (scale) will have its map with its new Mistlock (probably balanced on map duration and level).
Example
50 – Cliffside
51 – Swamp
52 – Ascalon
etc.
I think what change will be the mistlock, so every level will have a different mistlock.
If you want to farm every daily on the same map (for example swamp) i think you will have a different mistlock and different mob stats for each tier.
I’m really happy for this announcement, i really think FOTM deserves a central role in GW2.
If you think about it the entire ascended equipment was basically introduced for Fractals (with the Agony system), but Fractals had many issues (duration, rewards, challenge etc.) that it seems HoT will resolve.
Honestly, Hype is real
Np, u’re welcome.
Maybe because geodes now go directly in your wallet?
People complain about geo/doom ecc.
Geo for example should have 2 bleed stacks instead of 3. It has really too much impact in a condi build.
Btw i think this is a good nerf (if it’s not a bug) but Anet should do something for Ele and burning in the same way or we have too much imbalance.
Honestly in the past, only pve warrior went for 3 pts for FH and maximize power and critical line
Hambow and Shoutbow (the true warrior tanky pvp build) always went for the entire discipline line, to take Burst Mastery
Discipline line is not bad, it has really good traits.
I think we always need to be really careful to give strong stuff baseline (see Mesmer status now).
I think FH baseline make sense for warrior but historically Anet has an amazing tendence to overbuff profession.
We see this with Necro Dhummfire, Warrior hambow for a long time and now with Mesmer.
I think the real problem is not the Warrior but other professions too strong right now.
There are a lot of super hard class for thief in 1vs1 now, maybe you can win if you play flawless (and why you need to play flawless and they no?) but the risk is very high and you waste too much time to do this in a tournament scenario.
There are A LoT of better options for 1vs1, 1vs1 for a thief needs to be the last option basically almost every profession, it’s simply a waste of capability
1vs1 server (where thief is really weaker than before the patch) and tournament scenario are really different.
It’s a fact, i remember 1vs1 server before the patch where thief was a really dominant profession, now it’s like an endangered species.
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With the actual power creep, vampirism are really necessary for many professions.
With less power creep, there would be better alternative for sure.
Anet has the entire team focused on HoT
I hope at least after Wts They can fix quickly broken stuff we have now.
Not really hyped if i think we will stay with this broken meta for 6 months
The actual state of spvp:
- no leaderboard
- no seasons
- broken meta
- stuck in the Mist while queuing.
No really reasons to play
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Honestly there are old bl skins set really more cool than the new one. I think Anet should rotate sometimes the old skins set (example aetherized, fused etc.) it could be once at year for 2 weeks but at least give a chance to players to buy some old skin (it’s not only about super high prize but many skins are totally out of stock)
Stronghold beta was really nice and i really appreciate you made 2 separate queues 2 for stronghold and conquest.
But Pls Pls Pls Pls
Fix this Queue issue, it would be terrible to have 2 game modes, 2 separate queues and be stuck in the Mist again while in queue.
I think number 3 is also a good point.
3 Major issues:
1) Motivation issue: no active season & leaderboard
2) Balance issue: there are broken things not fixed (mesmer, ele burning, rampage etc.)
3) Hotm issue: spend half of your time standing in hotm doing nothing, it’s a killer for the queue.
It’s a sad story but true
But i think thief itself is fine, mesmer ele and burning not really.
The damage on rampage is fine. It just needs the pulsing stability removed.
They already removed 1 stack of stab from it
Maybe another is too much for an elite skill.
Autoattack damage is really high with this trait.
Rampage was fine before the patch and it was really strong on zerk war as always.
On celestial (shout war) people just went for banner ofc.
I think rampage prepatch with (at the same time) the nerf of burning + mesmer + ele is fine like a change.
Short way:
d/p is fine but other professions around thief not really (too much op stuff)
And it lacks of build diversity.
Solution: nerf the other op stuff instead of buffing thief.
My suggestion:
Change trait to 10% damage increase and buff the base damage of all physical skills except Rampage.I think it’s great that Rampage is seeing some use since it’s a skill that really captures the feel of a rampaging warrior (as opposed to lol shoutbow), but it does need to get toned down a bit.
Honestly instead of changing the trait (and nerf possibility other physical builds) I’d simply remove physical form rampage.
Basically like Leech, not classified.
In this way you don’t touch Rampage skills and its own power and you don’t modify other stuff.