(edited by philheat.3956)
There are other weird things with taunt, we are discussing them on this topic too:
https://forum-en.gw2archive.eu/forum/game/pvp/Taunt-doesn-t-let-you-target/page/3#post5282411
If Rifle will be, i hope too in a great design.
Rifle warrior is pretty terrible for example, rifle engi is fine. But we need a weapon to compete with short bow imho.
The best way to protect npc is killing enemies who want to kill them
Real problem there are too many bunker professions who can make good damage and survive a lot.
This is most a balance problem imho.
Taunt was changed to be a condition actually. You can cleanse it like fear.
For now is only a CC
http://wiki.guildwars2.com/wiki/Taunt
Condi cleanse doesn’t work
Lesson 1; im never wrong
Lesson 2; wiki has to be updated by players, dont believe wiki as it has many outdated/wrong info. Keep practicing in game.And here is a proof. Taunt cleansed with smite condition.
https://www.youtube.com/watch?v=QXtSqSAtZaoPs that lesson 1 was a joke ofc, nobody is right at all times xd, but then again people dindt beleived me that slow will increase traveled distance of leap skills..
Uhm…it’s interesting, but i’m not really sure it works with every condition cleanse (for example Healing Seed) or if it’s influenced by condi duration. And if it is a condition, what is the boon conversion of this taunt?
I dunno if there is some bug with this skill.
In every case the description needs to be more clear
Thx for posting this
Maybe a Dev could clarify this.
(edited by philheat.3956)
It’s a 120s cd with the trait + 30% damage with a full adrenaline bar.
It’s fine without this trait.
Taunt was changed to be a condition actually. You can cleanse it like fear.
For now is only a CC
http://wiki.guildwars2.com/wiki/Taunt
Condi cleanse doesn’t work
I’ ve a suggestion, taunt could be converted to condition like fear.
It makes sense because it’s designed like the fear opposite.
This could help, using an instant condi removal to remove it adding a better counter.
Taunt is CC like Daze or Stun. You need Stun break or Stability ?
I think it should work in the same way like fear cuz it’s designed to be the opposite of fear.
So Taunt like a condition, you can clear it with a condi removal and Break stun and it’s influenced by condi duration and it’s not affected by stun reduction effects (like fear http://wiki.guildwars2.com/wiki/Fear )
I think it’s more apprpriate for a CC with no clear animations (same like fear).
I’ ve a suggestion, taunt could be converted to condition like fear.
It makes sense because it’s designed like the fear opposite.
This could help, using an instant condi removal to remove it adding a better counter.
I agree, before the patch rampage was good with damage, utility and cc but this trait makes it a really too strong right now.
And yes, at the same time burning, mesmer and Ele need some tweaks.
C’mon, No one? ^^
Dunno, if used properly is also an anti stealth skill and cd is really low + instant effect. And you need to reswitch target.
Try to compare it with revenant taunt, there is a huge difference in casting time (incredibile telegraphated revenant taunt) and you don’t need to reswitch target. And you need to have a target to use it (pet aoe effects don’t need target).
Honestly on ranger pet, it seems a little op in comparison.
Honestly when i play ranger power/condis this skill is like a real troll skill. Every 15s is a really low cd and it’s almost impossible to avoid Besides the break stun. I think main problem are birds animations, not really clear so hard to avoid and with a really low cd (perfect for taunt sinergy). Other pets have more clear animations.
Anyone has a good strategy against taunt?
It was a really good weekend, I did a lot of games and really enjoyed this new game mode.
I think Anet should improve the terrain of the map (too many no valid path, many without any sense), Nika perma stealth (really too strong).
And of course the general balance, there are some broken stuff right now, like burning, mesmer, ele, rampage (super strong on stronghold) etc.
Condisering the actual Thief status, what you’d like to see for Thief specialization? (weapon + traits line)
My preferences:
1) An alternative wepon for short bow with a good mobility skill + other 4 good skills (basically a weapon to compete with shortbow). Rifle is fine.
2) A good remove conditions (complete) on specialization line
3) F3 mechanic
4) skillful mechanics
(edited by philheat.3956)
Honestly i found guardian dps really really strong, it’s like a disease, if you touch them, an amazing chain of instant damage, retaliation, damage aegis and burning hits you. Basically everthing he has do instant aoe damage, and half of it is passive.
It’s really stupid and really strong at the same time.
800+ burning damage/sec. for every amulet is just insane
A simple list to collect bugged traits for each class
Grenadier (engi) – disabled
Symbolic Avenger (gu) – disabled
Beastly warden (ranger) – goes through evades/inv.
Blinding dissipation (mesmer) – goes through evades/inv.
Empowering flame (ele) – it gives + 150 power free
Else?
(edited by philheat.3956)
K cool but give us the chance to customize champions with outfit!
More Revenue for u, more fashion for us!
Can I quote part of your OT in this thread: https://forum-en.gw2archive.eu/forum/game/pvp/Some-ideas-for-PvP/first#post5237530 ?
Np
It should be really good if they could add a queue system for custom arenas too.
Or a 1vs1 place in the new HOTM with a ticket/queue system (maybe like pavillon style for example, multiple arenas with little loS elements (like pillars on nifhelm) and king of the hill system with a limit timer). With a final reward for a x winining streak + external npc with sings the legend of the last winning streak player (or a written record). Honestly it would be amazing
Something like that. I believe in Anet fantasy.
(edited by philheat.3956)
Im pretty sure they’re reworking pvp interface, we had a preview screenshot with stronghold with its own queue. I hope They can fix this important issue too.
Too much stuff at the same time.
I’d start with
General condi damage – this will have an impact on many professions. Lowering the formulas.
Fix broken stuff
Grenade trait – everyone knows
Ranger Taunt – goes through evades
Blinding Dissipation – goes through evades
This stuff is bugged, so it needs a fix. There is no a discussion about if is op or not, it’s bugged.
After this, we’ll continue to analyze the balance.
Hi,
there are a lot of interesting balance topics and broken stuff is pretty clear but i really think, before of everything, queue issues need to have higher priority.
This is because before to play, you need to waste your time in queue. And when you spend half of your time doing nothing while in queue, the issue is pretty big.
Honeslty doesn’t really matter which meta we have if people have 2-3 hours to spend daily in the game, and half time is close to your golem friend or NPC friend doing the same thing (basically nothing) over and over.
There are many suggestions about how to fix this, my favourite is giving the chance to go in queue from every place, adding more time to queue pop (like 30s+) and remove time from match beginning.
In alternative (or you can do at the same time it’s not exclusive) you can rework HOTM adding interesting stuff for pvp players. I mean, you reworked Lion’s arch 3 times, you can do something for HOTM, it appears really like an old map and totally useless. Considering new PVP stuff like Stronghold, keeping an old map like HOTM is a contraddiction.
Thx.
(edited by philheat.3956)
can’t see thief stolen items.
can’t see ranger pet switch cd
Dunno if there are other bugs
Never seen so many rally bot
InstaGib meta
Honestly i don’t see issues here.
It’s a good list, honestly i’d start with broken stuff:
Engi: grenadier trait – Banned from ESL- there is an entire discussion here
https://forum-en.gw2archive.eu/forum/game/pvp/Grenade-Barrage-Bug/page/3#post5229374
Mesmer: Blinding Dissipation – You got blind basically always, it goes through evades too. It needs to be fixed
Ranger: Beastly Warden – Taunt goes thorugh evades/inv. It needs to be fixed
Condi damage: it’s really too high, probably anet should lower the general formula.
This stuff needs to have priority.
Other classes will receive taunt but i think on ranger pet is very strong cuz you’re forced to hit a pet instead of a player.
I think general effect is fine but You need to fix the fact it goes through evaded, invul, block etc.
It’s too strong right now
Are thieves now Bad: NO
Can thieves Burst:Yes
Did thieves got buffed: Yes
Did thieves got nerfe as well: YesThe problem is:
You guy are complaining but; Is your class weak now, No; You have to learn to play now in order to win. And this something that most of thieves can not handle.I mean you even complained because of F2, some people missed the button…. srsly….
I agree i think Thief is always strong but his position in the general meta ranking is a little lower than before.
This is because the amount of damage in game is really high so you need to play really carefully or a revealed thief is really in high risk of death.
Problem is Anet nerfed s/d so d/p is the only viable choice for conquest and you need to play really with the brain to not die like a chicken in a team fight.
I think there is now more gap between a good thief and a bad thief.
The way is to nerf other classes.
My list
- General damage toned down (especially Guardian and mesmer)
- condi damage toned down (especially burning )
- fix engi grenades
- taunt can be evaded
- look some Ele gm trait
I’d start to fix this stuff before of wts
The combo has been available for months now, maybe over a year, blinding ashes and burning precision even got their icd’s increased.
Problem is now 6/6/6 is available for everyone.
Honestly Fresh air Eles with blinding ashes have a terrible design, a ton of instant damage with a ton of blind.
I’ve spectate a lot 1vs1 duel arena and i can say is really broken right now.
I think this is only one piece of the final puzzle. We had 2 test seasons and now LB is frozen cuz i think they’re working on the final Season + LB version. I think Matchmaking will improve, they have a lot of data from the previous seasons to analyze and i hope there will be an exclusive queue for teams or really well filtered.
I like the emphasis on guilds finally, curious to see how it will play out. Curious though, how will the system determine whether you are queued as a ‘guild team’? Will the 3+ players need to represent the guild at the time of queuing? Or will just being on the guild roster work sufficiently? Or will it be at match start and not time of queuing?
Mainly I am concerned that people will stop repping guild if they load into a match and see they are up against a team of better players or one that they expect to lose to. So, hoping that teams are designated as “guild teams” at the moment of queuing, rather than later.
We have already a system when you’re 3 (or more) and you represent the same guild, you appear with the guild name.
The differences are:
1. there will be a guild leaderboard
2. Your MMR like a 3 men team (or more) is unique and not individuals.
3. You don’t need to create a separate guild to create a pvp team (you can create multiple pvp teams in the same guild).
Example
How it works now
you join in 3 the queue and u have
A. 800
B. 400
C. 600
Average is 600
Other 2 members
D. 700
E. 500
Total Average Team MMR: 600
Afther this change
A+B+C = Team guild MMR (unique)
D=700
E=500
We don’t know the exact formula to calculate the new Team MMR (i mean a+b+c+d+e)
Probably there will be some modification for example if Average individuals MMR is > o <Team Guild MMR or it would be some problem for team balancing.
I think Evan or Justin can give us better infos.
But in general i think you need to represent the team to use you team MMR when you go in queue.
If you don’t represent, system will use the individuals mmr and probably if you represent the guild after you’re in the game, your game is not considered for lb.
It’s only a supposition of course.
(edited by philheat.3956)
I agree with you.
But is there any progression system linked to fights in the arena? Guild hall upgrade?
Maybe i missed something.
Hi,
Yesterday i watched the Guild Hall streaming and i found really interesting the guild pvp arena. I noticed an extreme customization for arena and i had some thought about leaderboard and progression system for guild arena.
I mean, if you want to add a leaderboard for Guild Arena you need to standardize map and numbers (for teams) or it would be impossible.
They announced a guild team leaderboard (for spvp) and world leaderboard (spvp or guild arena?) so i think it would be interesting expand this system.
And what about a progression? I didn’t really understand if fighting in the arena contribute to progression for example in guild hall upgrades or something else (like personal rewards).
I think leaderboard/progression and rewards are necessary for game mode, without these elements guild arena can’t be considered an official game mode but only for fun (sometimes).
I’m an spvp player but honestly i’d like to see a lb/progression system and rewards for this system with pve/www characters and gear based. It would be an alternative
After the new ascended system they want to introduce on 23th June i think is really easier to get a full max ascended gear for characters so gear always would be a variable but not so difficult to get.
Any thoughts?
About this
Playing as a Team
When queueing for a PvP match in a party, and if queueing alongside at least two other members of that team, you’ll represent the guild team you’re a member of. That means you can have up to two substitutes and still play as a guild team. Playing as a team also offers a few perks that can be unlocked in your guild hall. For example, your guild anthem can play at the end of a match, should you be victorious.
Your guild team will have a rating specific to that team. While you’re playing as a guild team, matchmaking will use this rating over your personal rating. This provides a better indication of how you function as a group than a combination of individual ratings would.
I mean if i go with other 2 in my guild team, our mmr is unique and is equal to MMR team
In general it seems a good idea but how handle with this at beginning? there will be a MMR default for teams? If individual mmr is higher than Team MMR how to balance it for a good balance match?
http://dulfy.net/2015/06/17/gw2-e3-guild-hall-livestream-notes/
Main question is if this entire stuff is designed around spvp characters with everything maxed or is for our pve/www characters (with ascended stuff)
It sounds really interesting but we need more infos.
Pistol 4 is intended to use as an instant interrupt to stop key skills or healing skills. Putting a cast time will literally render the skill utter useless.
They already needed thief mobility when they fixed the patching with SB5. Now I can’t use 90% of the old spots to get around, so we aren’t as mobile as we used to be.
We are meant to excel at 1v1. We and mesmers, which both do pretty well imo. Shatter Mesmer and backstab thief is all about who land their combo first, pretty much.
Saying thief are op are a testament to your skill tbh, because I have no trouble countering them when using other professions….
Opinions are irrelevent. Thief is a mainstay in the meta. It is an “apex predator” spec. These are FACTS not opinions. Look at the team set ups every decent team uses. All have a thief because thief is too strong. Any class required in the meta is too strong and needs significant nerfs. Opinions are irrelevent. If you HAD to run a necro to be competitive that should be nerfed too. Same for any class. Thief is the only class who you HAVE to have really.
By this logic we would need to nerf every class that has had a definite spot in the Tpvp meta.
So warriors,guardians, and thieves.
Especially guardian, because very few teams are successful without one.
That class can also shut down thieves.
Guardian has the same thief issue, always in meta with bunker prof (best bunker pure prof) and now is one of the best zerk build.
So yes, Guardian is historically too strong for conquest comparated to other professions.
Guardian and thief have always a spot in a team.
Something is wrong with that.
Only 2 classes have always a spot in every team since 3 years
Guardian
Thief
Guardian in pure bunker version (for a very long time) and now in medi zerk (with huge sustain).
There is something wrong if 2 classes are ALWAYS In meta.
Fun story anet will change thief.
But probably thief will be more op than now with new traits change.
QQ will be real after the content patch.
It’s probably a good thing, it means they’ll introduce the new system and the beta phase (after 2 test) is over.
#inleagueswetrust
Thieves share the same iniative bar with double weapons set and They have 33% naturally initiative regen.
So chill could work on 33% instead of 66% for thieves, basically cancelling the initiative regeneration when They have chill.
That’s not how it works…If chill affected intiative, it would regenerate 66% slower, it doesn’t mean thief would be losing initiative. Thieves regenerate one initiative per second, therefore with chill it would be one initiative per 1.66 sec. It does seem too punishing, though.
For this reason i wrote 33% instead of 66% cuz they use the same ini bar for 2 weapons set.
Basically chill should work in a different way on thief but it should work.
Thieves share the same iniative bar with double weapons set and They have 33% naturally initiative regen.
So chill could work on 33% instead of 66% for thieves, basically cancelling the initiative regeneration when They have chill.
people complain about stealth in pvp? wat?
thief went to reset? good… you got point, enjoy your match points~
also i love how people cry “omg thief can reset”…. and somehow forget to mention that the moment thief goes ooc their target is also ooc and gets to heal up…
i think it is hilarious to say that thief doesn’t get punished for failed attack… if anything thieves get punished the most for single mistake in game atm….
you don’t reset as a thief. you sit in stealth until crucial skills are off cooldown, like steal or withdraw, and then you go at it again. or you sit out invul skills in stealth, another gimmick that renders other classes’ defensive skills useless. thieves don’t get punished for single mistakes at all. thieves have on demand teleports that can save their kitten s in most situations and make cc useless if you don’t force the 2 stunbreaks before.
thief is also the only class in the game that is unkiteable as they have teleports that are not tied to cooldowns while other classes’ teleports are on a 30-40s cooldown. so if a thief wants to chase you he will do so and you will not get away most of the time.
the only classes that can face a thief are celestial classes that bring self sustain and a mix of direct damage and condition attrition or guardians because they have the needed aoe damage with good sustain and blocks, this will change though as soon as thieves will be able to run 3 traitlines, in fact thieves with vampire runes can already kill guardians because mist form will save them when they eat a mighty blow combo or get trapped by the ring.
the thief’s class design is broken and to fix it they would have to overhaul the whole class which is obviously not gonna happen.
they learned their lesson with energy ressource or why else do revenants have actual cooldowns on their skills + the energy cost.
Amen
This is the thief.
If people have a different vision, their vision is just wrong.
I mean if you have changed something about Stronghold with our last Beta Feedback.
Mainly balancing player damage vs guards and archers effectiveness
Hi,
Josh, you asked for a feedback and here we are.I find very useful you guys try different 1vs1 with different build and prof and try to balance stuff but not offense, your skill level and theory craft is not really high so i think you should ask to High ESL player like ROM, Helseth, Tage, Phantaram etc. to help you to try this new stuff.
This is because these players, after only few hours, can understand what it will be really broken, not only in 1vs1 scenario but for Conquest too and the entire community won’t wait 6 months to have super broken stuff fixed.
Just my two cents.
He has others who theory crafts for him. In the Guardian AMA stream he said he received a build from “Shadow”, who ever that is. The current ESL players, as skillful as they are, don’t theory craft better than the Devs who put these traits/utilities/items in place. They’re not going to exclusively allow these specific players to try out the build. Releasing the Beta to thousands of players around the world will give them more feedback on what’s OP and what isn’t.
Yeah, a Beta would be nice.
I hope they will give us the chance to test stuff.
And for more days.
I copy past my reply from the other topic, a mod can delete my original topic
Hi,
Josh, you asked for a feedback and here we are.
I find very useful you guys try different 1vs1 with different build and prof and try to balance stuff but not offense, your skill level and theory craft is not really high so i think you should ask to High ESL player like ROM, Helseth, Tage, Phantaram etc. to help you to try this new stuff.
This is because these players, after only few hours, can understand what it will be really broken, not only in 1vs1 scenario but for Conquest too and the entire community won’t wait 6 months to have super broken stuff fixed.
Just my two cents.