DH would be fine if F1 and F3 got nerfed. F1 should either take longer to cast, be on a higher CD, or be blockable. F3 needs a duration decrease, show me one other block in the game that doesn’t need to be channeled and lets you do your full burst while its up.
F1 is fairly easy to dodge in a 1v1,2v2 setting. There’s also a theme of unblockable skills in HoT so that won’t get changed.
F3 is completely fine as it is. Its arc is pretty small so you can still attack them by moving to the side or going behind them. You can’t escape with it (back turned) because it virtually does nothing to stop attacks.
I wish we had a down vote option on this forum.
This is such an odd request – what exactly are they trying to solve?
Top stats already give pips. Unless people want MORE pips?
Who cares about pips? It’s a linear progression model that you’ll gain just by playing. By having it affect MMR + means your effort isn’t in vain when you lose while carrying the team.
What do you think? Should top stats affect rating loss/gain? What if by gaining all top stats in a losing team the player loses no points at all?
No. I don’t want to encourage people to go after top stats over winning the game.
Then why bother even having stats that mean absolutely nothing and contribute nothing to personal gain?
At the very least make top stats affect your MMR by a very marginal amount.
This isn’t even a bandaid approach in fixing the many problems with pvp in its current state.
GW2 pvp is in maintenance mode. They had two new game modes to pvp which had more complaints than positive reviews – courtyard and stronghold.
You’re not necessarily going to see build diversity if they don’t address the traits. Otherwise people will use whichever setup is the strongest for that game type.
I don’t quite understand how tournaments will be organized quicker with a 2v2 or 3v3 roster. Maybe it’s just the wording used here?
In any event, there’s a lot wrong with pvp that will not get solved by reducing team sizes and going to a conquer mode.
I don’t care for the canopy style maps that HOT brought.
So I am wondering, is anet inducing these toxic environments for a core and free player so they will buy the expansion pack?
Bottom line, don’t create unfair advantages in pvp, creating toxic environments and supporting cyber bullying.
I was with you until you wrote that ridiculous last sentence I have quoted here. GW2 has the ability to block players and the ability to separate out chat modes per chat box. To even hint or even have the thought that ANet supports bullying is the most ridiculous thing I’ve heard on this forum to date and I’ve been here since day 1.
Don’t look to others to police, look only in what you have at your disposal.
I’d love to see the Storm Bow be brought back.
You’re making a post on the Guardian forum, what do you expect?
Guardians also only have one damage condition that is easily negated or cleared.
And if you’re regularly dying to burn guard, reevaluate how you’re playing.
P.S. I play Mesmer.
I’m fine with PI as it is. It’s Headshot that rustles my jimmies with its constant daze at a relatively low cost of 4 initiative.
Stop being 5 for two minutes.
You said that there was no counter to DH pull to which I simply stated that stability protects you from being pulled.
Generally speaking, have a greater overall match awareness and don’t get tunnel vision that so many people get.
What are you going on about? You must be one of them people that are offended by every response because you got a reply. I wasn’t being sarcastic quit jerking off about it.
Is there something seriously wrong with you? You literally are making no sense right now.
This forum, good lord. Can’t even make a simple joke without it being infracted.
In any event, call targets. Everyone knows a big target over something means to kill.
Stability counters the pull.
Oh I’ll just manage to have that the entire game on every class.
Stop being 5 for two minutes.
You said that there was no counter to DH pull to which I simply stated that stability protects you from being pulled.
Generally speaking, have a greater overall match awareness and don’t get tunnel vision that so many people get.
Stability counters the pull.
GS needs some serious love.
Reading these threads is great. You mention the word ‘nerf’ and everyone goes into a panic and chants ‘l2p’.
Because people make ridiculous topics when they can spend 30 seconds educating themselves first.
10 players are collected before making teams.
You are looking at ratings after the match which are going to be further apart than the ratings that were used to make the match.The two duo queues on one team is annoying, and something could be done to improve that.
And as always (though slightly out of date) the matchmaking process has been documented here:
https://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm
Your matchmaking system needs refinement. Why can’t you acknowledge that? How could you not have the foresight of knowing 2-2-1 vs 1-1-1-1-1 split doesn’t work? Why do you still hide averagebteam rating? Need less transparency in this fickle PVP system.
Show everyone’s rating or at the very least, both teams average rating.
Example:
Myriad: If you had a myriad of things 600 years ago, it meant that you specifically had 10,000 of them — not just a lot.
Units of measure do evolve. You on the other hand…
I’m pretty sure the OP isn’t playing with a full deck of cards, if you know what I mean.
Terrible ideas imo
What do you suggest?
For you to stop posting terrible ideas.
But to clean up your thoughts…
Any disconnect within x seconds/minutes should close out the match and not count for a win or loss.
Class limitations need to be enforced in ranked
Having personal score amount to a small portion of positive or negative MMR. Win/loss still amounting to the majority of points gained or lost.
Placement ranking should not put anyone at the very top of the rankings. It needs to be hard capped and playing games will advance a player if they win.
What’s sad is that only the OP can’t understand that what he proposed just doesn’t make sense. A kitten with a disguise is still a kitten .
Dodge the initial pull. Not entirely hard to do and it has a travel time.
I saw a lot of potatoes just run through RoF every time it was up.
Yes he did. Report these threads and move on.
The third attack damage modifier in the sword aa chain is almost never utilized in PvP. I feel as if it should be reversed – extra damage for boons on a target.
As others have pointed out in another thread, make phantasms work as they do in PvE. If they’re not targeted, they take 10% damage.
There’s nothing about this build that is tanky. He takes honor line for group heals but has 0 healing power other than 20% outgoing to others.
Has no range and a 36cd gap closer and the only damage dealing weapon is greatsword. So as others have mentioned, what exactly does the OP want to do?
You give much better support by going Symbolic DH.
its bc DH is easy and slightly OP. small cap points make it even stronger. its ok in mid at legacy……but not on sides.
dh is overplayed for obvious reasons. dont be dumb. they need a trap nerf. gg all
We need PvP Players who know how to trigger traps without taking damage.
But it’s not just traps, symbolic guardian does just as much damage and is even more tanky.
More garbage posting. They don’t do anywhere close to the damage as an LB/trap DH can put out.
Symbol DHs shine in team fights but can get completely shutdown by any decent player.
I’m gonna double-check tonight to see if you’re playing DH, hard to believe an objective person would give this response.The current metabattle DH has 3 CCs, unblockable pull on spear of justice, shield 5, and unblockable LB 3, the latter of which is on a 10s CD. And yes Hunter’s Ward adds a 4th CC, but no good player is caught by that. Much more CC than most builds, since you’ll be able to use LB 3 at least 3 times in a node fight.
Meta DH also has 3 condi clears normally, F2 for 3 conditions, Smite Condition for 2 condis, and Smiter’s boon for 1 condition when a heal skill is used. Unless you’re absolutely terrible then you’ll be able to use your heal skill and smite condition twice each during a mode fight or a 1v1. Sometimes contemplation of purity is used against a condi-heavy team.
Unblockable? You surely are not playing a DH then. You can block it and you can dodge roll it.
EDIT: I know it states it on the tooltip but my Spear of Justice gets more blocked / dodged than anything else in the game. Might be a bug in fact.
The initial damage is unblockable.
They’re “succeeding” because the people they go up against are not playing smart. There’s no denying that a lot of DH play plays itself through trap but there’s a ceiling for the player.
The anectodal statements here about whoever has the most DHs win is out of control. DHs are really easy to kill. The problem in my opinion is that they were so kitten down by Eles and reflects that when things were changed people expected to just faceroll them again.
This is still nothing more than a l2p issue and nothing more. With that said, I still believe they need to put in stacking restrictions.
This thread is sure to step on some delicate sensibilities.
Already has with moderators deleting forum posts and handing out infractions. People need to grow some thicker skin…
So reactivate the same track after you complete it. You don’t lose out on gold, you’re only losing out on the number of matches you have to play to get the first reward box.
I like how people call others kid. Makes me feel all warm inside like homemade apple pie and a bag of sand.
Or… just hear me out: Take class stacking out of the matchmaking.
You can mouse over them to see which Division it is… just saying.
UX is about making a better experience for the end user. If the icon isn’t clear enough and they’re putting hover over, you’ve already failed.
Implement class restrictions for ranked and problem solved.
Carrying a game as a solo queue is hard as hell. I wish ANet would show us the MMR of our teammates. I feel like teams are composed of players from a wide range of MMR.
I think if you play a support class like Ele/Druid or a class with mobility like a Thief/Mesmer, then you can carry pretty hard, but for me, a DH, there’s a limit to what I can do. :/ I really wish everyone had to solo queue, lol
They absolutely need to show other people’s MMR or at the very least, the average MMR for both teams.
Two teams’ average MMR could be close to one another’s but still consist of a wide range of MMRs. That’s why most surveys use the median.
Team 1’s MMRs: 1,900; 1,800; 1,750; 1750; 800 (1,250 average)
Team 2’s MMRs: 1,800; 1,300; 1,250; 1,000; 1000 (1,270 average)I know which team I’d want to be on if I saw each person’s MMR…
It’s actually pretty crazy how small the population of people that are between 1,800-1,900 MMR is
No I get that but right now we have no idea about anything related to who is on our team or their rating. At least with a team average, you’ll know if the variance is lopsided.
True, we have no idea right now. It’s the same type of mystery we had when we didn’t know our MMR but ANet could look it up. I strongly believe ANet doesn’t want us to know the MMR of our teammates, because then we might realize something. An average will lie to us. I’d rather we use the median
Haha I hate conspiracy theories but I honestly think this is the reason why we don’t see them.
Carrying a game as a solo queue is hard as hell. I wish ANet would show us the MMR of our teammates. I feel like teams are composed of players from a wide range of MMR.
I think if you play a support class like Ele/Druid or a class with mobility like a Thief/Mesmer, then you can carry pretty hard, but for me, a DH, there’s a limit to what I can do. :/ I really wish everyone had to solo queue, lol
They absolutely need to show other people’s MMR or at the very least, the average MMR for both teams.
Two teams’ average MMR could be close to one another’s but still consist of a wide range of MMRs. That’s why most surveys use the median.
Team 1’s MMRs: 1,900; 1,800; 1,750; 1750; 800 (1,250 average)
Team 2’s MMRs: 1,800; 1,300; 1,250; 1,000; 1000 (1,270 average)I know which team I’d want to be on if I saw each person’s MMR…
It’s actually pretty crazy how small the population of people that are between 1,800-1,900 MMR is
No I get that but right now we have no idea about anything related to who is on our team or their rating. At least with a team average, you’ll know if the variance is lopsided.
Carrying a game as a solo queue is hard as hell. I wish ANet would show us the MMR of our teammates. I feel like teams are composed of players from a wide range of MMR.
I think if you play a support class like Ele/Druid or a class with mobility like a Thief/Mesmer, then you can carry pretty hard, but for me, a DH, there’s a limit to what I can do. :/ I really wish everyone had to solo queue, lol
They absolutely need to show other people’s MMR or at the very least, the average MMR for both teams.
Sad to see.
It’s always ‘a you issue’ unless the ‘you’ is you, then it’s never a “you” issue.
The ol’ “it’s not me it’s you” routine.
Even works in relationships!
I can’t even understand what you’re trying to say. Can you run it through Google translate again?
I’m not a fan of the HoT tiered maps (canopy design). Give me larger more expansive maps.
I don’t think he knows how traps work. Random dodges, no dodges, severely missed abilities… what am I supposed to be watching and taking away from this?
Yep Anet do something, get rid of the Solo Queue and make it a Duo/Trio Queue so no more complaining about a Organized Team game mode and each team will have the exact same amount of grouped players!
You’re missing the point. Duo queue gives an inherent advantage and when there’s a 2-2-1 vs 1-1-1-1-1 split, that’s a problem.
Yeah, getting out of control.
The system heavily favors duo queueing rather than solo queueing. 2-2-1 vs 1-1-1-1-1 is becoming a problem.
This season structure is far from perfect but it is better than previous seasons. There are valid concerns and statements from high ranked players, mid and low ranked. Keeping in mind that they’ve changed how ranking works each season, I can see them sticking with this and tweaking a few things.
For now I’d like them to enforce class restrictions and not have 2-2-1 vs five solo, regardless of average team MMR.