Warlord Sikari (80 Scrapper)
Warlord Sikari (80 Scrapper)
Hehe, I appreciate the thought. I kinda wish they would do piece-sales, I honestly only want the Chest/Gloves and boots for my necro, the rest I wouldn’t really use except on a female light user. I wish the male shoulders looked like the female ones, they’re so awesome on female.
Warlord Sikari (80 Scrapper)
Trickster gloves are phenom on male characters. Can’t afford it for my necro atm, but eventually I’d like to get it. If only someone wanted to give me a gift hint hint! :P xD
Warlord Sikari (80 Scrapper)
A. That’s an issue with the game, not spirit rangers. You think I wanna stand on the point with a warrior? x.X Or engi/necro aoe condi spammer? It sucks, but it sucks for EVERYONE.
B. Fair point, they did this with necro marcs a bit, they really should be a bit more distinguished. That said, not a spirit issue, its a whole ranger issue.
Warlord Sikari (80 Scrapper)
Updated the initial post of what things COULD be like. Make it happen, Anet, just give us this one. :S
Warlord Sikari (80 Scrapper)
People are so silly. “Too much passibe” “X is the worst about it”, look at the traits… Initiative gain traits are passive. Adding daze to steal is passive, chance on crit traits/sigils is passive and rng, I could go on for a long time with everything on every class that’s passive. Having passive benefits isn’t bad, their intent is to have a duration boost in power, generally SOMETHING had to be done to cause it. All these active versus passive arguments are getting annoying because no one thinks about it. MOST of this game is passive, as long as people are pressing their F buttons and 1-0 then fair game… Nothing about this game is hard, most traits don’t make you think harder, they just BOOST your buttons, not give you new ones.
Warlord Sikari (80 Scrapper)
When Moa’d or Tuna’d, all minions die and go onto full CD. Not only are you a free target for the length of polymorph (10 sec), but if you’re also MM it’s another 16, 24, 32, and 48s (depends on the minion and you’re traits for lower CD). This has been an issue since launch, and it hasn’t yet been addressed. I think it’s foolish and a harsh penalty.
you must be spvp player to feel this way beacose spvp is only place in game were mesmers use moa +(I like to use it in water beacose its funny to turn ppl into tunas) but yea I dont see it as a problem I see it just tath this is one good counter againt minionmasters who are otherwize very strong in spvp just learn to dodge moamorph have nofthing else to say , its not hard
They can moa any time they want while in a 4-6 second stream of stealth… Please… Just please. Dodging what you can’t see IS hard. And all it has to do is “hide” them for 10 seconds and bring them back just like Rangers pets.
Warlord Sikari (80 Scrapper)
I’m not asking about auto attacks, it shouldn’t make them attack faster, I’m referring to how Charge, Rigor Mortis and Haunt are minion skills but are not affected by the 20% cool down reduction. I just kinda feel like they should, since a majority of the time that CD is what you watch in a fight, and they are minion abilities.
Warlord Sikari (80 Scrapper)
It does not affect both, I know this for a fact; log time MM. However I feel like it should.
Warlord Sikari (80 Scrapper)
The only thing I wish about thieves (and rangers and mesmers) that all “invulnerabilities” on weapon-skills became small-frame “blocks” because currently the evade spams make unblockable a rather useless skillfact. (Leave dodge rolls the same).
Warlord Sikari (80 Scrapper)
Another nitty gritty thing I was wondering the other day. Should the trait minion master that says “Reduces the cooldown of minion skills by 20%” also effect their summoned abilities, like rigor mortis, blind, etc? What do you guys think?
Warlord Sikari (80 Scrapper)
Yes, spirits are ugly, they needed unique visuals per. Next, Spirits are LESS brainless than others. They require active use for a long-term buff, with a second button to press. So technically its no different than any other buff. I guess 1 button that gives 8 seconds of stability is brainless because the effect lasts longer than the initial button press. think about these things before you go on about them.
The one thing I agree with is body blocking can be pretty useful. Granted.
The AI “clutter”, most people who complain about these things leave enemy nametags on, which shows all of their names, that’s their fault. If you want to fix this:
Turn off enemy name plates.
Turn ON player name plates.
You get enemy player names ON and minion names OFF. Try it, its a life saver.
Warlord Sikari (80 Scrapper)
(PvP too, it wouldn’t hurt anything, most town cloths except the new fiery pumpkin costume aren’t highly particalized, not nearly like many other armor sets already available to pvp). But my UNDERLINING point, honest to god… is please.. PvP (and others) light armor users NEED more access to full-mask/hoods. I’m sooooo sick of every new set coming out being a little piece of plastic on the face, and the rest of the armor is cool, then they come out with a potentially wicked helm, but its for town use only… It’s like, really? Way to blatantly waste potential
Warlord Sikari (80 Scrapper)
Best out of 3 death matches for 1v1 and 2v2 would be hugely popular (they already are, they’re just not rewarding because its only in custom made arenas and we can’t get glory from the current standard format of a 1v1/2v2 dueling room)
Warlord Sikari (80 Scrapper)
The tabbing is quite annoying.
Another reason people don’t like it is due to passive damage. It is perceived as easy. Yes, it is pretty easy…but unless you are playing…. scepter mesmer or some other terrible combination the game is pretty easy.Honestly, if they changed spirits I’d be quite happy. I’d love it if power builds were more viable (LB1 kinda screws that….)
Tabbing is already a non issue, the game prioritizes players > minions. If you mess up, a. it’s your own fault for being trigger happy, and b. just deselect and re-tab once. Pretty easy (since last patch). And the other thing, you brought up the exact point I always make. Nothing in this game is “hard”, its all burst build or bunker builds with a few easy to pull off combos… The only thing that’s hard is a non-evade/stealth spamming thief. Other than that, the game is LOADED with passive effects. At least those passive effects have to be summoned, have they looked at traits recently? 90% of those are PASSIVE. o.O
Warlord Sikari (80 Scrapper)
We’ve begged for 1v1 and 2v2 forever. One day it might come, when it does a lot of people will come back, but it looks like overall, its just not a leap they’re ready to make.
Warlord Sikari (80 Scrapper)
I think this would be great because then people could accept it for what it is, and stop complaining about what they don’t understand (its not an AI build, the buffs are just from a separate entity, if the on-use abilities came from the spirit ranger themselves they’d actually be more useful because then they could control them, or even their 1 active pet.) No one complained about shaman Totems being OP AI class users in WoW (for good reason). I think if they just made spirits particle effects on the ranger or the pet it’d go over well, they could be simple little sprites that fly around the head or even more exciting like animated Eagle wings with one spirit (likely the elite) and other things like fiery claw hand effects for others, doesn’t really matter how it’s done but at least them people could see it for what it really is and stop complaining about the AI aspect because frankly, its annoying. It actually makes the Rangers job HARDER having to deal with them rather then the effects just coming from themselves or the pet.
(Granted, if it was from the pet, the range would have to be greatly increased, otherwise it could be problematic for LB users, thus would just end up being bad design)
Warlord Sikari (80 Scrapper)
I don’t play one, but I am generally curious, say spirits entirely went away and became basically aoe “support” signets with just partical effects on the player when active (they’d work the same, last x amount of time, have the CD, and ability to use while active) would you like them more? Because then they wouldn’t be an AI class; which is what everyone complains about, they’d just be a support class with active buffs that last a duration that benefit team members with secondary abilities (more buttons to have to press). Would you actually be happier that they weren’t an AI build anymore?
Before you answer, take notice that this would be a buff because AoE wouldn’t shut them down so easily anymore and you wouldn’t be able to CC his spirits in any way.
Warlord Sikari (80 Scrapper)
(edited by ronpierce.2760)
Heck I want this good for pvp. Pvp it takes nearly 50 ranks to start getting decent full masks, its a struggle to not look kitten y as a light armor class in pvp when everything in the game is gated from you with a massive grind. Pve, pvp, wvw what ever, this mask isn’t distracting or super glowy, it’s no worse than achievement armor, but finally is a good well made full helm and they decided its only town usable, why? Sales would be much higher if we could just use it…. The only Alternative for fullmasks on my pvp necro that doesn’t also cover the shoulders is Orrian (Arah skin tPVP) hood. But its broke , it shortens our head length and the back of the hood is entirely unfinished. Plus it looks. Bit goofy overall. This helm is just so well done its a shame we can’t use it…
Warlord Sikari (80 Scrapper)
I’m begging you. It doesn’t even have to be colorable! I’m just such in despair due to the awful lack of light-armor full-masks. You finally make a REALLY cool one, and nope, more crushed dreams. I’m really sick of all the plastic face-stickers. Just give us this hood so I can be happy. T_T
Edit: Added a picture of how things COULD be…
Warlord Sikari (80 Scrapper)
(edited by ronpierce.2760)
Well I had fun 3weeks in spvp reaching R40 tiger finisher but there is NO WAY I would go on to try to get phoenix or dragon it’s completely sick requirements. SICK. I am done with spvp until they increase greatly the ranks points or decrease the requirements to go to level 80 (AND furthermore for all the time I wasted in spvp I gained like almost no gold at all). Going back to wvw, spvp is beyond broken.
They’re totally revising rewards for pvp, it just can’t come soon enough. It’s hurting the pvp population.
Warlord Sikari (80 Scrapper)
I’ve asked for this to be fixed for a long time, and they even said it was a bug. I gave up hope.
Warlord Sikari (80 Scrapper)
But… but then I won’t have a bunch of fans because I’m one of the only devs on my server!
I would definitely like to see this done, but it requires some back-end server work. If I could only clone myself.
Should have become a DNA specialist before a programmer, then you’d have been able to do a lot more… :/ Shame, poor time management on your part!
Warlord Sikari (80 Scrapper)
I’m probably a minority in this regard, but I liked the old system for the most part. It could have been revised simply by making sure point defenders would get appropriate scores too, standardizing the rewards for everyone was not a good change.
I didn’t play hotjoins to play the normal t(eam)PvP; it was more like a deathmatch with the normal capture-system being a secondary objective, adding some more depth. I liked running all over the map with slightly selfish builds, not taking things too seriously, skirmishing and trying to get top player rank. Now, your individual skill is barely going to matter, and as such, builds that are out of the current tPvP meta are probably going to be trash for earning rank points. This makes me even more uninterested in playing PvP again, even hotjoins, the only type where I had anything close to fun.
TL;DR:
Hotjoins != tPvP, stop trying to make them the same. If you do, you may as well remove hotjoins.
I wish they would remove hotjoins… Just have a check mark for “ranked” and unranked, then let the whole pvp community play together. Its good for it so it won’t be so divided. (Try to pair team memebers of either all ranked or all unranked), unranked versus ranked doesn’t matter, as they shouldn’t have much to lose. I think this would solve a lot of issues. Once MMR works better you won’t have to worry so much about nubs ruining your tPvP, and they have to learn anyways. Have it so that you can’t turn on ranked mode until rank 15 or so, then no Ranked players will have to worry about getting paired with them.
Warlord Sikari (80 Scrapper)
Well, I could get into a huge stat-revision discussion, and I tried once, but the general reaction was “the game can’t handle the change required”… It’s unfortunate, but maybe even true. My problem with Vitality is that it’s supposed to counter conditions while Toughness counters physical damage, but currently toughness hurts physical and Vitality just slows both down equally. I think toughness needs to do its job better, while conditions having an actual counter-stat.
Warlord Sikari (80 Scrapper)
What’s the point?
Unless you tweak the values to make TTK much different than it is now, all this changes is making healing stronger.
Healing power and condition damage were 2 of the stats I was referring to when I said some others needed toned down.
And to better answer your question, it would mean that “soldiers” is more of a well-rounded tank stat set because they could handle physical damage a bit better as well as condition (hence well rounded). Secondly the vitality on Berserker amulet would provide a minimal boost to condition resistance for power builds, bringing those together a bit better.
Lastly, it would simply make Vitality a non “dead” stat. Because its linear, it doesn’t help with longevity. You last a few seconds longer, but it doesn’t provide you with defenses against conditions when being hit by multiple at a time, such as toughness does when warding off multiple melee hits.
Another edit: In pvp I actually wish the TTK was slower, but also that perma bunkering was less possible. I’d be nice if they could find a middle ground where damage was > healing but not so fast/bursty. But that’d require a lot of changes… I don’t know if the game is ready for that.
Warlord Sikari (80 Scrapper)
(edited by ronpierce.2760)
This in a sense is, I simply changed the name of vitality to resistance so it makes more sense, its not a “new” stat, just renamed for the new effect. And then toughness needs a boost, and honestly, that’s all that needs improved (some of the others need toned down if anything)
Warlord Sikari (80 Scrapper)
So whats the part about “rank rewards” have changed?
Warlord Sikari (80 Scrapper)
Bad badbadbabdfbabdadbad
Wave of AFK players incoming
Interesting catch, that may be the case. Didn’t think about that…. And what about hot-join is it the same way? It auto places you into a new game… I could potentially AFK all day in one of those and just gain glory… hmmmmmmmmmmm. Needs more investigation.
Warlord Sikari (80 Scrapper)
I get the glory ranks change, but what does it mean by “rank rewards” were revised? How so?
Warlord Sikari (80 Scrapper)
I’m worried steam roll teams will now be like ‘okay let them get a bit of a clutch so this doesn’t end too fast"… wastes time* “Okay, lets wipe this up.”. Curious to see what the actual difference in rewards is.
Warlord Sikari (80 Scrapper)
Just wanted to throw this idea out there, was curious as to what people thought, because I think raw HP is a lousy stat in most games, what if:
Vitality became “Resistance” (can still be a heart)
Resistance (vitality) now = HP (less than before, so there’s less of an HP difference between builds) and now acts as “toughness” against condition damage.
And to offset the HP drop for some builds, buff toughness scaling a little bit.
Just curious as to what people would think about this idea?
Warlord Sikari (80 Scrapper)
(edited by ronpierce.2760)
“•PvP Glory and Rank rewards have been revised. Personal score no longer grants rank. Instead, there are now flat bonuses for playing and winning games. Games lasting less than 7 minutes will have proportionally downscaled rewards.”
Discuss?
Warlord Sikari (80 Scrapper)
You just get the skin from the BLTC from someone else who has it or (I don’t recommend this) but you can also buy a bunch of BL Keys and open boxes and hope for a bunch of tickets (again, do not do that). Then when you have the skin, in pve mode “use it” and it will have an option to convert to PvP, which will make it a PvP weapon, you don’t need another weapon to do this. It just converts itself to a whole pvp weapon.
Warlord Sikari (80 Scrapper)
The problem is the AI doing the the job for the players. Necros, rangers, mesmers and in some point engeniers abuse the AI in some point. That should be nerfed so people actualy do some PvP in PvP.
AIs are just conditions or buffs with a visual representation. Other classes have buffs and automatic damages that you don’t see. Those are still an “AI”.
I’ve tried to explain this a thousand times. Not to mention watching minion Hp, micro managing and controlling an enemy so that your “DoTs” can actually hit requires much more skill than most of the face-roll builds available. Sure its easy to play against bad players who stand still and take it in the face, but versus good players (or AoE) its fun and a unique way to play, people just kitten if they have more than 1 target to look at, they want everything handed to them and kill everything in 2 hits or its not “fun” for THEM. I say get over it.
Warlord Sikari (80 Scrapper)
I play necro, I don’t play MM the reason for this is that it’s just so incredibly boring..
Where the MM in guildwars was something you had to finetune and really needed to understand to play, keeping your minions up, fighting over the bodies of fallen comrades and foe’s, minion stealing etc..
GW2 made the MM player into an npc that just eats damage where the only way to play is just HP upkeep. target a foe and just wait. sure you can trow in some weapon attacks , but there is honestly nothing interesting about these builds , the minions and the wole MM concept in GW2.
Give me my Ventura’s skills back! Give me my dead bodies to draw minions from, give me guildwars! ^^
but yeah MM’s are OP and would rather see them replaced by something that promotes actually pressing buttons for stuff to happen.
You obviously don’t know how to play one then.
Warlord Sikari (80 Scrapper)
Well if you guys read, some of these changes aren’t THAT huge (some are) but others aren’t as far as how the code falls, much of it is just changing numbers that have a huge impact.
(Unlike the Thief change which would be a really huge change.)
Some yes, others like adding an actual healer class and redoing conditions are massive changes that would require a full rework of not just the mechanics involved, but would most likely need full reworks of most core pieces of the game.
Well to be fair, Shout Warrior healers are a pretty real thing, already, and they already stated they want support (which was supposed to be its own role in the GW2 trinity) to be better at supporting. I don’t think it’s really that far out there to increase combat-healing to reliable levels as long as the heals effect the caster a bit less than they do others. Its more in place than you think, just not quite viable enough yet.
Warlord Sikari (80 Scrapper)
Well if you guys read, some of these changes aren’t THAT huge (some are) but others aren’t as far as how the code falls, much of it is just changing numbers that have a huge impact.
(Unlike the Thief change which would be a really huge change.)
Warlord Sikari (80 Scrapper)
I don’t think it’s ever economically practical to re-design a game from the ground up after launch. Things like re-making thieves to a cooldown profession like the others, or adding quasi-healer builds, would take a ton of resources, make balance very bad until the changes could be assimilated, and wouldn’t necessarily even make the game better. (I like having no healers, and most thieves would tell you they’ll take initiative over cooldowns any day of the week.)
My philosophy is that if I realize I don’t actually enjoy the core gameplay of something I’m playing, it’s time to leave. I don’t think it’s a good idea to stick around because a game has “potential.” That’s like saying you’ll keep eating at a certain restaurant even though you hate the food because you feel it has potential (while leaving comments in the suggestion box that it should serve Chinese food instead of Mexican food…)
tl;dr a game cannot practically change to something entirely different than what it is. If you don’t like the game but think it would be fun if it were very, very different, and hope it undergoes massive changes, you’re setting yourself up for disappointment.
That’s not entirely true. Take WoW for an example. It completely changed Talents and how they worked like 5 times, WOTLK and early Cata were peaks of the game, too. Also they’ve had HUGE class rehauls in expansions where their entire gameplay changed, and generally -to make the game deeper- (like adding more class mechanics), and it paid off. When you own a business you gotta be able to take risks and go with you gut IF you believe it’ll benefit the long-run. And honestly, I think GW2 needs that because people are so bored with the game right now they foam at the mouth just to have basic class changes so something gets a little shook up. I think having an expansion of sorts that really changed some core mechanics that haunt the game into something better would at least give people something to look at and play with for a while.
Warlord Sikari (80 Scrapper)
Wait, what do you mean like Necro used to be?
Necro has always been spammy.
Anyway, I’m not sure Anet or the Devs is willing to do that. It seems like they’re dead set on slow and steady now…. although they were already going slow, now just slow-er lol.
I don’t the problem was “big changes being bad” so much as it was just “poor decisions” like power creep, and they probably just see “OMG THOSE BIG CHANGES RUIN GAME BAD BAD!!” and are now in super “shave” mode, they got the wrong message, which I think happens often with Anet.
Oh what I meant by the necro thing was that there were several spells that were slower casts, and things like focus are still 3/4 casts and 1 1/4 casts respectively, which are able to be reacted to (yes necros do need less still as long as everyone else was slowed down too), but it was much more interesting to fight than 1/2 this, 1/4 this and instant that. Everything is burst, blind dodge and little to no “skill”. (Hence the terms Build Wars, and Burst wars, and Bunker wars.)
Warlord Sikari (80 Scrapper)
couldn’t disagree more. Auto-attacks are terrible design, and one of the key reasons why this game is so spammy and unappealing to watch.
The game needs more aimed abilities/skill shots if anything… too much stuff is auto-aimed.
well, you cant remove autoattack completely and this is one of the solutions how to make them less spammy, easier to avoid their main dmg and overall make them less valuable
well, there’s no technical reason they couldn’t turn off auto-attack completely as various other MMOs have done it, to great success, eg: Rift.
Other MMO’s still have filler spam skills though, even Rift.
Even if “auto attack” didn’t have an “auto cast” function anymore, that wouldn’t change anything.
It would if they also changed it to where the attack chain didn’t reset when it didn’t hit anything so it was just a combo of swings. For instance think of a giant hulking Berserker. He has a mighty hammer. He swings to the left with all his might, then to the right, then with that momentum lifts the hammer and slams down on the ground before him. Just because his left swing didn’t land on anything he wouldn’t just give up and keep swinging left.
Additionally; all duel-wield #1 combo chains need to change and add in off-hand effects. Like the second swing of 3 with Dual axes versus Axe+sword would be different and be swung with the offhand.
Yes but the chain doesn’t matter as much as it should.
And there are autos that don’t have ANY chain.
That’s why you change some stuff for the better of the game. Its not a dead-end issue, the developers might have to develop a bit.
Warlord Sikari (80 Scrapper)
couldn’t disagree more. Auto-attacks are terrible design, and one of the key reasons why this game is so spammy and unappealing to watch.
The game needs more aimed abilities/skill shots if anything… too much stuff is auto-aimed.
well, you cant remove autoattack completely and this is one of the solutions how to make them less spammy, easier to avoid their main dmg and overall make them less valuable
well, there’s no technical reason they couldn’t turn off auto-attack completely as various other MMOs have done it, to great success, eg: Rift.
Other MMO’s still have filler spam skills though, even Rift.
Even if “auto attack” didn’t have an “auto cast” function anymore, that wouldn’t change anything.
It would if they also changed it to where the attack chain didn’t reset when it didn’t hit anything so it was just a combo of swings. For instance think of a giant hulking Berserker. He has a mighty hammer. He swings to the left with all his might, then to the right, then with that momentum lifts the hammer and slams down on the ground before him. Just because his left swing didn’t land on anything he wouldn’t just give up and keep swinging left.
Additionally; all duel-wield #1 combo chains need to change and add in off-hand effects. Like the second swing of 3 with Dual axes versus Axe+sword would be different and be swung with the offhand.
Warlord Sikari (80 Scrapper)
Before I got on, I want to stress “changes” and not big “tuning swings”. I’m curious if the Devs feel like they can make big CHANGES to the game, not just tuning things but if they see fit actually make some ground breaking CHANGES to the game? Some examples thrown around (this isn’t a discussion if you agree or disagree with these, but they’re big potential CHANGES that would affect the game, and personal ideas, and its okay if you disagree, honestly not the point here). Things like:
- Removing kill Rally, and making it so that the person who stomps or deals the fatal hit on a player gets a “Rally” buff and allows them to instantly rally an ally. (Reactive play).
- Removing much of the instant attacks and making more of combat slower casting/reactive like the Necro USED to be so that timing dodges meant more than a short invuln frame from constant spam.
- Completely redoing Conditions and removing condition damage and having Conditions to scale (much slower) with power and just be attack added “flavor” (and obviously less stacking potential, and in pve the caps would be hit much less).
- Revamp traits to get rid of all the cooldown passive defenses/offences and add more requirement but predictable traits (Such kitten if the target is bleeding when you hit them, you heal a small amount of health. Terror is already a perfect example.
- Give all cooldown based traits Icons (under the numbers) that show up on the buff bar when they’re not on cooldown (for both the enemy and self).
- Redo how stats work so that Bunking is less potent and burst is less potent so fights last longer but none are forever.
- Change conquest to be more interactive than standing on a circle. (Literally re-envision it)
- Allow real Support builds to exist, including healers IN THE FORM OF combat healers, nothing that requires targeting allies but requires combat-work to achieve. (Similar to Shout warriors, but have them do more healing of others and less self-sufficient so their not bunkers but supporters.)
- Redo thieves to be a cooldown based class like everyone else and give them more active defenses so they’re not built to just spam a certain move, but are a functioning class that meshes well with the other classes in the game.
- Increase Thief/Ele/Guarding -after some other changes obviously- HP to mid-range and bring down Warrior/Necro so hp is a little more normalized.)
- Remove auto attack, make it just a chain-attack button that continues its chain even if it doesn’t hit anything.
Anything like this stuff, I know you’ll make big tuning patches, but will you ever make big game CHANGES? Just curious!
Warlord Sikari (80 Scrapper)
(edited by ronpierce.2760)
Screw face roll micro manage builds with low mobility and having to actively control the board for minions to be effective, we need more skill play like Regen warriors, button spam thieves, Aoe grenade spamming engies/necros, wall spamming bunker guardians and all buttons at once eles. Sometimes I forget how much harder everyone else has to work and how AI is the easy/handicap builds… My bad.
Warlord Sikari (80 Scrapper)
I run 20/0/30/20/0 for damage mm, power with dagger. if you do that, then use ogre. Its funny to get a rock dog on top of everything else :P
Warlord Sikari (80 Scrapper)
there must be a reason why you are all defending this build. lol
i say necros need to be nerfed to the ground not just the MM build. it makes the whole GW2 game experience frustrating and unenjoyable.
We defend it because we play in high-tier and no one wants a build to be undeservingly nerfed because low-tier has issues with it. Its one of the few builds (in high end, not low) that requires thought/skill to play well that isn’t “evade evade burst buttons” or “stun stun stun burst”. Like I’ve said, having less AI doesn’t make builds more thoughtful, most of them come down to 2-3 abilities that just hit really kitten hard or CC very effectively, or are spam all your moves to win builds, this isn’t more skillful, there’s just less targets to deal with. MM requires not only personal positioning, but watching minions closely so you’re not blowing up your bone minions when they’re not around anything, or watching when your blood minion or flesh wurm are low HP to use their death-effects and not letting their death be non-beneficial. I can promise you having to watch these things actually DOES take more skill than pressing a few buttons in sequence for many of the other “best builds” out there, people just have a nasty grudge against AI, but don’t realize that nothing in this game is particularly hard. The biggest problem is that players get OVERWHELMED easily, and that’s why people lose and/or get frustrated. If their combo is no longer effective because they have to watch for something else, they assume its broken and over powered. Micro management is harder than anything else in this game, hands down. Pressing buttons and dodging isn’t hard, some builds are just more effective than others, that’s all there is to it.
Warlord Sikari (80 Scrapper)
Well, one thing I saw you do a lot is stand still and you use LB+SB, if you stand there and let them eat you, that’s your own fault, to be fair. (When actually playing) strafing and dodgerolling from them can give you quite a bit of time where they’re not hitting you. If you stand still and expect to survive, that’s not really an issue with the build, its a pressure build, if you stand still and let a thief go to town on you you’re going to die just as fast if not faster. As I’ve said it has a high skill floor, but also a high skill ceiling having to manage the pets, and the enemy so the pets can be effective, and keeping them alive. If they suddenly were bad at 1v1 too, the design would be worse than the niche they have. they’re already bad 1v1 vs aoe builds, bad in team fights, take the small amount of builds they can wreck 1v1 and you have yourself a magical 100% useless build. Making builds useless isn’t a better design plan if you ask me. Learn how to fight them at the best potential.
Warlord Sikari (80 Scrapper)
Spirit, MM and Stun warriors is all the same ez mode passive faceroll builds that needs to be nerfed
Someone didn’t read what I said >_>:
Warlord Sikari (80 Scrapper)
I think MM might be more viable if they did something like the elite, blind, and immob minion, while using better utilities that help the team more. Well of Darkness is a relatively safe stomp utility, Spectral Walk to get between points faster, and Consume Conditions > heal minion 100% of the time.
In the same vein, if you have the elite, Sun Spirit and Stone Spirit, the Ranger could bring the Sharpening Stone utility and put out more pressure with Condis and bring Settler’s to be much tankier than the Carrion build that is a lot more susceptible to burst.
Going all AI is kinda stupid imo
Instead of flesh wurm for a long time I ran Well of Power to aoe remove condies, worked pretty well especially since condies are a weakness of MMs, but since they fixed siphoning for MM, the added dps from them and the wurm seems to be the best for home point bunking. Kill the competition before it kills you sort of thing.
Warlord Sikari (80 Scrapper)
As I said in the grand scheme if things they are really not a problem. But again in a 1 versus 1 situation Minion necros are another low skill piece of trash spec. The game doesn’t need builds like this regardless. Its literally for face-roll troglodytes regardless of whether its medicore in team fights or not. Let me fill up the screen with pet spam and run around like a moron and hopefully the ai and bad targetting system this game has will work its magic. For that to even work in 1 situation out of 10 is stupid and bad design imo. Super low level skill builds that have any kind of effectiveness need to be culled from the game as long as the reward for for playing high skill level builds is so bad as it is currently. There is no balance.
I’ve played MM for a long time, that’s a bit misguided, MM is actually harder to play WELL than you think. That said, yes its also easier to do OKAY with since AI can do some of the work. Few points to keep in mind though:
- AI can be stupid, a lot of the skill for ai damage when stuff is moving around freakishly fast is being able to control your opponent to keep your minions alive and allow them to have uptime. (This is obviously harder versus some classes more than others)
- AoE wrecks them and you can only remedy that by well timed CCs.
- MM have maybe 1 long CD cc break (that requires sacrificing one of the better minions they have.)
- I’ve tested it, minions with a full bar of minions do about the same damage as a power necro MM specced with a dagger, so an MM necro running around like a Phant Mesmer is doing about half the damage they could be doing.
- If the healing minion and flesh golem are down, Necros are in hot water because the lack of healing from then on out, and a huge damage reduction.
- Targeting isn’t an excuse anymore, with no target, tab once you will have the necromancer, not a single pet.
So, that said, since its “bad” it team play I consider it a high skill floor, but a pretty high skill ceiling. Its easy to annoy people with it, but to make it work at its potential, its more interactive (micro managing/controlling the enemy) than most burst builds centered around spamming a few hard hitting buttons, you can take that to the bank. AI =/= simple, because you have to remember, placement is very hard to handle when it comes to AI running around.
Last note; ANet needs to really create a new option to turn off “AI” names in sPvP. Half the time people complain and show pictures they have enemy pc names turned on and it does look ridiculous. They could change that themselves, but ANet just needs to make it a default setting because people don’t take the time to do it themselves.
Warlord Sikari (80 Scrapper)